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[[Category:A Resource For First Time Players in My World of Greyhawk Setting.]]
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The idea is that this is a game of WotC's Dungeons and Dragons v3.5 with house rules,[http://wiki.rpg.net/index.php/Greyhawk_Poland_2011_Campaign#References] which it is set in a world of my own fabrication, designed by cheery picking socio-economic and political elements from a game supplement entitled The World of Greyhawk published 30 years ago for TSR's Advanced Dungeons & Dragons, 1st edition.  
[[Category: Beginning Play]]
 
[[Category: House Rules For v3.5]]
 
[[Category: Optional Rules]]
 
[[Category: Scratch Pad]]
 
 
 
 
 
The idea is that this is a game of WotC's Dungeons and Dragons v3.5 with house rules,[http://wiki.rpg.net/index.php/Greyhawk_Poland_2011_Campaign#References] which it is set in a world of my own fabrication, designed by cherry picking socio-economic and political elements from a game supplement entitled The World of Greyhawk published 30 years ago for TSR's Advanced Dungeons & Dragons, 1st edition.  
 
  
 
The game world is a product of ''my'' imagination:[http://wiki.rpg.net/index.php?title=Greyhawk_Poland_2011_Campaign&action=edit&section=34] not the imagination of Gary Gygax,[http://en.wikipedia.org/wiki/Gary_Gygax] to whom I am most grateful for the 1983 publication of The Boxed Set and its huge Map and for the origins of D&D as its co-creator with Dave Arneson; or the merchandising of Wizards of the Coat, who would like us all to believe no other Greyhawk but their official version exists. [Long time players should make special note to what I am saying here.}
 
The game world is a product of ''my'' imagination:[http://wiki.rpg.net/index.php?title=Greyhawk_Poland_2011_Campaign&action=edit&section=34] not the imagination of Gary Gygax,[http://en.wikipedia.org/wiki/Gary_Gygax] to whom I am most grateful for the 1983 publication of The Boxed Set and its huge Map and for the origins of D&D as its co-creator with Dave Arneson; or the merchandising of Wizards of the Coat, who would like us all to believe no other Greyhawk but their official version exists. [Long time players should make special note to what I am saying here.}
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IF YOU READ THIS REMEMBER HOW FED UP I AM WITH READING STUFF THAT TAKES MY TIMNE AND OFFERS ME NOTHING IN RETURN. However, thank you for the easy instructios to create an account ^_^
 
IF YOU READ THIS REMEMBER HOW FED UP I AM WITH READING STUFF THAT TAKES MY TIMNE AND OFFERS ME NOTHING IN RETURN. However, thank you for the easy instructios to create an account ^_^
  
 +
[[Category:A Resource For First Time Players in My World of Greyhawk Setting.]]
  
  =Realism=
+
   
The best way to deal with inhabitants of my world (or the real world for that matter) is to treat others as they would expect to be treated but by treating others as you would want them to treat you is also a good policy (at least in my fantasy world).
 
 
 
In the Advanced Dungeons and Dragons’ Dungeon Master’s Guide, on pg. 94, Gary Gygax makes a very good point about this in the social context
 
 
 
'''Peasants, Serfs, and Slaves''' 
 
 
 
In feudalistic societies, no person not of gentle birth or noble birth would be allowed weapons of offence, other than those for hunting. Therefore, swords, lances, maces, etc., would be totally banned. In societies, which heavily oppress the commoners, serfs ands/or slaves will be even more restricted than common peasants. They can have no weapon of any sort whatsoever.  They cannot leave their area, be it farm, estate, village or whatever. They are chattel.
 
 
 
Peasants, serfs and slaves generally resent this treatment. Revolts of these sorts of people are common in history. Any character who forces peasantry, serfdom or slavery upon any inhabitants of an area he or she controls will have to be very careful to guard against uprisings. The oppressed folk will most certainly attempt an uprising once every five years, minimum. If there is weakness noted, there will be an uprising immediately. Peasants will demand more freedom, rights and lesser taxes; serfs will be attempting to gain peasant status; slaves will simply desire to slay their former masters and escape to somewhere where they can be free.  Exact details of such uprisings are not possible here, but you should be able to determine them without undue difficulty. The oppressed populace will give rise to about one fighter for every 5 total, as men, women and just about anybody able to carry a club or a knife will join in. Arms and armour (if any) will be scant and crude. Troops will be 0 level, peasant class. Tactical ability will usually tend to be nil. The exception is if some mercenary group aids peasants, or if some slaves have had military experience.
 
