https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Banyan&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T19:26:43ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Talk:Expanded_Religions_(3.5e_Variant_Rule)&diff=296987Talk:Expanded Religions (3.5e Variant Rule)2008-11-20T03:27:36Z<p>Banyan: /* Featured Article Nomination */</p>
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<div>{{Featured Article Nominee}}<br />
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== Clarification ==<br />
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I don't think this is too important, but it should be noted that pantheism is a real-world religion, and it is not nearly correctly defined in this article. I understand how the author meant the term (pantheism as the worship of a pantheon, but this is actually an etymological non sequitor). In any case, I doubt this will get changed, but it probably should be. --[[User:EldritchNumen|EldritchNumen]] 01:52, 8 January 2007 (MST)<br />
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:What would you say the name should be changed to? --[[User:Green Dragon|Green Dragon]] 16:49, 8 January 2007 (MST)<br />
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::I suggest ''paganism'' or ''polytheism''. I lean towards polytheism. --[[User:Dmilewski|Dmilewski]] 17:54, 8 January 2007 (MST)<br />
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::: I agree. ''Polytheism'' actually encompasses the idea expressed by the author quite nicely. --[[User:EldritchNumen|EldritchNumen]] 01:52, 9 January 2007 (MST)<br />
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::::Agree as well, go ahead and change it. --[[User:Green Dragon|Green Dragon]] 16:25, 9 January 2007 (MST)<br />
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:::::As the original author of this article, I am fine with this change. I deliberately chose pantheism over polytheism because pantheism is the term used in the official WotC rulebooks. I do, however, agree that polytheism is more accurate. In the real world, pantheism means the belief that everything is divine, not faith in a pantheon. [[User:Banyan|Banyan]] 13:22, 6 March 2007 (MST)<br />
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:::::: Great! I'm glad that you approve of this change (we try very hard not to change people's pages too much, but it seemed like a good idea to clean up this possible point of confusion). You are right that WotC often uses pantheism, which I find rather frustrating, but hopefully we can both incorporate their technical vocabulary and also improve upon it. &mdash;[[User:EldritchNumen|EldritchNumen]] 14:48, 6 March 2007 (MST)<br />
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== Supplemental Variant Rule ==<br />
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[[User:EldritchNumen|EldritchNumen]], would you mind clarifying your decision to make this a Supplemental Variant Rule? --[[User:Green Dragon|Green Dragon]] 10:37, 10 April 2007 (MDT)<br />
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:Decisions about religion changes are a little weird. I feel like changes to the "core" religion are necessarily transformational... here's the reasoning. Religion is very often changed (between every sort of CS, for example). The "core" system doesn't really encompass what the community has established as basic, in my opinion. While the ''deities'' change, the basic system is the same: portfolios, alignments, domains, dogma, etc. are all attributed to the deities. The religion ''framework'' doesn't change, only it's content. Thus, I would consider the content, which is basically freely interchangable-- ("pick the gods you want!")-- to be supplementary, while any real changes to the way religion, the gods, or divine magic works is transformational, since it actually changes the structure of the framework. This article encompasses very little change to the basic religion structure. Sure, there are minor changes in what happens in the afterlife and cosmology, but otherwise the system is basically intact. In fact, there is nothing in this article that precludes core material! All the core gods can exist in the domain of this article, as can the FRCS and Eberron gods, and any other number! Basically, this article 1) adds two planes, Heaven and Hell (which don't necessarily supercede Baator, the Abyss, or Celestia!), and 2) makes categories for the gods that entail a minor change in the afterlife (which is really specific to each campaign, not codified in the rules). All adherents of the core Gods, for example, would be polytheistic, and would do the things they normally do in DnD when they die: go to their deity's home plane. In then end, then, I see this as virtually entirely supplementary. If anyone disagrees, I'd love to hear why you'd consider it transformational, and we can figure out where it rightly belongs. &mdash;[[User:EldritchNumen|EldritchNumen]] 14:17, 10 April 2007 (MDT)<br />
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::Thanks for clearing this up. The only reason I was wondering was because when I read the "''as well as changing the rules on what happens when you die.''" I thought it was very different from the normal D&D rules. However, I did not take the time to read through this entire article. So, I agree with your choice and thanks again for clearing this up. --[[User:Green Dragon|Green Dragon]] 16:43, 10 April 2007 (MDT)<br />
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== Monotheism ==<br />
