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The Rules

Welcome To Diskworld World of Terra Spells and Psionics Monsters Treasure Religion The Rules

What to do and How to do it

   A lot of my rules may seem unusual, but I have honed them after years of playing. It was important to me to create a game that was challenging to the PCs and in order to do so I had to take away things from them. So while the rules may seem kind of harsh and somewhat unfair, they do make the game more difficult for the PCs, who end up enjoying it more. Above all I award for "role" playing over "roll" playing.

The Rules

If you wish to play evil, that is fine, but you must work with the group. If you can’t figure out why your evil character is hanging around the good group, don’t play him.

If you want to play a race, class or kit, it must be written down in a book where I can read it. I do accept certain stuff off the web, but only if I see it first.

The DM has the right to change, add, or omit any rule he sees fit, so no rules lawyering.

If you want to play a silly character, go ahead. Do not be surprised when NPC’s think you are retarded and won’t cut you a break, or when the other PC’s get more experience.

In the Diskworld Campaign, there are no racial restrictions for which class you wish to be. There are also no level restrictions. Characters from other worlds still follow the rules of those worlds.

To start, use 4d6 to roll stats, adding the highest 3 rolls. There are 7 stats, Strength (physical power), Dexterity (agility), Constitution (stamina), Intelligence (knowledge), Wisdom (common sense), Charisma (charm), and Comeliness (appearance). Place the rolls where you want, keeping in mind ability requirements for classes. Choose your race and add the modifier. You may subtract 2 points off one stat and add to another but you cannot take 1 point off 2 stats to do this. If your stats are not high enough to play the class you want, you may raise your stats to the minimum needed for that class, however, you must first put the highest rolls on the stats, the highest roll on the highest requirement, etc.

Comeliness governs the initial reaction adjustment under Chr and is judged by this chart:

<0-0: NPC’s may be hostile and prejudice against the PC, or will find excuses not to be near.

1-6: NPC’s may be uneasy and nervous, even hostile if superstitious.

7-9: NPC’s may be rude or condescending.

10-13: NPC’s may ignore the PC, unless he does something to make himself known.

14-17: NPC’s treat the PC favorably, especially those of the opposite sex.

18-20: NPC’s are drawn to the PC. Those of the opposite sex find themselves attracted to the PC, and even distracted when they are around. Those of the same sex may be jealous.

21-24: NPC’s flock to the PC. Those of the opposite sex might harm each other in their attempts to gain the PC’s favor, and those of the same sex will idolize him.

25+: This PC has the beauty of the gods. NPC’s usually react chaotically when they are around. The gods themselves might grow angry.

There are five basic classes, and several subclasses, to Diskworld:

Warrior: Fighter, Ranger, Paladin, Champion of Faith, Avenger, Barbarian, and Gladiator.

Wizard: Mage, Specialist, Arcanist, and Sorcerer.

Priest: Cleric, Specialty Priest, Druid, Shaman, Crusader, Mystic, and Monk.

Rogue: Thief, Bard, Gypsy, Taltos, Trader, and Ninja.

Psionicist.

Clerics of Diskworld follow the religion of the One. All other priests are specialists priests of one of the godlings. Druids are specialty priests of Brashi and Shaman are specialty priests of Internol. There are no dual classes, even humans use multi-class rules. Specialty priests of the true gods still get their spells from the godlings, but still get the allowed spheres and special abilities associated with their deity.

PC’s and NPC’s use WP’s and NWP’s. Fighters and Gladiators are the only classes that can multi specialize, and may use ½ their initial bonus NWP’s (from Int.) for weapons. Non-warriors can not specialize. Missiles and Melee weapons both use the same rule for specialization: every WP put into a weapon after its initial prof., grants a +1 to hit, damage, or initiative, however the PC wants. This cannot go above +5. # attacks is the same as in the PHB.

Money is handled by the Merchant’s Guild, who created the “Merchant Standard” as a basis for money. The Standard simply states that a GP in Arionos is worth as much as a GP in Wu Shen. Each country has a Merchant Guildhouse which in charge of minting coins for that nation. The Merchant’s Guild is a nation unto itself and has no alliances with any nation. This is regulated by exchanging Guildmasters every few months, usually at random by Lady Krathe herself.

Arquebus, Good Locks, Magnifying Glasses and Spyglasses are available in Madera and Horliche, the only two culturally advanced nations, and Full Plate Armor and Full Plate Barding are found only in Saxony. Most nations were fashioned after a certain, historical era and follow the guideline for that era (Mylon and Gitan in the bronze age, forbidden land in the stone age, etc.) Other firearms and the Pistoleer kit are available only in Madera, who guard their secret of gunpowder.

New Equipment:

Battle Hammer (2-Handed): 8gp, Wt:15, Sz: M, Tp: B, Spd: 6, Dmg: 1d10/1d10

Battle Longbow (2-Handed): 90gp, Wt: 5, Sz:L, Tp:B, Spd: 4, Dmg: 1d4+1/1d6+1. Can be used as a melee weapon with the staff WP for 1d6 successful strikes before it needs to be repaired.

Battle Shortbow (2-Handed): 50gp, Wt: 3, Sz: M, TP; B, Spd: 4, Dmg:1d4/1d4+1. Can be used as a melee weapon with the club WP for 1d4 successful strikes before it needs to be repaired.