 
 
If a rising does occur, the player character must suppress it as soon as possible. If it lasts more than one month, the revolting folk will gain experience, organization, recruits, and better weapons and armour. Therefore, for each full month of successful revolt, add 10% to the number of people in revolt, assume 10% of the total force becomes equal to regular man-at-arms in training and armour and weapons, and allow them greater tactical ability. After six months of successful revolt, the rebellion can be assumed to have taken on the status of a civil war, and the revolutionaries will be able to field something approximating a regular military force.
 
 
 
 
 
 
 
  
 
=Campaign Back Cover=
 
=Campaign Back Cover=
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Not until the characters stand in the very halls of power in Enstad, face-to-face with the Royal Family, will the campaign be resolved and the fate of a nation be decided.
 
Not until the characters stand in the very halls of power in Enstad, face-to-face with the Royal Family, will the campaign be resolved and the fate of a nation be decided.
  
=Starting Equipment/Belongings=
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=Starting Equipment=
Players may choose, or randomly roll, carried equipment but only carry so many belongings so that the total weight of everything carried is less then 26 Lbs. Where these items are stored while being carried should be detailed on the character sheet in pencil. Remember also that characters' desciptions need clothing.
+
 
  
 
TABLE
 
TABLE
 
'''Starting Equipment List:'''
 
{| border=1 cellpadding=1 width="100%"
 
| '''Roll 3d20'''
 
| '''Item Description'''
 
| '''Weight in Lbs'''
 
| '''Cost in Copper'''
 
|-
 
| 3
 
| 24" deep, canvas RUCKSACK with side pockets, leather shoulder strap.
 
| 2
 
| 125
 
|-
 
| 4
 
| BEDROLL.
 
| 5
 
| 10
 
|-
 
| 5
 
| Thick wool BLANKET dyed hunter green.
 
| 3
 
| 50
 
|-
 
| 6
 
| thin rope and pulley BLOCK AND TACKLE gear (rope not included).
 
| 5
 
| 500
 
|-
 
| 7
 
| Tallow Orange CANDLE that burns for 6 hours.
 
| -
 
| 1
 
|-
 
| 8
 
| CANVAS (sq. meter/yard).
 
| 1
 
| 10
 
|-
 
| 9
 
| 18" cylindrical tanned hide TUBE, air tight stopper mechanism (can hold 5 rolled papers, not scrolls).
 
| 0.5
 
| 500
 
|-
 
| 10
 
| 30' of CHAIN.
 
| 2
 
| 3,000
 
|-
 
| 11
 
| 6" piece of sandstone CHALK.
 
| -
 
| 1
 
|-
 
| 12
 
| SMALL, empty, heavy wooden, iron banded CHEST, no lock mechanism, 24" deep 36" across 18" wide.
 
| 25
 
| 200
 
|-
 
| 13
 
| MEDIUM, empty, heavy wooden, copper banded CHEST, no lock mechanism, 36" deep x 52" across  x 24" wide.
 
| 35
 
| 300
 
|-
 
| 14
 
| LARGE, empty, heavy wooden iron banded CHEST, simple lock mechanism, 48" deep x 72" across  x 36" wide.
 
| 50
 
| 550
 
|-
 
| 15
 
| CROWBAR.
 
| 5
 
| 200
 
|-
 
| 16
 
| FISHHOOK.
 
| -
 
| 10
 
|-
 
| 17
 
| Hemp NET 25 Sq ft with weights for casting, fishing.
 
| 5
 
| 400
 
|-
 
| 18
 
| empty wooden, sealed CANTEEN 16 oz. or 473 ml.
 
| 2
 
| 3
 
|-
 
| 19
 
| FLINTSTONE AND STEEL scraper.
 
| -
 
| 100
 
|-
 
| 20
 
| Tri-hooked GRAPPLING HOOK (rope not included).
 
| 4
 
| 100
 
|-
 
| 21
 
| ......I
 
| weight
 
| Copper
 
|-
 
| 22
 
| 1oz or 30ml vial of INK.
 