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What about monotheism? I also have to protest that athiests would be philosophical; in fact, they would be the LEAST philosophical, as philosophy usually leads to the belief in God. At the very least, you could include henotheism (belief in many gods but worship of only one.)<br />
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:Thanks for the comment. In the future, please include comments in a heading (such as I've put this under) and sign using two dash marks and four tilde's. As for the comment, monotheistic religions are dualist religions in this framework. There is nothing in dualism as its spelled out here to prevent any real world monotheistic religion, except of course that no religion would believe that everyone but its adherents go to Hell. There could even be a religion that doesn't believe anyone ever goes to Hell or one that doesn't believe Hell has any power and so on. As for the comment on atheists; I can see your point on atheists in <i>the real world</i>, (although I would disagree regardless), but this is a fantasy world where everyone <i>knows</i> that there are deities, and so to deny their authority, especially knowing that it will condemn you to real mortality that could be preventable otherwise, requires a good deal of thought and introspection. Remember that atheists in this framework do not deny the existence of deities, they just don't worship them. --[[User:Banyan|Banyan]] 23:34, 19 July 2007 (MDT)<br />
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::Dualism is not enough. It is not the same as monotheism. Dualism defines good and evil as having equal power, while in most monotheistic religions good is infinitely more powerful than evil. --[[User:Sir Milo Teabag|Sir Milo Teabag]] 15:46, 21 March 2008 (MDT)<br />
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:::Dualism does not define good and evil as having equal power. It never says that anywhere in the variant rule. Real world monotheist religions would be dualist religions under this framework. --[[User:Banyan|Banyan]] 17:49, 26 March 2008 (MDT)<br />
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::::I too must protest. We need monotheism as an option and the acknowledgment that atheists are NOT philosophical. I used to BE an atheist, but when I discovered Platonic philosophy, I THREW OUT atheism and became a Christian. [[User:Noname|Noname]] 22:33, 28 March 2008 (MDT)<br />
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:::::I would have to disagree. Philosophy is the discipline concerned with the questions of how one should live (ethics); what sorts of things exist and what are their essential natures (metaphysics); and what the correct principles of reasoning are (logic). Because Atheists do not live by a set rule system they have to define their own belief structure (what is good and what is bad) and therefor are more philosophical. --[[User:Green Dragon|Green Dragon]] 01:33, 31 March 2008 (MDT)<br />
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::::::I agree with Green Dragon here, but I must point out that what's being discussed in this thread is real world religious belief, and so has nothing whatsoever to do with the variant rule. The variant rule is used in a make-believe fantasy world, not the real world, and as such I, or you, or anyone else, can just stipulate what things are like. So I'm telling you that any real-world religion could be reasonably recreated in a fantasy world using this variant. Monotheist religions are dualist religions because they view the ultimate good or personified God as the correct object for worship. They then can think whatever they want about evil/hell just so long as they don't deny it exists. They can think it has no power (this is specifically stated in the variant) or that it is merely the absence of good, or whatever. The variant is intended to be open ended enough to allow this. Atheists in this world are more philosophical because in this world you CANNOT deny the existence of heaven and the gods and spirits and so on, and atheists know that their religion means they will suffer real mortality (assuming they ever die) instead of having an afterlife, and so they have to justify their belief philosophically in order to be atheists. All that said, if you want to use this variant and disagree with all this, you are welcome to use it and just tell your group that you are adding monotheism as a separate option and that atheists in your game are all morons. --[[User:Banyan|Banyan]] 13:10, 31 March 2008 (MDT)<br />
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== Featured Article Nomination ==<br />
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I feel kinda like a jack for nominating my own article, but I am very proud of this variant, which I've been using successfully since I added it to this wiki.<br />
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The criteria for featured variant rules are that it be beneficial, understandable, and not overly encumbrant. I feel like religion in the games I've been running has become much more interesting as a result of using this rule, and generally the players have been much more engaged in their characters' religious convictions. As for understandability and encumbrance, the only problem I've had is either with players not reading the variant or experienced players, who want things to be just like they're used to, trying to ignore it. I won't comment on the quality of my own writing. Please respond. --[[User:Banyan|Banyan]] 14:15, 11 March 2008 (MDT)<br />