War Axe (2-Handed): 10gp, Wt: 10, Sz: M, Tp: S, Spd: 10, Dmg: 1d12/1d12

 

MAGIC

Magic is a very important part of Terran life. Wizardly and Priestly magic affects everyday life, making jobs easier and life longer. Natural diseases mostly have been wiped out, and the new ones that pop up are taken care of. People who get sick can be healed, and even brought back from death. Unlike Krynn and Athas, with the fear and outright hatred of magic, most Terrans would be lost without it. Even golems can be found in a great number of places, helping common folk with common chores. Even the normally magic rebuking dwarves have found the use of earth elementalist, and the spell fearing barbarians have seen the use of mages, though they don’t have any in their homes yet.

Wizards, Specialists, and Bards function pretty normally, as per the Player’s Handbook, with a few minor exceptions. Unless it is absolutely necessary, spells do not require material components. You can cast a Fireball without guano and sulfur, but you can’t cast Magic Jar without the gem to store the soul in. None of the mage spell using classes can memorize the same spell twice (this prevents firing off 15 or more Magic Missiles or 3 consecutive Fireballs). If a wizard has cast a spell and wishes to fill that slot, without the required 8 hours of rest, he can “spot” memorize a spell whose level can fill that slot. It takes 5 minutes/spell level to spot memorize 1 spell, but because of the haste involved, there is a base 60% chance of spell failure. This base is adjusted by +5%/level of the spell, -5%/lvl of the wizard, and -5%/5 points of Intelligence possessed by the wizard at the time of the spot memorizing, rounded down. If the wizard is a specialist of that particular school, he gets another -5%.

Bards must sing, recite poetry, or some other form of verbal art. The exception to this rule is spells that require no Verbal component, which can be cast normally. Bards follow all other rules as a wizard.

When a wizard or bard memorizes spells, it takes 10 minutes+1 minute/level of the spell. The caster must then rest for 2+1 hour/level of the highest spell level he can cast. If this rest is interrupted, he doesn’t gain the higher leveled ones. For example: Daisint, as a 7th level mage and can cast up to 4th level spells. It would take him 6 hours of rest to regain all his spells. A battle awakens him after resting 4 hours. He gets his first 2 spell levels, but if he cast spells during the battle, he must re-memorize and re-rest to gain them back. Any spells not cast are not lost until the wizard wills them away (usually to replace that slot with a better or needed spell) or cast. Spells not cast are not forgotten, so wizards who haven’t cast any spells during the day need not re-memorize. Obviously high level mages are reluctant to change their spells once memorized.

In the case of an emergency, a wizard can cast a spell directly from his spellbook. The spell is then treated as if cast from a scroll, including the complete erasure of the spell.

Wild Magic can be learned and used by non-wild mages, but at a cost. Non-wild mages must roll on the level variation table twice, taking the lowest modifier, and if a wild surge is indicated, they must roll on the Wild affect chart twice, using both results if applicable.

Those who use priest magic become conduits of holy, or unholy, energy from their deity. Priests need not choose their spells ahead of time. They can cast any spell from any of their allowed spheres, so long as they have the free slots to do so. This is to reflect the caster’s wisdom in choosing the right spells at the right time. However, like the wizards and their studying, they must pray for ½ hr/highest spell level they can cast. This either takes place at night or in the morning, depending on the beliefs. So, if he can cast 3rd level spells as his highest level, he must spend an hour and a half in prayer. This must be done even if he didn’t cast any spells. After this prayer, he must sleep for 1 hr/spell level he can cast. (1 hr for 1st level spells, 3 hrs for 3rd level spells). Any break in this rest results in the loss of that level and the ones above it and must be re-rested. For example: Hans can cast up to 4th level spells. He prays for 2 hrs before sleeping. He must rest 4 hrs to gain all his spells, but he will probably rest longer. After 2½ hrs the group is attacked. He has regained his 1st and 2nd level spells, but because he was interrupted halfway through his 3rd levels, he loses all of them. Any spells he casts during the combat must be re-prayed and re-rested.

 

COMBAT

Combat on Terra is run as normal. Each character and the DM rolls his initiative, which is modified by Reaction Adjustment for Dexterity, and Weapon Speed or Casting Time if casting a spell. The lowest number goes first. Multiple attacks take place after all the other attacks, in the same order as the initiative. If surprise is granted, the surprised party loses initiative, giving the attackers a free attack and then initiative is rolled.

The player then rolls a D20 to strike, based on his Modified THAC0 subtracted by the target’s AC. The player must roll this number or higher on a 20. A natural 20 scores for double damage. A natural 1 is an automatic miss, regardless of THAC0.

Unlike other AD&D worlds, Dexterity is used to adjust the THAC0, not Strength. Instead of using the To Hit for Strength, use the Missile Attack Adjustment under Dexterity for both missiles and melee weapons. Also, magic weapons add their + to damage, not to hit. Magical missile launchers, such as bows and slings, add their + to hit and not to damage. Intelligent weapons add their + to both.

After 5 rds of combat, each combatant must make a Con check-3. If made, they continue in combat until next round, when they must make the check again. Every other round after the 5th, a -1 cumulative penalty is added to the check. If any check fails, the character’s following attacks are at -1 to hit and damage due to fatigue. This is also cumulative.