| -
 
| 800
 
|-
 
| 23
 
| wooden QUILL fountain pen.
 
| -
 
| 10
 
|-
 
| 24
 
| Simple, Aladin-style 6-hour oil burning LAMP, (uses 1 pint or 568 L oil not included).
 
| 1
 
| 10
 
|-
 
| 25
 
| Heavy, enclosed Candle-powered LANTERN which has small mirrors welded into the inside back of the candlestand, a simple latch-closed cage opening from the front and holding handles on the back.
 
| 3
 
| 1200
 
|-
 
| 26
 
| Heavy, hooded, 6-hour oil burning LANTERN with iron ring for carrying on a hooked pole (not included).
 
| weight
 
| copper
 
|-
 
| 27
 
| VERY SIMPLE, bolt mechanism LOCK.
 
| 1
 
| 2,000
 
|-
 
| 28
 
| AVERAGE complexity, key entry PADLOCK.
 
| 1
 
| 4,000
 
|-
 
| 29
 
| GOOD double or tripple combination tumbler LOCK.
 
| 1
 
| 8,000
 
|-
 
| 30
 
| AMAZINGLY COMPLEX Chinese puzzle-type LOCK. 
 
| 1
 
| 15,000
 
|-
 
| 31
 
| Average worksmanship MANACLES for hands or feet, attached by either a welded metal bar or heavy 1' chain.
 
| 2
 
| 1,500
 
|-
 
| 32
 
| Small steel framed MIRROR useful for shaving or applying make-up.
 
| 0.5
 
| 1,000
 
|-
 
| 33
 
| 1 pint of OIL (burns for six hours in a Lantern).
 
| 1
 
| 10
 
|-
 
| 34
 
| 1 page of ordinary pulp PAPER of grey-ish cotton bond or light brown wood pulp.
 
| -
 
| 40
 
|-
 
| 35
 
| I roll of 8" x 10" PARCHMENT animal hide.
 
| -
 
| 20
 
|-
 
| 36
 
| 1 climbing PITON, iron spike with flattened loop at one end looks like a big suare-head sewing needle.
 
| 0.5
 
| 10
 
|-
 
| 37
 
| Thin, 10' wooden POLE with a hook at the top end of it and an iron banded base at the bottom end.
 
| 8
 
| 20
 
|-
 
| 38
 
| cast iron POT with lid for cooking stews, has side handles and short metal strap-like handle for hanging over cooking fire.
 
| 10
 
| 50
 
|-
 
| 39
 
| Small empty BELT POUCH with brass-button loop closure.
 
| 0.5
 
| 100
 
|-
 
| 40
 
| traveller's RATIONS dried fruits OR meats with nuts and garden vegetables.
 
| 1
 
| 50
 
|-
 
| 41
 
| 50' of HEMP ROPE.
 
| 10
 
| 100
 
|-
 
| 42
 
| 50' of SILK ROPE.
 
| 5
 
| 1,000
 
|-
 
| 43
 
| Burlap SACK for potatoes with a drawstring closure.
 
| 0.5
 
| 10
 
|-
 
| 44
 
| a clump of 454g SEALING WAX.
 
| 1
 
| 100
 
|-
 
| 45
 
| 3" long SEWING NEEDLE for leather and 1.5" long SEWING NEEDLE for cloth kit (includes 1 spool of grey - natural colour of cottom - thread and 3' of red rawhide lace).
 
| -
 
| 70
 
|-
 
| 46
 
| Silver SIGNAL WHISTLE with loop to hang on a necklace (necklace not included).
 
| -
 
| 80
 
|-
 
| 47
 
| Ordinary SIGNET RING, without eleboration or design. Leaves "X" mark in wax.
 
| -
 
| 500
 
|-
 
| 48
 
| Strong smelling clean SOAP made from lye.
 
| 1
 
| 50
 
|-
 
| 49
 
| Garden SPADE made of metal or workman's SHOVEL made from wood, both with 4' wooden handles.
 
| 8
 
| 200
 
|-
 
| 50
 
| Collapsible SPYGLASS magnifying viewed objects to twice their size.
 