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'''Comment''' &mdash; Nice work I like it ''':)''', I have one suggestion though anyone could incorporate this into their games perhaps it would be better if you made a more general introductory paragraph rather than the one about Age of Titans. I'm not saying remove this information entirely you could put it somewhere but a general intro would let people know they can use it for their own games not just Age of Titans and are therefore more likely to keep reading. Oh and I actually prefer the author to nominate their own articles, the process of fixing up articles and suggesting changes could get a bit intense sometimes and if you nominate your own article you've chosen to go through that rather than someone choosing for you. --[[User:Hawk|Hawk]] 19:27, 11 March 2008 (MDT)<br />
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:I agree with this. People will be turned off from the article if the first thing they read is "This is how religion works in the Age of Titans". A non-campaign specific introduction needs to be made. --[[User:Green Dragon|Green Dragon]] 22:19, 12 March 2008 (MDT)<br />
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::Done. Actually the only reason I put that in was because a moderated had added a big thing to the top saying that it was Age of Titans specific, so I figured I'd roll with that. Now it's more generic. --[[User:Banyan|Banyan]] 17:30, 26 March 2008 (MDT)<br />
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:::Thanks for doing that, it sounds good. Also, I think I was the one that added the thing saying it was campaign specific. Oh well. --[[User:Green Dragon|Green Dragon]] 12:35, 28 March 2008 (MDT)<br />
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'''Support''' &mdash; I like this it is a good idea and in my opinion quite useful, I'm sure many people would find it interesting and many people could use it. The only fault I can find with it is that it isn't as pleasing to the eye as say the prestige class layouts but apart from random pictures of clerics or something I can't really think of a way to make it better That said it follows all formatting 'rules' we have. I've MOI'd GD see what he thinks now. --[[User:Hawk|Hawk]] 07:23, 28 March 2008 (MDT)<br />
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:More links could be added throughout. Also, I think the header depths should be discussed. --[[User:Green Dragon|Green Dragon]] 12:35, 28 March 2008 (MDT)<br />
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::What sorts of links are you looking for? I could create more sample religions like those listed at the bottom of the page and then link to them off of each category, rather than giving small examples of believers/organizations under the religions themselves... --[[User:Banyan|Banyan]] 13:12, 31 March 2008 (MDT)<br />
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'''Comment''' &mdash; I do not actually see the reason why one would implement this into a game. As far as I can tell all it does it expand on what happens after death. That's it. I think this would be a lot more useful if it provided some in-game benefit for each type of religion chosen. For example dualists maybe could be able to make a check and see if someone is "evil" or "good". Also, to even increase the in-game effects further, you could make "levels" of the religion type and have benefits associated with that. For example a dualist prophet would be more attune to his religion that a standard follower, and therefor would have more religion-related bonus'. Just my thoughts. --[[User:Green Dragon|Green Dragon]] 12:35, 28 March 2008 (MDT)<br />
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:You're right this variant, added just as it is, does not change anything mechanically. If a group is mostly interested in mechanical changes given from their religious choice, they could still use this variant and build the changes they want into whatever particular religion they believe in. For example, if you look at the religion "Totemism" linked at the bottom of the variant, you'll see mechanical changes given from being a member of that particular religion. However, it should be noted that this variant is mainly for the purpose of role playing, and not dice-rolling, and so mechanical changes were not my primary objective, which is probably why they're not necessarily part of the variant. Nonetheless, they're possible. --[[User:Banyan|Banyan]] 13:12, 31 March 2008 (MDT)<br />
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:: In my opinion who cares if it's not a mechanical article this page gives you a base to build flavor into your world not just new rules --[[User:Hawk|Hawk]] 22:30, 1 April 2008 (MDT)<br />
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:::I feel if it is a variant rule system it should bring some variant rules into the game. --[[User:Green Dragon|Green Dragon]] 23:25, 1 April 2008 (MDT)<br />
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::::The way you die and the system of gods are pretty much rules this alters them therefore variant rule ''':P'''. --[[User:Hawk|Hawk]] 21:51, 3 April 2008 (MDT)<br />
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'''Comment''' &mdash; How can any system of beliefs be complete without monotheism, even as part of a list? --[[User:Noname|Noname]] 19:10, 30 September 2008 (MDT)<br />
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: See the above discussion, which you yourself participated in. As I've said repeatedly, this variant rule does incorporate monotheism; monotheism is a variety of dualism because monotheists believe the correct object of worship to be the ultimate good or personified God. --[[User:Banyan|Banyan]] 20:27, 19 November 2008 (MST)</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Supernatural_Languages_(3.5e_Variant_Rule)&diff=282225Supernatural Languages (3.5e Variant Rule)2008-09-22T22:28:23Z<p>Banyan: /* Natural Languages */</p>