New Races, Classes, and Kits

Classes

Dark Order

Require: LE, Str=14, Con=9, Wis=13, Chr=14

This is a new warrior subclass based on the anti-paladin. The Dark Order (or Dark Paladin) are knights of the Godling Evil. They gain XP’s as Paladins, but must be LE. Like Paladins, they follow a strict code of ethics, though not as strict as their LG counterparts. They are not above killing, but the death must be met with honor. They frown on senseless violence and will never attack an unarmed or helpless foe, though they will not prevent others from doing so. They gain spells as a paladin, but do not gain bonus spells for having high wisdom scores, and may use priest magical items. They can have as many items as they wish, but must tithe 50% of their treasure to a church of one of the 5 dark members of the Ten, preferring Evil above the others, of course.

At Lvl 1: Detect Good

+2 all Saving Throws

Immunity to Disease

Cause Disease, 1/week

Wound Touch (2 pts/lvl, ST vs RSW for ½)

Protection from Good 10’

Can Dispel hostile magic cast by a caster of equal or lesser level when using an Unholy Sword.

At Lvl 3: Can Befriend Undead as an evil Priest, 2 levels lower.

At Lvl 4: Can summon a mount. The mount will have maximum HP for its species and is immune to Fear, or has a +4 to ST vs. Magical Fear. If the mount should die, the Dark Paladin loses 2 lvls and cannot gain a new one until he reaches his old level. The random roll a mount, roll 1d20 and use the following chart:

1-10: War Horse

11: Griffin

12-17: Nightmare

18: Worg

19: Hippogriff

20: Panther

 

Transfuser

Require: Int=9, Wis=15

The transfuser is a specialist wizard of the Apportation school. Apportation magic is an off shoot of the Alteration school, based on spells that affect movement. Since the emergence of this school, Giddeon has removed some spells previously found in the Alteration school and put them into the Apportation school. For a complete list of Apportation spells, check in the rules of magic section.

Like other specialists, they can memorize an extra spell/spell level they can cast, but this spell must be selected from the Apportation list. Transfusers cannot learn Abjuration or Conjuration/Summoning spells, and likewise, Diviners and Invokers cannot learn Apportation spells. Transfusers get a +1 STvs. Apportation spells and opponents get a -1 to avoid their Apportation spells.

When casting any teleportation spell that requires a percentile to roll for location appeared (such as Teleport or Mass Teleport), use the following chart instead of the one in the Player’s Handbook:

Probability of Teleporting

Destination is: High   On Target Low

Familiar            01      02-99        00

Studied            01-02 03-98        99-00

Seen               01-06 07-94         95-00

Been to Once   01-10  11-90        91-00

Never Seen      01-20  21-80        81-00

 

Sorcerer

These wizard create magic through inborn talent and practice. They do not learn to manipulate the outer forces, like normal wizards do, but learn to create magic by harnessing magical energies within themselves. They usually have some kind of supernatural or powerful blood running through them. They do not cast spells from books, indeed a spellbook from another wizard would do the sorcerer little good. They cannot wear armor, like normal wizards, and are subject to the same weapons and HD restrictions as them, due to their intense practice in their field.

In game terms, the sorcerer runs just as a wizard, but instead of writing down spells in his book, the number of spells he can cast/day is the number of spells he knows. Through practice, when he gains a level, he gets to add a new spell to his list, chosen by the DM. The spells are something that appear through his unique lineage, he has no control over what appears. Unlike other wizards, however, because he can tap into his own power to cast spells, he can cast the same spell twice, but can still only cast a certain number/day.

Spells per day/Spells Known

Lvl  1     2     3     4     5     6     7     8     9

1    3/2  - - - - - - - -

2    4/2 - - - - - - - -

3    5/3 - - - - - - - -

4    6/3 3/1 - - - - - - -

5    6/4 4/2 - - - - - - -

6    6/4 5/2 3/1 - - - - - -

7    6/5 6/3 4/2 - - - - - -

8    6/5 6/3 5/2 3/1 - - - - -

9    6/5 6/4 6/3 4/2 - - - - -

10  6/5 6/4 6/3 5/2 3/1 - - - -

11  6/5 6/5 6/4 6/3 4/2 - - - -

12  6/5 6/5 6/4 6/3 5/2 3/1 - - -

13  6/5 6/5 6/4 6/4 6/3 4/2 - - -

14  6/5 6/5 6/4 6/4 6/3 5/2 3/1 - -

15  6/5 6/5 6/4 6/4 6/4 6/3 4/2 - -

16  6/5 6/5 6/4 6/4 6/4 6/3 5/2 3/1 -

17  6/5 6/5 6/4 6/4 6/4 6/3 6/3 4/2 -

18  6/5 6/5 6/4 6/4 6/4 6/3 6/3 5/2 3/1

19  6/5 6/5 6/4 6/4 6/4 6/3 6/3 6/3 4/2

20  6/5 6/5 6/4 6/4 6/4 6/3 6/3 6/3 6/3

 

Kits

Academic Wizard

The Academic wizard is a new kit specifically for Terra. They are students who studied at Chabot, and chose a special style of casting spells called Paths. Academic Wizards gain in levels faster than other wizards but in exchange they must learn spells in a path. An Academic wizard cannot learn Fireball until he can cast Flaming Sphere and cannot learn Flaming Sphere until he learns Burning Hands. Most Academic wizards choose a 9th level spell they want and then set out on their studies following the path to get to that spell. For a list of paths see the path chart. This kit is open to mages and specialist but few specialist take it because some of the spells on the path might come from opposing schools. There is no limit to the number of paths one can learn but they usually stick to a few due to the rarity and number of high level spells.