| 1
 
| 100,000
 
|-
 
| 51
 
| two man pup TENT, canvass (does not include 6 pitons, or rope required to build).
 
| 20
 
| 1,000
 
|-
 
| 52
 
| 2' long, simple heavy wooden TORCH, top wrapped in old cloth (requires 1/6 pint of oil dousing).
 
| 1
 
| 1
 
|-
 
| 53
 
| 8.5 oz or 250ml glass VIAL container for liqiuds, has cork stopper. 
 
| 1
 
| 150
 
|-
 
| 54
 
| WATERSKIN with over-the-shoulder strap, and stumpy, silver, screw top lid.
 
| 4
 
| 100
 
|-
 
| 55
 
| Rough piece of WHETSTONE.
 
| 1
 
| 2
 
|-
 
| 56
 
| stuff
 
| weight
 
| copper
 
|-
 
| 57
 
| stuff
 
| weight
 
| copper
 
|-
 
| 58
 
| stuff
 
| weight
 
| copper
 
|-
 
| 59
 
| stuff
 
| weight
 
| copper
 
|-
 
| 60
 
| stuff
 
| weight
 
| copper
 
|-
 
|}
 
 
-+-+-+-
 
 
 
<br> <br>
 
<table border="1">
 
 
<tr align="center">
 
      <th colspan="5" width="100%"> THE SHADOWKILLERS <br> [[Midnight: Southern XP Rewards]] <br> [[Midnight: Southies SWAG & BOOTY]]</th>
 
</tr>
 
<tr align="center">
 
      <th width="6%">[[Midnight: the Shadow Killers player Andrew|ANDREW]]</th>
 
      <th width="6%">[[Midnight: the Shadow Killers player Steve|STEVE]]</th>
 
      <th width="6%">[[Midnight: the Shadow Killers player Adam|ADAM]]</th>
 
      <th width="6%">[[Midnight: the Shadow Killers player Bill|BILL]]</th>
 
</tr>
 
<tr align="center">
 
      <td> [http://en.wikipedia.org/wiki/Alignment_%28Dungeons_%26_Dragons%29#Lawful_Neutral Lawful Neutral] </td>
 
      <td> [http://en.wikipedia.org/wiki/Alignment_%28Dungeons_%26_Dragons%29#Neutral_Good Neutral Good] </td>
 
      <td> [http://en.wikipedia.org/wiki/Alignment_%28Dungeons_%26_Dragons%29#Neutral Undetectable] </td>
 
      <td> [http://en.wikipedia.org/wiki/Alignment_%28Dungeons_%26_Dragons%29#Neutral_Good Neutral]</td>
 
 
</tr>
 
<tr align="center">
 
      <td> [http://darknessfalls.leaderdesslok.com/character_races1.htm Orc] </td>
 
      <td> [http://darknessfalls.leaderdesslok.com/character_races1.htm Wood Elf] </td>
 
      <td> [http://darknessfalls.leaderdesslok.com/character_races1.htm Caransil] </td>
 
      <td> [[Kyuad as a Lich|Undead]]  <br> [http://darknessfalls.leaderdesslok.com/character_races1.htm Erenlander]</td>
 
 
</tr>
 
<tr align="center">
 
      <td> [http://darknessfalls.leaderdesslok.com/class_fighter.htm Fighter]  <br> [http://wiki.rpg.net/index.php/Prestige_Class:_Bladebond Bladebond]  </td>
 
      <td> [http://darknessfalls.leaderdesslok.com/class_wildlander.htm  Wildlander] <br>  [http://darknessfalls.leaderdesslok.com/class_channeler.htm Channeler]  <br>  [http://darknessfalls.leaderdesslok.com/prestige_druid.htm Druid]  </td>
 
      <td> [http://darknessfalls.leaderdesslok.com/class_channeler.htm Channeler]  <br> [http://darknessfalls.leaderdesslok.com/prestige_aradils-eye.htm Queen's Eye]  <br>  </td>
 
      <td>  [http://darknessfalls.leaderdesslok.com/class_channeler.htm Channeler]  <br>  [[Midnight Custom Prestige Class: Fell Warden|Fell Warden]]</td>
 