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<div>{{Author<br />
|author_name=Banyan<br />
|date_created=September 6th<br />
|status=Open. Please discuss.<br />
}}<br />
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This variant is useful for campaigns in which language barriers are intended to be a more serious hurdle. This variant should not be used without special consideration by both the DM and the players, since it creates a hurdle players will have to more seriously consider when crafting their characters, choosing spells, etc.<br />
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== Types of Languages ==<br />
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Languages are divided into two types: natural languages (in standard D&D rules, all languages would be common languages) and supernatural languages.<br />
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===Natural Languages===<br />
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Natural languages are all non-supernatural languages. Any natural language may be taken as a bonus language during character creation, and the "Linguist" feat grants three natural languages only.<br />
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===Supernatural Languages===<br />
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Supernatural languages are languages which are radically different from normally spoken languages. They include the combination of body language and sounds used by animals to communicate, the magical languages of dragons and titans, and the songs of angels and noises of demons. Supernatural languages are not learned in the normal way, and they do not develop dialects or change over time. Supernatural languages have no written equivalent. They can only be used by mortals by means of spells or by taking the relevant feats. Which languages are considered supernatural are at the discretion of the DM, but by default they include all languages granted by the feats listed in the New Feats section below.<br />
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==New Natural Languages and Scripts==<br />
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Since supernatural languages have no written equivalent, there is no Supernal script, and Draconic, Primordial, and Abyssal have no written script.<br />
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'''Serpentine''': Serpentine is a new, natural language which replaces Draconic for the purpose of all races and creatures other than dragons who normally speak Draconic, such as kobolds. It still uses the Iokharic script.<br />
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'''Guttural''': Guttural is a new, natural language which replaces Abyssal for the purposes of all races and creatures other than Demons who speak Abyssal. It still uses the Barazhad script.<br />
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==Comprehend Supernatural Language==<br />
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The ritual Comprehend Language does not work on supernatural languages. To comprehend and speak a supernatural language requires the ritual [[Comprehend Supernatural Language]].<br />
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==Prerequisites==<br />
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At the DM's discretion, any prestige class, feat, or anything else which has proficiency in a particular language, now a supernatural language, may either have that prerequisite ignored, substituted with a non-supernatural language, or may have the relevant supernatural language feat as a prerequisite. If the last option is used, some adjustment in the benefits of the prestige class, feat, or whatever, may be in order to make it worth the extra work.<br />
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==New Feats==<br />
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[[Supernatural Linguist (DnD Feat)|Supernatural Linguist]]: This feat grants the ability to speak one new natural language and grants access to all Supernatural Language feats.<br />
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[[Draconic (DnD Feat)|Draconic]]: This feat bestows the ability to understand and communicate with dragons.<br />
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[[Titanic (DnD Feat)|Primordial]]: This feat bestows the ability to understand and communicate with efreets, archons, and elementals.<br />
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[[Abyssal (DnD Feat)|Abyssal]]: This feat bestows the ability to understand and communicate with demons.<br />
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[[Infernal (DnD Feat)|Supernal]]: This feat bestows the ability to understand and communicate with devils and angels.<br />
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----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Rules|Rules]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Expanded_Religions_(3.5e_Variant_Rule)&diff=266832Expanded Religions (3.5e Variant Rule)2008-07-09T04:57:51Z<p>Banyan: /* Expanded Religions */ updated for 4th ed.</p>
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<div>== Expanded Religions ==<br />