All Academic Wizards start play with Read Magic, Detect Magic, Copy, 1 defensive spell and 1 offensive spell. Spells listed as Universal never require a Learn Spell roll and all other spells gain a +5% to the roll, unless the Academic wizard knows the prerequisite spell, which gives him a +15%. However, if a spell requires a prerequisite the wizard does not have he gains a -50% Academic use the following chart for leveling:

LVL XP         LVL XP

1 0            11 270,000

2 1,750      12 540,000

3 3,500      13 820,000

4 7,000      14 1,080,000

5 14,000    15 1,350,000

6 25,000    16 1,620,000

7 42,000    17 1,890,000

8 63,000    18 2,160,000

9 94,500    19 2,430,000

10 180,000 20 2,700,000

 

Channel of Justice

Require: LG or LN, Str=13, Wis=16

Channels of Justice are warrior kits exclusive to Terra. They are the police force of Haven, Terra’s religious center. They act as constables, judges, and bounty hunters for all of Oakdon. They try to find peaceful solutions if possible but not above using “necessary force” if needed. If they are outside of Haven and capture a criminal not wanted by Haven they will turn him into the closest town, or to the town they are wanted in for trial. Though they themselves try to hold fair trials in Haven those communities outside of Oakdon are realized to have their own way of doing things.

As such all Channels have a 5%/lvl to be able to identify a person who is wanted in any country of Terra, though they rarely get involved in non-Haven business. Channels frown on killing for any reason outside of self defense and any Channel who kills any intelligent creature, in defense or not, is required to turn himself in for questioning and trial (along with available witnesses for both sides) or will lose his special abilities until he does so.

Channels never follow faiths as they are taught to view all religions openly. They follow their own moral code which comes down to three rules: 1) Obey those of higher station, 2) Defend Haven and Oakdon, and 3) Live and Let Live. Should his alignment ever be changed he will lose his abilities only until it is changed back.

Weapon Profs: They can use Any type of Sword, Mancatchers, Nets, Bolas, and Boomerangs.

Non-weapon Profs: Bonus=Religion. Suggested=Heraldry, Psychology, and Diplomacy.

Benefits: Channels get free and board for himself and 1 other person/lvl from any good aligned church.

At lvl 3: Protection from Evil (3/day). This gets extended to 10’ at level 5 and either one can be reversed.

At lvl 7: Can cast 1 1st level priest spell from the Combat or Divination Spheres. Like priests, they do not need to pre-choose their spells.

At lvl 9: Can cast another 1st level priest spell/day.

At lvl 11:Can cast a 2nd lvl priest spell/day.

Hindrance: Channels must tithe 10% of any wealth to any church or divide it among all the churches in the town they are in. In Haven, this is given to the Channel council, who will distribute the money fairly. They must return to Haven once a year if possible, and spend a day in Haven. They must follow orders and help those in need, regardless of religion or alignment, unless doing so would result in the loss of an intended bounty. This loss must be complete, and if the trail can be picked up again, the Channel must provide aid and return to his bounty as soon as possible.

 

Shade Thief

Require: Dex13, Int 15

The Shade Thief is a kit of thieves. Multi-class thieves, even Mage-Thieves, who view them as whimsical charlatans, cannot become a Shade Thief. A Shade Thief is a thief that uses magic as a way to supplement their thieving skills. Other thieves view them as cons, show-offs, or upstarts, giving their “noble” profession a “bad” name. Shade Thieves use mage spells, but do not memorize spells as a wizard does, and does not require a spell book. Instead, they get their spells by mimicking other mages and bards. When a Shade Thief sees a spell being cast, they can roll a Spellcraft check to identify the spell before it is cast. If made, they can then roll a Learn Spell to store it in their memory. They gain the same number of spells as bards, but, since they do not have a spellbook, can only hold those spells in their heads. Should they want a new spell, they must sacrifice one in their memory unless a free slot is open. Once a spell is cast, the spell is lost until he can witness it being cast again. Like mages, when casting spells they must not be wearing armor, but unlike other thieves, they can use any wizard magical item, regardless of level.

Weapon Profs: Any allowed to rogues.

Non-Weapon Profs: Bonus: Spellcraft

Bonus: Mage Spells.

Hindrance: They cannot use spells until they reach level 2, perfecting their thieving skills. Their divided attention between spells and thieving means they receive only 20 points to distribute among their thieving abilities when they level, although the Backstab ability is not affected. They can only cast spells from Illusion/Phantasm, Enchantment/Charm, Apportation, and Alteration. They receive a -2 Reaction from other thieves.

They cannot sacrifice or use a 3rd level slot for 3 1st level spells, or vice versa.

 

Races

Barbarian, Terran

The barbarians of Terran come in many forms, from the plainsmen of the Forbidden Lands, to the Neathar of the Rift Valley, to the river people of Amazonia and the sea-faring Vikings of the Avery. Those use the regular rules as in the Barbarian’s handbook.

A Terran Barbarian refers to two races, the Northern Horde and the Southern Waste. These humans are actually the same race from another world, who divided themselves due to hatreds and the Dark Wars. Prior to the Godswar, the Waste barbarians inhabited an arid plain, while the Horde lived in a cold, mountainous forest that bordered them. Now miles of forest have separated the two tribes, though the hatred is still there.

The Horde are usually evil in alignment, though a few turn out neutral. Good aligned Horde are either killed or run out of the Darkwood. Likewise, the Waste are usually Good aligned, with many neutrals. But they also drive out the misfits, sending evil Wastelanders out of the desert.