 
</tr>
 
<tr align="center">
 
      <td> [http://darknessfalls.leaderdesslok.com/hp-seer.htm Seer] </td>
 
      <td> [http://darknessfalls.leaderdesslok.com/hp-naturefriend.htm Naturefriend] </td>
 
      <td> [http://darknessfalls.leaderdesslok.com/hp-speaker.htm Speaker] </td>
 
      <td> [http://www.againsttheshadow.org/index.php?page=28 Foundling]</td>
 
 
</tr>
 
<tr align="center">
 
      <th width="6%"> [[DURGAZ]] </th>
 
      <th width="6%"> [[ERANON]] </th>
 
      <th width="6%"> [[ZAL'KAZZIR]] </th>
 
      <th width="6%"> [[Kyuad|KYUAD]] </th>
 
</tr>
 
<th colspan="5" width="100%"> '''[http://games.groups.yahoo.com/group/DnD_MIDNIGHT_Seattle/files/Player%20Character%20sheets/ Character Sheet Files]''' <br> <font color=red>CURRENT LOCATION</font> <br> As the group watched Zal return they learn the Bloodguard of Steel Hill road on the Keep... with quick thinking Kyuad disquises himself as the former "Bloodtaker" Lord of the Keep, inviting Steel Hill's guard in for the night. The pathwalkers discuss plans to lure Anaximath to the Keep, tackling two birds with one dream vision... Meanwhile Kyuad learns of the High Captain's politics and Plague Quest.  Midnight passed to the next day the newly reincarnated elf contacts the Witch Queen for advice and then in dream to the dragon Anaximath... the group has 9 hours and counting before the beast is on Crystal Keep!!<br> [[timeline of the pathwalker story]] <br>  [[Midnight - STEPS TO SAVE THE WORLD]] </th>
 
</table>
 
<br>
 
 
  
 
==Starting Position==
 
==Starting Position==
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When the Campaign starts, Player Characters meet as travellers on foot to the village of Narwell, in the Wild Coast, seeking mentors to train them.   
 
When the Campaign starts, Player Characters meet as travellers on foot to the village of Narwell, in the Wild Coast, seeking mentors to train them.   
  
 +
[[Category: Beginning Play]]
  
 
==Diseases in Game==
 
==Diseases in Game==
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=Races=
+
==Races Available for Player Characters==
Races have a certain homogeneity to them that goes well beyond bonuses and minuses in abilities.  Only the heroes may rise above their racial profiles and, that rise would be a story unto itself. Hero or zero, every race begins the same way as the cliche in order to conform to a comprehendable world of unique and special races. Ceremonial magic is more prevalent with Elves; Chaotic magicians tend to be Gnomes, Dwarves practice no magic; and Humans are capable of any thing and every thing.
+
Humans are highly more favoured to play and are given preference to other races.
 +
Monsters, Orcs and Half-Orcs are definitely right out. They are hunted and unwelcome within my world of Greyhawk. >>>>The Flanaess 
  
Below is some useful in-game profiling information.
+
'''Half-Orcs''', produced from the union of Human females and Orc males are commonly the by-product of the rape of the human slave after the Orc has pillaged the Human settlement. Female slaves are a mark of status within the Tribe of Orcs but maltreated and considered underlings to Orc females who treat them as slaves. Half Orcs bred by the Orc Tribe inherit some Human advantages fom increased size, emotional retardation and (some) higher intellect and are, therefore, considered more deadly shock troops - the first targets of Orc enemies.  
  
==Races Available for Player Characters==
+
Any Half-Orc born within a Human settlement is quickly strangled at birth, sometimes forcably over the objections of the unwed/unwanted mother by whomever is the local leader. Half-Orc babies are a sign of shame to the mother's family and a danger to the entire community since they are highly likely to be mistreated outsiders with an evil predisposition and plenty of reason to enact revenge.  
Humans are more highly favoured to play and are given preference to any other race in the Flanaess.
 
Monsters, Orcs and Half-Orcs are definitely not player character types. These are hunted and unwelcome within the Flanaess.
 