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This variant allows almost limitless possibilities for religious faith to be expressed within the D&D rules, rather than choosing a particular [[DnD Deities|deity]] and following them. It requires some modification to the standard [[SRD:About Planes|list of planes]], the addition of Heaven and Hell, as well as changing the rules on what happens when you die.<br />
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Under this variant, any conceivable religion should be available, but each religion must fit into one of these categories: [[#Polytheist|Polytheist]], [[#Dualist|Dualist]], [[#Taoist|Taoist]], [[#Spiritist|Spiritist]], [[#Atheist|Atheist]], [[#Agnostic|Agnostic]], or a Combination. These religions differ in two fundamental respects: what they believe and where they go when they die.<br />
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=== Polytheist ===<br />
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'''Belief:''' The correct object of worship is one or more of the multitude of powerful [[DnD Deities|deities]].<br />
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'''Afterlife:''' A polytheist goes to the plane of their chosen deity or deities.<br />
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Polytheist religions are the standard religions in the D&D world. Use the rules,<br />
or any variant of the rules, found in the core rulebooks. Clerics and fighters are often Polytheists.<br />
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''Example:'' The temple of Olympia holds festivals and services in honor of the gods of the Olympian pantheon. In addition, that temple houses the cults of several individual Olympian deities, such as Zeus and Hera.<br />
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=== Dualist ===<br />
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'''Belief:''' There is an ultimate good force (or a personafied God) and an ultimate evil force (or a personafied Satan) and one of those two is the correct object of worship.<br />
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'''Afterlife:''' Dualists either go to Heaven or Hell (which are distinct from any plane presented in standard rules.)<br />
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Dualist religions are usually founded by a prophet who explains some interpretation of Heaven and/or Hell and how one gets there. No one knows exactly what Heaven and Hell are; the most skilled scryers have looked into those mysterious planes and discovered only a bright light in Heaven and a dark emptiness in Hell. A few have invented complicated rituals they believed would transport them there; whether or not those rituals work is unknown as the subjects simply disappeared and never returned. One oddity regarding dualist religions is that [[SRD:Alignment|alignment]] does not seem to influence it. One can be [[SRD:Alignment|evil]] and still use the domains of Heaven (DM's discretion) or [[SRD:Alignment|good]] and still use the domains of Hell (again, DM's discretion), although obviously Exalted and Vile domains are only available to Exalted or Vile characters.<br />
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''Example:'' The church of Kathol follows the teachings of the apostle Kathol who founded the church based on the teachings of the prophet Junon, who spread his vision of the God of Heaven to the pantheists in the realm of Akhrabas. It is an extremely heierarchical and secretive religion, and although it is a religion of good, its followers often believe that only the church of Kathol is really good and all others must be converted at all costs.<br />
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=== Taoist ===<br />
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'''Belief:''' No entity or force is worshipped. Rather, a particular path toward enlightenment is followed.<br />
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'''Afterlife:''' Taoists are naturally reincarnated, and lose most of their memories in the process (though some have regained those memories through magical means). No one has determined how the location of the reincarnated spirit may be found.<br />
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To be a Taoist, one must find a Guru. There have been occasional Taoists who discovered paths through books or even spontaneously, but they are very rare. Taoists believe that there is one perfect path, though none is sure what it is, and that once you have walked it, you will cease to be reincarnated and will achieve Enlightenment. There are many schools of Taoism, each of which tends to believe that its path is the correct one. Only Taoists are able to unlock the power of their Ki.<br />
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''Example:'' The Monastery of Elders, in the island of Solastrí, follows the teachings of Unshartan. It trains monks and followers to believe that meditation and nonviolence, except for defense, are the ways to enlightenment. Monks are adopted from orphanages as infants and trained their whole lives to use their Ki to great effect. When the monks reach age 16 they go out into the world to experience as much as possible, and return in their old age to tend the gardens, write poetry, and teach the arts to their young students.<br />
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=== Spiritist ===<br />
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'''Belief:''' There is a wide range of beliefs for Spiritists, depending on what they believe have spirits. Some believe that everything has a spirit (Animists) while other ascribe it to only plants and animals, only animals, only sentient beings, only great ancestors, and many other possibilities. Worshippers of undead or of so-called "family deities" are Spiritists as well.<br />