Regardless of which tribe the player comes from, they add a +1 to their Strength and Constitution, but suffer a -1 to Intelligence and Charisma. Neither have the hatred of wizards that other barbarians seem to have, though currently neither have ever had a wizard native to them. Horde PC’s receive a +1 to ST vs Magical and non-magical cold and Wastelander PC’s receive a +1 to ST vs heat based attacks. On the other end, Horde receive a -1 vs heat and Wastelanders receive a -1 vs cold attacks. They start with the Survival Proficiency, in their respective climates.

Both are physically larger than other humans, though occasionally a short (normal) one is born. Short barbarians receive a +1 to Strength, but not Constitution, and a -1 to Intelligence, but not Charisma. Taller ones have the same starting age as other humans, but are larger than their smaller cousins. They start with 60/59 inches and add 3d10 for initial height. For weight, they start with 160/120 lbs and add 6d10 lbs.

 

White Elf

The white elf goes by many names, Snow Elves and Ice Elves being the most common. Among the other elves, they are called the White Elves. They inhabit the frozen reaches of Terra. They are similar to Sylvan Elves in culture and size, though they are even more secretive and reclusive. They tolerate the company of other races, but view even other elves as equals with humans. They are extremely pale, their skin appears almost waxy, with white or yellow eyes and hair. They receive a +1 Dexterity and Constitution, but a -1 Strength and Intelligence. All White Elves start with Survival, Arctic Proficiency, but can choose no other Language initially than their own dialect of Elven, which is 25% understandable by those who speak Elven.

 

Diver

Related to Hornheads, Bladebacks, Finheads, and Flyers, Divers are the aquatic version of the Saurial family. Though not originally from Toril, like the others, the Divers were created by the Dark Gods. Even so, they are as peaceful as the others. They appear as light gray skinned, thin humans, with long fins that run under their arms and webbed fingers and toes. The major difference is the long, flexible neck topped by a small, wedge shaped head and the long, whip like, flat tails. They tails grant them double speed under water, and can be used as whips, doing 1d6/1d3 points of damage to those behind them. The Diver must see behind him or suffer a -2 to hit, though this is seldom a problem since their thick necks and rotate their heads 180 degrees.

Although they are amphibious, their skin must be emerged in some form of liquid every 3 days or they suffer -1 Constitution every day after the third. If their Con ever reaches 2 they pass out. If it reaches 0, they die. Constitution can be restored at 1 point/3 turns (½ hour) spent in submersion.

Like other Saurials, they can understand Common if they put a NWP slot into it, but they lack the vocal abilities to speak it. They receive a +2 ST vs sound attacks, but suffer a -2 ST vs gaseous attacks. Cold causes them to fall into a coma like sleep. They have a natural AC of 5 and get a +1 to initial Constitution, but suffer a -1 to initial Wisdom.

Their necks are 3’ long, and so start with a 63/62”+2d10 for height and a 90/70 lbs+3d10 for weight.

Their starting age is the same for the Bladebacks, 14+1d12.

 

Goblin, Terran

Although all the goblins on Terra were born there, the Terran Goblin is one of the new, non-evil variety that has decided to stop living in fear and join the other races. They are the followers of Diana, though they need not be priests. Despite the ridicule, they take themselves very seriously and attempt to fit in. Indeed, every city has a small scattering of Goblins, preaching to the masses about tolerance and peace.

Although they look like normal goblins, they dress as others, of the culture they live in and have been accepted by most of the societies of Terra as normal citizens. This is largely due to Diana’s intervention, who, because of her fondness for the little green guys and their unabashed worship of her even in the harshest of foes, has granted those who live in peace a +2 Intelligence and +2 Wisdom, giving them the edge in almost any debate. But due to their size, appearance and old-fashioned ideas of those around them, they receive a -1 to Strength and Charisma. Should they ever willingly return back to their evil ways, they will lose the bonuses, so PC’s cannot be any evil alignment.

Unlike their malicious cousins, they no longer suffer the -1 to attacks in sunlight, but they have lost most of their infravision, being reduced to only 20 feet.

 

Faerie

There are many types of Faerie folk, such as Brownies and Leprechauns to Nymphs and Dryads. The Faerie, or True Faerie, is the smallest of them. They have a unique culture, where they usually spend time tending to untainted forests far away from even the elven settlements. However, every once in a while, an adventuresome Faerie will leave it’s home to journey to the “big” world.

Faeries are very small, being 1d6/1d4+2 inches tall. The largest one reached a full 10 inches. They weigh almost a half pound. Their eyes and hair are always the same color, but this can run a rainbow of colors, some red, blue, yellow, black, white and every color in between. The faeries tend to be attracted to this color and, realizing early on the “big folk’s” need for clothing, will don clothes and equipment the same color. Faeries can fly as fast as a human can walk, and can “sprint” as well. They can fly as long as a human can walk, tiring in about the same time. Walking or swimming a faerie has a movement of 1. There wings are the same color as their hair and eyes, and are either transparent dragonfly type, or solid, multi-patterned butterfly type. When they fly, the faerie glows as bright as a torch in their color and their clothing and equipment seem to melt into the light, forming a glowing silhouette of themselves. This is an ability the faerie cannot turn off unless they land. They cannot turn it on without beating their wings. The melting is just an illusion, and Faeries can still use their equipment when flying.

