following is subject to
revision, deletion, amendment and appendment.
Player suggestions are welcome. Changes are in lavender
This will be a fairly standard campaign setting with two books: One base, one builder book limitation. So we're looking for almost any race as long as it is humanoid and/or native outsider. Aberrations need not apply. Please see the The Talen Regency Handbook for houserules and general mechanic information.
If you look over the map, you'll see a University for spellcasters and another for melee warriors. If you want a little bit of both, you have to take classes at both universities.
We will be using 3.5 rules with point buy system.
Standard Point Buy: All ability scores start at 8. Take 25 points to spread out among all abilities. For ability scores of 14 or lower, you buy additional points on a 1-for-1 basis. For ability scores higher than 14, it costs a little more (see the table below). This method allows for maximum customization, but you should expect each PC to have at least one really good score.
|Ability Score Point Costs|
|Ability Score||Point Cost||Ability Score||Point Cost|
Nonstandard Point Buy: Use the standard point buy method, except that the player has fewer or more points for buying scores, as shown on the table below.
|Type of Campaign||Points Allowed|
|Low-powered campaign||15 points|
|Challenging campaign||22 points|
|Tougher campaign||28 points|
This is what we'll be using
|Note: Stats may not be shifted below 8 or above 18 (before racial adjustments)|
Leadership and Followers in general will not occur until 10th level. At 10th level, you can be free of the universities and embark on your adventurer career. That's when you can get these things (PRCs not withstanding).
There have questions about gods and stuff like that there. For your character development, I am providing this list, but only some of it will be actual character knowledge. You are regionally handicapped unless you come from out of the area. Particular gods were taken from the Players Handbook, Table 3-7, pg. 32. Ancestor worship has their roots in history, but performs the same function in this campaign as they did in the last.
Also available for worship are a plethora of demons. Demon worship is followed by a number of races, and just because someone worships a demon doesn't make them evil. However, there are so many demons that for me to list and give each a symbol would be very voluminous and time consuming. However, if you desire such a thing, demons and their symbols are listed in the Fiendish Codex I.
Only Local gods will be accepted. This is pretty much the standard fare. I will consider a different god upon the first condition that it's sphere of influence is not already listed below. The second condition is if a god's sphere of influence relates to other planar or some place or mythos not in existence here (i.e. Norse mythos, Roman mythos, Plane of Mechs), then they are not acceptable. This list will be expanded if needed.
|1. Ancestors (any): Although this religion doesn't actually have a god, the premise is that in return for your reverence, your ancestors supply you power from the afterlife. Symbols will vary, but they always have a symbol. Select two domains and that's the domains prevalent to your ancestors. Rituals are complete with bell ringing, incense burning, chanting, rising, walking, blessing, etc. are done for everything. (all classes, all races)|
||2. Boccob (N): god of magic, arcane knowledge, balance and foresight (wizards, sorcerers, sages)|
||3. Corellon Larenthian (C/G): god of elves, magic, music and arts (elves, half-elves, bards)|
|4. Ehlonna (N/G): goddess of forests, woodlands, flora & fauna, and fertility (Elves, gnomes, half-elves, halflings, rangers, druids)|
|5. Erythnul (C/E): god of hate, envy, malice, panic, ugliness and slaughter (Evil fighters, barbarians, rogues)|
||6. Fharlanghn (N): god of horizons, distance, travel and roads. (Bards, adventurers, merchants)|
|7. Evil: While this isn't a religion par se, it is a designation of intent, in fact, of alignment. This symbol, while not actually denoting a god, does state (if on a building or some object) that the owner, the possessor, etc. is evil and of evil intent (evil humanoids).|
||8. Garl Glittergold (?): god of gnomes and gemcutting (gnomes, humanoid gemcutters)|
||9. Good: While this isn't a religion par se, it is a designation of intent, in fact, of alignment. This symbol, while not actually denoting a god, does state (if on a building or some object) that the owner, the possessor, etc. is good and of good intent (good humanoids).|
||10. Gruumsh (C/E): god of orcs (half-orcs, orcs)|
|11. Heironeous (L/G): god of chivalry, justice, honor, war, daring and valor. (Paladins, fighters, monks)|
|12. Hextor (L/E): god of war, discord, massacres, conflict, fitness and tyranny (Evil fighters, monks)|
|13. Kord (C/G): god of athletics, sports, brawling, strength and courage. (Fighters, barbarians, rogues, athletes)|
||14. Lolth (C/E): the Queen of the Demonweb Pits, first spread evil among the elves, leading the drow away from the rest of the elves thousands of years ago. Now she focuses on using the drow to conquer the vast cavern-realms beneath the surface of the earth. She relishes the chance to test her followers by pitting them against each other that the strong may cull out the weak. She appears as a tall, beautiful female drow or a massive black spider with a female drow’s head. She is also the Goddess of Shadow.(drow, evil humanoids)|
|15. Moradin (L/G): god of dwarves (dwarves)|
|16. Nerull (N/E): god of death, darkness, murder and the underworld. (Evil necromancers, rogues)|
||17. Neutral: While this isn't a religion par se, it is a designation of intent, in fact, of alignment. This symbol, while not actually denoting a god, does state (if on a building or some object) that the owner, the possessor, etc. is neutral and of neutral intent (neutral humanoids).|
|18. Obad-Hai (N): god of nature, freedom, hunting and beasts (Druids, barbarians, rangers)|
|19. Olidammara (C/N): god of music, revels, wine, rogues, humor and tricks (Rogues, bards, thieves)|
||20. Pelor (N/G): god of sun, light, strength and healing. More humans worship Pelor than any other deity. (Rangers, bards)|
||21. St. Cuthbert (L/N): god of common sense, wisdom, zeal, honesty, truth and discipline (Fighters, monks, soldiers, paladins)|
||22. Wee Jas (L/N): goddess of magic, death, vanity and law (Wizards, necromancers, sorcerers)|
||23. Yondalla (L/G): goddess of halflings|