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'''Afterlife:''' Spiritists' spirits inhabit in the Earth in some way consistent with their beliefs.<br />
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Spiritism is most common among nature centered or tribal civilizations. Spiritist religions are unlikely to be the least bit beaurocratic and often are not even written down. They tend to be family based or tribally based word of mouth religions. Only spiritists can unlock the power source of Nature.<br />
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''Example:'' The Black Swamp is ruled by the ancient black dragon Spythe and his evil minions, but at least one good druid circle has survived. These "Druids of Antespith" worship a pantheon of spirits, including the spirits of their greatest ancestors, and they have great respect for the spirits of the trees within the swamp. They use geurilla tactics to stop the servants of Spythe, whom they see as enemies of the trees, and nurse to health those creatures who are hurt in battles against the swamp's evil denizens.<br />
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=== Atheist ===<br />
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'''Belief:''' Atheists do not deny the existence of deities, they merely do not believe that the great power deities wield justifies worshipping them. Atheists worship nothing.<br />
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'''Afterlife:''' Atheists wander the Earth for a time and, having nowhere to go, eventually fade away into nothing.<br />
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Atheists tend to be the most philosophical of all religious people, and also the most proud. Often they believe that their own power is what matters, rather than the power of deities, and some even seek to become deities themselves.<br />
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''Example:'' Gnocke started out as wizard, but was fascinated with divine magic. He tried to become a cleric of various religions, but repeatedly found himself dissatisfied with those who ran the temples, believing them all to be fools. Eventually he discovered the more difficult path of harnessing divine magic without any object of worship. After a career of adventuring he opened a magic item shop, but spends all his spare time working on spells to extend his life, because although he has accepted himself as an Atheist, he dreads the Atheist's lack of an afterlife.<br />
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=== Agnostic ===<br />
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'''Belief:''' Agnostics either do not care about religion, are not intelligent enough to have an opinion, or believe in a combination of faiths without choosing any one as the primary object of worship.<br />
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'''Afterlife:''' No one knows where Agnostics go when they die. The epic dualist cleric, Dealhana, attempting to prove that they vanished like the atheists, inadvertantly proved that they did not when she created an epic ritual that brought back to life an Agnostic who would have faded long ago as an atheist. Unfortunately the ritual did not retain memories from the afterlife.<br />
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Agnostics tend to be the least philosophical of all religious people. Some wander from faith to faith haphazardly while others just don't care one way or another. Sorcerers are often Agnostics, and for all intents and purposes, animals are always Agnostic.<br />
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''Example:'' Chenolith of Heptarchae refuses the title of Atheist, believing Atheists to be just as dogmatic as any other religious person. He simply wants to live his life as it comes, and live his afterlife as it comes, whatever that may entail, without fear or hope for the future. His success as a warlock and adventurer largely just fell at his feet, without significant stress on his part. He is never without work, and is known for spending money or gambling it away as soon as it arrives in his pocket.<br />
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=== Combination ===<br />
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'''Belief:''' Those who combine faiths must choose a primary faith from those listed above, but may incorporate elements in any way to create any imaginable belief system. That primary faith need not be easily apparent by the believers behavior or the organization of the temples.<br />
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'''Afterlife:''' Followers of some combination of faiths go to the afterlife corresponding to their primary faith.<br />
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Although many religious organizations fit neatly into one of the six options listed above, the majority actually combine elements of multiple religions. When individuals choose a belief not associated with a particular church, it is most frequently a combination. In general, the most unique and interesting of religions will be combinations.<br />
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''Example:'' The city of Husadim was founded on a particular religion which worships the God of Family, Husad. The city is designed like one large homestead, with a temple to Husad in the center. Each home within the city has in its center a small shrine to the elders of that family which inhabits it. As different families marry, and as the occasional family joins the city, new "household gods" are added. Followers of the city's religion believe that upon death they will join their families in the outer plane where Husad lives, but that their spirits can visit their homes through their descendants' shrines in years to come.<br />