They also have 120’ infravision and their voices, when they talk, have a musical quality like soft bells. This has a fascination affect on those who listen. The faeries cannot hear this, and have no idea they do it. They have two antennae that emerge from their hair on the top of their heads. This allows them to speak with any insect or arachnid. This communication is soundless, and depicts only emotions and desires.

They can only use faerie weapons, which are specially made for them. All weapons do only 1 point of damage against anything size S or larger. Against size T, their small weapons (daggers, arrows, etc.) do only 1 point, Their medium weapons (swords, maces) do 1d3 and their large (pole arms, staves) do 1d6. Because of the difficulty in making faerie weapons (-7 to Weaponsmithing rolls) or finding them, most faeries who adventure into the big world learn club or staff, since they are easy weapons to find, or learn how to make their own weapons.

Aside from their poor combat abilities, Faerie ability scores suffer as well. Although they get a +5to Charisma and a +2 to Dex, They only get a 1d4+1 Strength and a 1d6+2 Constitution. However, they do not suffer to negative penalties to damage and have a natural AC of 0.

With all these penalties for size, the faeries have incredible magical powers. They have a 25% MR, which increases by 5%/lvl to a maximum of 60% at level 8. All faeries can also create magical dust, regardless of class. The dust is a mixture of several ingredients combined with words only the faerie know and can pronounce. Each bag contains 3 doses, and a faerie can only have 1 bag on him at any time. Any other bags become inert. If he has a bag with 1 dose and picks up a bag with 3 doses, the lesser bag becomes regular dust. The dust can be used to duplicate any 1 of the following spells, as a wizard of equal level. If the spell is a higher level than the faerie would be allowed to cast, it acts as if cast by a wizard of minimum level:Fly, Levitate, Otto’s Irresistible Dance, Sleep, Hold Person, Charm Person or Mammal, Tasha’s Uncontrollable Hideous Laughter, Spook, Fear, Tongues, Cure Light Wounds, Stone to Flesh, Remove Paralysis, and Neutralize Poison. Faeries are constantly trying to create new types of dusts, but none will ever be allowed to duplicate a necromantic or divination spell, even if the spell has another school it falls under. The dust takes 1 turn/dose to create, and faeries seem to find ingredients in the most common places. There is a 20% chance that some important ingredient is unavailable in the current location. The dust lasts only 1 day, then loses it’s potency. When using the dust, the initiative modifier is 1. Faeries can also dust their weapons, which adds 1 to the weapon speed for initiative. The dust lasts only 1 round, though.

All faeries are immune to Enchantment/Charm Spells and spell affects, age affecting attacks, and the Fascination of other faerie voices and faerie dust cast by other faeries. Creatures of animal intelligence must make a ST or treat the Faerie as if he was protected by an Avoidance spell.

 

Sillonian

Sillonians are winged humans who live in enchanted floating cities above Terra. In general, they are egotistical and highly aggressive. Their society is matriarchal, and men are treated as little more than servants and chattel. Physically, they resemble normal humans, but are much lighter due to hollow bones. Their hair color and wing color usually match, though this is not always the case. Their wings are feathered and quite large, able to extend out to ¾ their height on either side of them. Because of their strength and large wings, they can carry another human fully equipped, or 2 who are not carrying anything heavy. If they are themselves unencumbered, they can carry 2 heavily equipped human sized targets, but no more than 2. Sillonians also have leonine tails, which add a +1 to any Dexterity checks for balance.

They can fly at a movement rate of 18(C), and walk as a human. Their tails are not prehensile, and those familiar with Sillonians can judge one’s current emotional state by the way their tails move. Because of the bulk, they cannot wear armor heavier than scale and still fly. Females receive a +1 to Strength but take a -1 to Constitution due to hollow bones. Males have suffered a hard life, and have built up a considerable stamina, and so do not lose any Constitution, but at the same time, males have a hard time making a decision for themselves and suffer a -1 to Wisdom. Male characters cannot start with any weapon proficiency and in the presence of a female suffer a -1 to all attacks even after they become proficient, since it punishable by death for a male Sillonian to even touch a weapon. Males are also trained to believe that all females, even those of other races, are all mystically tied and will tell on him. Any male who attacks a female of any species suffers an additional -2, for a total of -3.

Blunt weapons do +1 damage/dice rolled to Sillonians.

They have the same height and age expectancy of humans, but start with a weight of 100/95+2d10 lbs.

 

Moogle

Moogles are short, white furred creatures. They resemble 2 foot tall white teddy bears with small, bat-like wings and a single antennae ending in a small, fuzzy ball. The wings and ball are usually the same color ranging from yellow to red. The fur is always pure, snow white. Most Moogles are barely above animal intelligence, but PC’s have evolved. Due to this Moogles get a -1 to Int. They also aren’t very tough, and get a -2 to Con. To make it worse, because of their size, they roll only 2d6+2 for their Str. But because of their cuteness they get a +3 to both Chr and Com, and are very agile, getting a +2 to Dex. They roll 1d12+20 inches for height and 2d20+30 lbs. They have 30’ Infra, and have a permanent 15% MR. Their wings allow them to fly for up to 6 rds, but they must rest for 1 rd/rd spent flying to fly again. They cannot go up though, their wings are not big enough to lift them up. They move and fly at a rate of 6 and have 30’ Infravision.

Moogles have 3 magical abilities: Tactile Kinesis, Cure, and Dance. Tactile Kinesis allows them to be able to lift any object, up to 50 lbs + max press, without straining. While this ability allows them to use any weapon, regardless of size, it does have it’s drawbacks. They ignore the penalty for low strength damage, but they also ignore the bonus damage for high strength, even if they are using magical items to enhance strength.