  
'''Half-Orcs''', those produced from the union of a Human female and an Orc male, are commonly the by-product of the rape of the human slave after the Orc has raided a Human settlement. Orcs capture females as sex slaves and are a mark of status within the Orc Tribe. These slaves are savagely and viciously maltreated and have a status beneath Orc females. Half-Orcs bred by the Orc Tribe inherit some Human advantages for the Orc such as increased size, emotional retardation and (some) higher intellect and are, therefore, considered more deadly shock troops - sent in the first waves of attacks against Orc enemies. Half-Orcs enjoy a higher status within an Orc society due to their ability to brutalize the smaller Orcs.
+
Some Half-Orcs do survive in my world of Greyhawk because they were born and lived alone (with their mothers) in seclusion. They have no chance of any interaction with any
  
Any Half-Orc born within a Human settlement is quickly strangled at birth, sometimes forcably over the objections of its unwed/unwanted mother and by whomever is the local leader. Half-Orc offspring are a mark of shame to the mother's family and a danger to the entire community. They are highly likely to be mistreated outsiders; have an evil predisposition; and will have plenty of reason to enact revenge upon the world. Infancide is actually a blessing to a Half-Orc born outside an Orc society.
 
  
Some Half-Orcs do survive because they were born and lived alone (with their mothers) in seclusion. Their very survival means they have had no interaction with anyone outside their mother, and they do not seek out such interaction. A lonely Half-Orc will logically seek out other Orcs because of the elevated status it will enjoy until a bigger and meaner Half-Orc challenges it.  Such is its evil aligned nature.
 
  
===Demi-Human===
+
===Dwarven===
This category includes halfbreed Humans such as Half-Orcs and Half-Elves; the Fey creatures the Elves and the Gnomes; as well as "Halflings" (formally known as Hobbits) and Dwarves. Demi-Humans as separate species have divisions and within their races same as the Human race. Demi-Humans are detailed on another page.  
+
Dwarves represent 10% of the total polpulation of The Flanaess.
 +
SOMETHING ABOUT DWARVES
  
===Human===
+
===Elven===
Humans represent 80% of the total population of The Flannesse.  
+
Elves represent a mere 2% of the entire population of The Flanaess.
Unlike the other races, Humans are not a unified race.  They break along many cultural and political divides throughout the world perhaps due to their greater numbers than with the other races of Mankind. More apt to war amongst themselves than with other races, Humans fight for land space and the expansion of resource wealth. In all The Flannesse, Humans are the most interested in the control of a wealth supply than any of the other races.
+
SOMETHING ABOUT ELVES
  
SOMETHING ABOUT HUMANS
+
TYPES OF ELVES:
 +
GREY
 +
SYLVAN
 +
WILD
  
====Human Racial Attitudes====
 
Human attitudes tend towards tolerance and acceptance of the Demi-Human races. Not surprisingly, perhaps, Humans prefer the Halfling races slightly more than those of the Dwarves or the Gnomes. This may be because Halflings are frequently slaves or servants to Human masters and display a characteristic easy-going demeanor. On their own, the small stature of a Halfling appears very unthreatening. With a short life-span of only 150 years on average, Humans could easily forget when Halflings were thought of quite differently in the wild, hunted, armed and in numbers.
 
  
Half-Elves are more tolerated than Elves. Though the ''War Between The Races'' is long over, according to the time keeping of Human generations, the Elven nation is still considered with neutrality and distrust. This may be the carryover of Elven attitudes. The war is still very fresh in collective Elven memory and they treat Humans as an usurping race with great suspicion. However, the Dwarven people look upon Humankind with dispassion and suspicion as well, but Human attitudes treat them twice as warmly than the Elves. Perhaps because Dwarves live underground and the few topsiders who conduct trade are atypical of the average Dwarven attitude toward Humans.  
+
====Half-Elven====
 +
More Elven than Human, and more despised than Humans by Elves for a perceived parental slight on the customs and ores of Elven folk. Elves believe in the separation of the races and Half-Elves, often given the derogatory term "Half-lings" in their Elven nation, are the lowest of the low.
  
Even most surprising among Human attitudes is the lack of a clear preference for other Humans. This may be due to a combination of many factors but there is no one factor to correlate the attitudes that run from Preference to Antipathy.  
+
===Gnome===
 +
Gnomes represent 5% of the total population of The Flanaess.   SOMETHING ABOUT GNOMES.
  
No surprise is the attitude of Hostility that Humans share with all Demi-Humans towards the Orc race and Half Orcs.
+
===Halfling, what we know to be Hobbits===
 +
Halflings represent 3% of the total population of The Flanaess. SOMETHING ABOUT HOBBIT.
  