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= Rules on the Afterlife =<br />
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Many specifics on the afterlife are unknown. Anyone raised from the dead loses the memories they formed following their death. Nonetheless, powerful necromancers have uncovered a good deal.<br />
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=== Death ===<br />
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The moment a person's body is no longer alive, it's ethereal spirit leaves it. The spirit is invisible, even to those with access to the ethereal plane. It is disoriented at first and provided it is not trapped or sent anywhere by magical means and provided the death did not occur under very extreme circumstances, it will wander off. If the moment of death occurred amidst intense negative emotion, such as might be generated by being murdered by a best friend or dying just after seeing the death of a loved one, the spirit will sometimes manifest itself as a ghost and attach itself to anything it connects with the emotional experience, such as the place it happened or the person who caused it.<br />
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=== Wandering ===<br />
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Provided nothing unusual has happened to the spirit, it wanders for anywhere from a few years to hundreds of years. The spirit will feel a pull towards its eventual destination, determined by its chosen religion. How quickly it manages to find the path to its destination will depend upon how devoted it was in life. It is only during this time that a spirit can be resurrected or reincarnated by magical means. Once the spirit has found its path, even if it still in the realm of the material plane, it can no longer be summoned back into a body willingly.<br />
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=== Rest ===<br />
<br />
After the spirit has found its path, it walks it until it finds its resting place, whether that be in the outer planes, in Heaven or Hell, in the realm of like spirits, or in the womb of an expectant mother. Atheists never reach this point, but their wandering becomes more and more erratic until eventually they cease to exist completely. As mentioned before, no one knows where Agnostics end up. Regardless, atheists and agnostics still reach the point of being unable to be resurrected at approximately the same rate. The faithful, however, seem to have achieved what they expected in most cases, and generally the achievement of the final rest is a goal that the living wish upon the dead in their prayers.<br />
<br />
== List of Religions Using This Variant ==<br />
<br />
* '''[[Rem-kha Religion (Age of Titans Supplement)]]'''<br />
* '''[[Totemism (Age of Titans Supplement)]]'''<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Rules|Rules]].<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]<br />
[[Category:Age of Titans Setting]]</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Geography_(Age_of_Titans_Supplement)&diff=266826Geography (Age of Titans Supplement)2008-07-09T04:48:39Z<p>Banyan: /* The North */</p>
<hr />
<div>[[Image:geburah.jpg|thumb|right|Map of Geburah.]]<br />
<br />
The continent of Geburah and surrounding lands are divided into seven broad areas.<br />
<br />
===The North===<br />
The north is based on high fantasy, classic D&D.<br />
<br />
'''Kingdom of Gardonia''': A vast kingdom composed of four mostly independent regions. The capitol is Eoden Falls, which is at the foothills of the Gebryan mountain range, at the place where the Gebryan river splits into four rivers. Gardonia was once an evil empire, which is how it achieved unity of language, currency, calendar, and so on, but the empire quickly fell and was replaced by the good kingdom.<br><br />
'''The Black Swamp''': A large swamp near the shore ruled by Spythe, the ancient black dragon, and controlled by captains of 'the Spytic Dragoons' which is a cult that worships Spythe and Tiamat.<br><br />
'''Selladora''': A forest about a hundred miles east of the Black Swamp with strong connections to the feywild. The forest has within it different types of forest, including a vast [[http://en.wikipedia.org/wiki/Banyan banyan tree]], over a mile in diameter, which is the mother of the banyans of Adáko, and several divine oaks, enormous trees with bright leaves and flowers.<br><br />
'''Revynne''': A land composed of five major lakes and a dozen or so smaller lakes, connected by a network of rivers. This was an elven kingdom, but it is far less elitist than most elven kingdoms, and so there is a large half-elf and human population here as well.<br><br />
'''The Titan Hills''': A vast hilly area south of Gardonia ruled (mostly laissez-faire) by a dozen or so titans. This is an area rich with ruins, caves, and all sorts of monsters and is often used for profit adventuring.<br><br />
'''Rünlast''': A good magocracy, devoted to the collection of knowledge and legends and characterized by its excess of towers. It is in constant struggle with Oscillorian to prevent its evil wizards from expanding into other realms.<br><br />
'''Selephorash''': A city-town in the midst of the Tulgey Wood, a mysterious forest with a strange labrynthine quality. This town is also a magocracy, but unlike Rünlast and Oscillorian it is neutral. Mages from those kingdoms are under truce in Selephorash and often come there to parley.<br><br />