Their antennae ball can be used 1/day to either Cure Light Wounds or Neutralize Poison.

Lastly, all Moogles have a magical ability to Dance and creates special effects. Most Moogles can only Charm Person with this ability, but those few that venture out and gain experience can do much more: Level 1: Charm Person, Level 3: Charm Monster, Level 5: Mass Charm, Level 7: Sleep, & Level 10: Summon Nature Spirit.

 

PC Restrictions & Benefits for Homeland

Vadin

All PC’s start with Survival, Arctic, but are restricted from learning Read/Write, Etiquette, or other cultured proficiencies until they leave their world. Only Wizards are the Anagakok from the Wizard’s Handbook. All kits and equipment must be from the Stone Age and no races are from a tropical or desert environment. Book: Barbarian’s, Shaman’s, Hollow World (Neathar)

Miklas

All PC’s are aquatic, either in race (Triton) or kit (Pirate). Underwater races start with Underwater Combat prof, and those above the waves start with Seamanship. Navigation works only while on Miklas. Book: Of the Ships and Sea, Sea of Fallen Stars, Sea People, Pirates of the Fallen Stars

Dwollan

All PC’s are nature oriented and have Herbalism for free. Book: Druid’s, Ranger’s, Barbarian’s, Tall Tales of the Wee-Folk

Lysha

Most PC’s would be halflings. All start with Agriculture. The culture is more advanced than Terra and has reached a Renaissance level. Book: Halfling’s, Sages and Specialists

Sacanda

PC’s come from avian races, or races who have discovered ulterior means of aerial navigation. Book: Top Ballista

Maissock

Both Al-Qadim and Dark Sun settings fit well, depending on where the PC is located. The dark gods gave a Defiler/Psionicist named Kelartha the powers of a 30th level Dragon, and he has in turn turned 3 companions into Dragon-Kings of various levels. All PC’s start with desert survival. There is no ocean on either side, so the Corsair from Al-Qadim cannot be used. Book: Al-Qadim, Fortunes and Fates, Sha-Ir’s, Dark Sun, Dragonkings, Wind Riders of the Jagged Cliffs, Caravans, Dune Traders

Cajesa

PC’s can only be Hobgoblins, Kobolds, Bugbears, etc, and at a stone age level. Book: Humanoid’s, Barbarian’s

Arionos, Angel Beach, Durklon, Sanctuary, Hope

These are standard AD&D cities, allowing most classes and kits and races. Arionos, in particular, allows all races, so long as they live in peace. PC’s from these areas are immune to the bonus given to Amazons and others, who rely on their opponent underestimating them. Race specific kits do not function well in these cities. Book: All

Wastelands, Horde Territory

PC’s from these places may be Terran Barbarians. There are no wizards from these realms. White Elves also inhabit the Horde Territory. Book: Elf’s (Sylvan), Barbarian’s, Shaman’s

Fern Valley

PC’s may be elves, half-elves, or half-vistani. Other races may exist, but no humanoids. Book: Elf’s, Demiplane of Dread (Half-Vistani), Bard’s (Gypsy-Bard, Meistersinger), Elves of Evermeet

Neeathami

PC’s may only be Gray Elves and cannot start with any language other than elven. They may only choose kits and classes directly available to elves, though they may learn more and choose other options when they leave. Book: Elf’s (Gray), Elves of Evermeet

Oakdon

PC’s may be of any race or class, but cannot be evil. PC’s should run as simple, peasant folk. Book: Any

Haven

PC’s may be of any class, but it must have some kind of religious background. Since all religions are represented, even evil ones are allowed. This is the only place where the Channels are from. Book: Priest’s, Druid’s, Paladin’s, Ranger’s, Shaman’s, Bastion of Faith, Code of the Harpers

Upper Thren

PC’s may only take the Read/Write prof if they also take a “Noble” kit. They cannot start play as wizards. Book: Fighter’s, Castle Guide

Lower Thren

All PC’s start with Read/Write, but have 1 less Weapon Proficiency slot. Book: Any

Geran

Years of fighting humanoids have made the people highly superstitious. PC’s should be paranoid and see dire warnings in every cloud. They cannot have a Comeliness of less than 7, as anyone that ugly is considered monster-born, and killed as an infant. Book: No Racial Books, Humanoid’s (Superstitions)

Ryer, Avery

PC’s may not pick noble kits or be paladins, and they start with ½ money. Rugged kits come from Ryer, while Avery is home to the Vikings. Book: Viking’s, Barbarian’s, Humanoid’s, Ranger’s, Of Ships and the Sea, Bard’s (Skald)

Seaport

No Paladins. Pirates are most common. Book: Fighter’s & Thief’s (Swashbuckler), Sea People, Of Ships and the Sea, Sea of Fallen Stars, Pirates of the Fallen Stars

Mylon

Ancient Rome era. PC’s are Bronze Age style, but have progressed to using Steel. Book: Gladiator’s, Milenian Empire

Amazonia

PC’s may be from any primitive, jungle setting. Most common are the Amazons. Because of this males start with no weapon profs, no “learned” NWPs, money or equipment. The basic culture is Incan in other respects. Book: Jakandar, Sons of Azca, Fighter’s & Priest’s (Amazon)