====Naming Conventions for Humans====
 
English
 
Scots
 
German
 
French
 
Polish
 
Latin
 
  
==Racial Attitudes==
+
===Human===
 +
Humans represent 80% of the total population of The Flannesse.
 +
Unlike the other races, Humans are not a unified race.  They break along many cultural and political divides throughout the world perhaps due to their greater numbers than with the other races of Mankind. More apt to war amongst themselves than with other races, Humans fight for land space and the expansion of resource wealth. In all The Flannesse, Humans are the most interested in the control of a wealth supply than any of the other races.
  
In a recent survey on racial attitudes, the inhabitants of Flanaess were asked the question, ''''"On a scale from 1 - 10, where 1 is the lowest ranking and 10 is the highest ranking, how highly do you rank your fellow inhabitants of Flanaess?"''''  Based on survey size, results are accurate within a margin of 0.001% error 19.75 times out of 20.  Human sampling includes subgroups from every country in Flanaess. Each demi-human race considered without subgroupings.
+
SOMETHING ABOUT HUMANS
  
'''Racial Preferences: A Numerical General Overview'''
+
==Naming Conventions==
{| border=1 cellpadding=3 width="100%"
+
===Dwarves===
| style="background: silver; color: black" | '''Player Races'''
+
Types of stone
| style="background: silver; color: black" | '''Dwarven'''
 
| style="background: silver; color: black" | '''Elven'''
 
| style="background: silver; color: black" | '''Gnome'''
 
| style="background: silver; color: black" | '''Half-Elven'''
 
| style="background: silver; color: black" | '''Hobbit/Halfling'''
 
| style="background: silver; color: black" | '''Half-Orc'''
 
| style="background: silver; color: black" | '''Human'''
 
|-
 
| '''Dwarven'''
 
| style="background: purple; color: gold" | 10
 
| style="background: silver; color: black" | 9
 
| style="background: silver; color: black" | 9
 
| style="background: darkblue; color: white" | 7
 
| style="background: darkblue; color: white" | 4 (Stouts +3)
 
| style="background: red; color: yellow" | 0
 
| style="background: beige; color: black" | 3
 
|-
 
| '''Elven'''
 
| style="background: darkblue; color: white" | 7
 
| style="background: purple; color: gold" | 10
 
| style="background: darkblue; color: white" | 4
 
| style="background: orange; color: black" | 1
 
| style="background: darkblue; color: white" | 4 (Tallfellows +1)
 
| style="background: red; color: yellow" | 0
 
| style="background: beige; color: black" | 3
 
|-
 
| '''Gnome'''
 
| style="background: silver; color: black" | 9
 
| style="background: beige; color: black" | 3
 
| style="background: purple; color: gold" | 10
 
| style="background: silver; color: black" | 9
 
| style="background: silver; color: black" | 9
 
| style="background: red; color: yellow" | 0
 
| style="background: darkblue; color: white" | 7
 
|-
 
| '''Half-Elven'''
 
| style="background: beige; color: black" | 3
 
| style="background: beige; color: black" | 2
 
| style="background: silver; color: black" | 8
 
| style="background: purple; color: gold" | 10
 
| style="background: darkblue; color: white" | 7
 
| style="background: orange; color: black" | 1
 
| style="background: silver; color: black" | 9
 
|-
 
| '''Hobbit/Halfling'''
 
| style="background: darkblue; color: white" | 7
 
| style="background: darkblue; color: white" | 7
 
| style="background: darkblue; color: white" | 7
 
| style="background: darkblue; color: white" | 7
 
| style="background: purple; color: gold" | 10
 
| style="background: red; color: yellow" | 0
 
| style="background: darkblue; color: white" | 7
 
|-
 
| '''Human'''
 
| style="background: darkblue; color: white" | 6
 
| style="background: beige; color: black" | 3
 
| style="background: darkblue; color: white" | 6
 
| style="background: darkblue; color: white" | 4
 
| style="background: darkblue; color: white" | 7
 
| style="background: red; color: yellow" | 0
 
| 10 to 2
 
|-
 
|}
 
  
'''Racial Preferences: A 1-10 Scaled View'''
+
Metal
{| border=1 cellpadding=3 width="100%"
 