Gitania

Ancient Egyptian style. No contact with the outside world has left only 1 language, Mutep, and have left them in the Bronze Age. PC’s are very class conscious and rate people by social status. There are 2 types of humans, the Dukgesh and the Bulwar. Dukgesh characters start with regular money and Read/Write. The Bulwar start with no money, any “learned” skill, or weapon training, but get a +1 Con. Book: Hollow World (Nithia)

Kraga

PC’s may be Mountain Dwarves or Muls and take kits allowed to Dwarves. Starting PC’s may only start with the Dwarven language, but may learn others later. Book: Dwarf’s

Stonekeep

PC’s may be Dwarves, Muls, or Humans. Others may be used, but no humanoids. They share the same superstitions as Geran, but not the paranoia. Book: Dwarf’s, Castles Guide

Madera

Maderans are a cross between Spain and Mexico around the time of Zorro. Red Steel characters are excellent. The cultural level is Renaissance and firearms are permitted. Book: Red Steel, Savage Baronies

Belt Plains

There are only 2 races native to the Belt: Thri-Kreen and human plainsman, based on the American Indians. The cultural level is somewhere between stone age and bronze age. All PC’s start with Survival, Plains. Book: Barbarian’s, Thri-Kreen of Athas, Ranger’s

Ista

Ista is an Arabian style area. Very old and proud, PC’s ignore race and judge people on social status. Book: Al-Qadim, Fortunes and Fates, Caravans, Corsairs, Of Ships and the Sea, Sha-Ir’s

Rylaris

PC’s are either Minotaurs or slaves of the Minotaurs. Slaves, of course, receive no starting money or equipment, but may know weapon skills, if they gladiators. Book: Of Ships and the Sea, Humanoid’s (Minotaur), Dragonlance (Minotaurs), Gladiator’s

Holtshire

PC’s may be Halflings (except Kender), Forest Gnome, or Voadkyn. Book: Gnome’s and Halfling’s, Humanoid’s (Voadkyn), Giantcraft

Rift Valley

PC’s belong to a primitive, arctic humans, like the Ice Age humans. All PC’s start with Survival, Arctic. Book: Barbarian’s, Shaman’s, Ranger’s, Hollow World (Neathar)

Chabot

Only wizard PCs. Book: Wizard’s, Sha-Ir’s, Chronomancer’s, College of Wizardry

Port City

Spelljammer City. PC’s may be of any race and kit appropriate. Book: Spelljammer, Realmspace, Krynnspace, Greyspace, Astromundi Cluster, Wildspace

Gregor

Gregorians are highly xenophobic, and every must be human. Even pseudo-humans, such as the half-vistani and half-elves are not allowed. PC’s may be Lycanthropes, but must keep it a secret. Book: Demiplane of Dread, Night Hunters, Champions of the Mist

Horliche

Large, Ravenloft-ish city, ruled by darkness. PC’s may be any, but are extremely civilized, being the most advanced city. Undead PC’s are permitted and firearms are permitted. Book: Demiplane of Dread, Requiem, Champions of the Mist

Kasstoria

PC’s may be humans of lizard-men, but may not be Good. All PC’s start with Survival, Swamp. Book: Humanoids (Lizard Man), Red Steel (Lizard-Kin)

Wu Shen, Shen Lung, Hatchito

Oriental style. Wu SHen and Shen Lung are based on the Dynasties of China, Hatchito on Feudal Japan. Book: Oriental Adventures, Ninja’s

Forbidden Land

PC’s are primitive, natural races. If they wear or use any skills they learned abroad, they will not be permitted to return. Initially PC’s should be distrustful of outsiders. PC’s get Survival (pick one). Book: Ranger’s, Shaman’s, Barbarian’s, Humanoid’s

Dragon Islands

PC’s may be Dragon PC’s (Hatchlings, only) or their kindred. Humans may be kindred. Book: Council of Wyrms, Draconomicon

Darkwood, Vale D’Morte

PC’s may be of any, non-Good humanoid race. Book: Humanoid’s

Langheim

PC’s may be any Giant-Kin race. Book: Giantcraft, Humanoid’s

Deepwind

Drow and other subterranean races and kits. Book: Drow of the Underdark, Gnome’s and Halfling’s, Dwarf’s, Humanoid’s

Soth-Tsaren

PC’s may only be Drow. Book: Elf’s (Drow), Drow of the Underdark, Menzoberranzan

Vor Korrett

Duergar PC’s only. Book: Dwarf’s

Jade Keep

Rock Gnome PCs only. Book: Gnome’s and Halfling’s

Fathis

Undersea races only. Book: Sea People, Of Ships and Seas

Senshaol

Sea Elves only. Book: Sea People, Elf’s (Aquatic Elves)

Deshaol

Triton PCs only. Book: Sea People

Bethani

Dragonlance Sea Elves (Dimernesti and Dargonesti) only. PC’s must never reveal that they are anything more than regular sea elves. It is said to do so would result in loss of powers and turning into a surface elf. Book: Dragonlance (Sea Elves)

Keethus

Mermen with a Ancient Roman twist. Non-Good Mermen PC’s only. Book: Sea People, Of Ships and the Sea, Milenian Empire

Mount Koroman

Technological and Aerial races. Book: Top Ballista

Cloudscape

Sillonian PC’s only. Males start with no weapon profs, no “learned” NWPs, money or equipment. Book: Top Ballista

Trinity, Batanok Islands

PC’s are Seafaring classes and kits, such as sailors or pirates. Book: Of Ships and the Sea, Pirates of the Fallen Stars, Sea of Fallen Stars