| style="background: purple; color: gold" | '''Prefered'''
 
| style="background: silver; color: black" | '''Goodwill'''
 
| style="background: darkblue; color: white" | '''Tolerated and Accepted'''
 
| style="background: beige; color: black" | '''Neutral but Suspicious'''
 
| style="background: orange; color: black" | '''Antipathy'''
 
| style="background: red; color: yellow" | '''Hostile'''
 
|-
 
| 10
 
| 8-9
 
| 4-7
 
| 2-3
 
| 1
 
| 0
 
|-
 
| Open, Welcoming and Relaxed
 
| Peaceable,and Friendly
 
| Indifferent and Impartial
 
| Careful, Guarded, Distrusting
 
| Closed; Strong Dislike
 
| Hatred, Rancorous
 
|-
 
|}
 
  
 +
Iron working
  
 +
brute strength
  
To accentuate that the term "Halfling" is actually offensive, D&D Halflings are referred to as Hobbits (above). The term "Halfling" is derogatory and applies to any mixed race. Hobbits accept the appellation. Halflings and "half-breeds" prefer to be identified with one race or the other but would rather not be called half-anything. For medieval thinking this is not a racist/nationalist attitude but a puritanical one. It is unappreciated by any person being labelled but it is common practice and not considered impolite by the standards of the time. It is uncommon courtesy to refrain from such labels, however, and will be instantly recognised and appreciated.
+
===Elves===
  
A half-elf may declare him or herself to be Human and try to hide his or her Elven parentage. Note, however, it would be harder for a half-breed to hide in a Demi-human community.
+
====Half-Elves====
  
Hobbits have accepted the term "halfling" for their race name without harbouring a grudge on the one (typically a Human) who uses it to refer to a Hobbit. The Hobbit attitude in this regard is to inwardly condescend to the offender regarding such a person to be uneducated and uncouth.
+
===Gnomes===
  
Races that are Hostle to each other will attack on sight or otherwise seek the other's destruction.
+
===Halflings, what we know to be Hobbits===
  
==The Classical Fantasy Archtypes Of The Flanaess==
+
===Humans===
 
+
English
'''Player Character Archtypes'''
+
Scots
{| border=1 cellpadding=3 width="100%"
+
German
| '''Archtype'''
+
French
| '''Description'''
+
Polish
|-
+
Latin
| '''Barbarian'''
 
| their limitless imaginations are unencumbered by rules.
 
|-
 
| '''Bard'''
 
| when they finally feel completely comfortable and relaxed playing, I feel accomplishment.
 
|-
 
| '''Cleric'''
 
| the emphasis is more on the story and the combat creates tension.
 
|-
 
| '''Druid'''
 
| the game is more collaborative.
 
|-
 
| '''Fighter'''
 
| 7
 
|-
 
| '''Monk'''
 
| 6
 
|-
 
| '''Paladin'''
 
| their limitless imaginations are unencumbered by rules.
 
|-
 
| '''Ranger'''
 
| when they finally feel completely comfortable and relaxed playing, I feel accomplishment.
 
|-
 
| '''Rogue a.k.a. Thief'''
 
| the emphasis is more on the story and the combat creates tension.
 
|-
 
| '''Sorcerer a.k.a. Chaos Magician'''
 
| According to D&D canon and the accepted mechanics of Vancian magic, Sorcerers ''''should'''' be able to cast powerful magic at any given time because the power to do so is innately fuelled. This nonesense defies my suspension of disbelief. How does a Sorcerer (or Choatic Magician) discover spells? Why must he or she choose spells if the power is innate? Why are limits imposed if there is no stamina consumtion? Why bother to read magic? 
 
|-
 
| '''Wizard a.k.a. Ceremonial Magician'''
 
|
 
|-
 
|}
 
  
 
=Rolling Ability Scores=
 
=Rolling Ability Scores=
Line 700: Line 207:
  
 
==Elven==
 
==Elven==
 
[[File:Castle_Corner_Turret.jpg|200px|thumb|right|Walled Outer City of Enstad]]
 
 
 
 
Monarchy rulling feudal system
 
Monarchy rulling feudal system
  

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