'''Oscillorion''': An evil magocracy. Unliked Rünlast, it only promotes the path of the wizard and no other spell caster; all non-wizards are considered inferior. Its cabal of 'Green Wizards' are possibly the most powerful in the world.<br />
<br />
For more details, see; [[North (Age of Titans Supplement)|The North]].<br />
<br />
===The South===<br />
The south is based on some alternative conceptions of fantasy roleplaying.<br />
<br />
'''Elaneth''': The center of all psionics. It is here that one comes to transform into an Elan. Psionics are common in this realm and become less common as one travels away from it. Psionics first entered Geburah when a comet struck here, creating the large Elaneth crater, an age or so ago.<br><br />
'''Kingdom of Haiguard''': A holy dualist theocracy, dedicated to worship of the force of Good itself, and to the service of angels. Completely welcoming of all races, charitable to other kingdoms, and constantly at war with Moorguard.<br><br />
'''Kingdom of Moorguard''': A vile kingdom. Its purpose is to expand and enslave. Its subrace of humans (imperials) seeks to rule over all others. It is in close alliance with Gaurn, the mightiest of evil titans, who has his own small kingdom in the mountains north of Moorguard.<br><br />
'''Grimm''': Originally part of Moorguard, Grimm was founded by a captain of that kingdom who was slain and raised as a death knight. Along with his lich grandmother, he rules this enormous necropolis. There are mortals in this kingdom, but they are in the minority, and all intend on becoming undead at some point.<br />
<br />
For more details, see; [[South (Age of Titans Supplement)|The South]].<br />
<br />
===The East===<br />
The east is based roughly on bronze age Europe and North Africa.<br />
<br />
'''Lone Drisst''': The desert to the north of Spyre. Inhabitat by nomads and dotted with small cities and alhambras at its rare oases. Most cultures are combinations of the cultures of Spyre and Valus.<br><br />
'''Dün Drisst''': The desert to the south of Spyre. Similar to Lone Drisst in most characteristics, but its cultures are less influenced by Valus and more by Graëtos.<br><br />
'''Spyre''': A kingdom along the river Lyne. Divided into upper Spyre (to the west) and lower Spyre (to the east by the mouth of the river) with fiefdoms scattered between. Based on ancient Egypt.<br><br />
'''The City-States of Graëtos''': Three major city-states, and about a dozen smaller city-states. Based on ancient Greece.<br><br />
'''Empire of Valus''': A centralized empire. Valus was originally ruled by a magocracy which was eventually overthrown and for that reason the practice of magic is highly suspect here, and viewed as a perversion of strength. Also includes the forbidden cursed city of Morgolus. Constantly in conflict with Barbaros, a plain to the west inhabited by barbaric tribes. Based on ancient Rome.<br><br />
'''East Töl''': Töl is an island south of Graëtos. East Töl consists mainly of small tribes of humanoids constantly in struggle with the mighty beasts that live there including the dinosaurs. Based on prehistoria.<br><br />
'''West Töl''': Töl is an island south of Graëtos. West Töl is more civilized, composed of a variety<br />
of tribes or nations who are usually, but not always, nomadic. Most are hunter-gatherers, but some agriculture exists as well. Based on Pre-Columbian America.<br />
<br />
For more details, see; [[East (Age of Titans Supplement)|The East]].<br />
<br />
===The West===<br />
The west is based on mythic Arabia, Persia, and Africa.<br />
<br />
'''West Akhrabas''': A few small kingdoms, but mostly composed of nomadic tribes. Based on mythic Arabia.<br><br />
'''East Akhrabas''': Similar to West Akhrabas, but based on mythic Persia rather than Arabia.<br><br />
'''Mythaldos Jungle''': A mysterious jungle that according to legend, played some important part (what specifically is unclear) in an ancient dead kingdom. Many strange ruins with magic effect difficult to replicate may be found here.<br><br />
'''Grey Jungle''': A more barbaric jungle, full of dangerous creatures and proud tribes. Based on one aspect of mythic Africa.<br><br />
'''The Wylde''': Plains and hills populated by dangerous monsters and nomadic tribes. Based on another aspect of mythic Africa.<br><br />
'''Kingdom of Mandelos''': A large good kingdom. Animal spirits are worshipped here, so animals are commonly found walking in the streets alongside the humanoids. This kingdom is in good relations with Haiguard, but prefers to remain secluded and autonomous. Based on another aspect of mythic Africa.<br />
<br />
For more details, see; [[West (Age of Titans Supplement)|The West]].<br />
<br />
===Relme===<br />
Relme is a low magic island to the northwest based on medieval Europe. Although Relme is composed of several kingdoms, frequently at war with each other, the real authority in this region is the Church of Kathol, which has a sort of veto power over any policy of any kingdom, except Andelot.<br />
<br />
'''Andelot''': A kingdom with a capitol city hidden in the mountains. This is the only kingdom in Relme independent from the Church of Kathol, though it has a very similar religion. Based on medieval England.<br><br />
'''Vorsag''': A kingdom known for its strong warriors. Strongly allied with dwarves and gnomes. Based on medieval Germany.<br><br />
'''Thyne''': A kingdom known for its contributions to science and crafts. Based on medieval Spain.<br><br />
'''Vynland''': A kingdom known for its arts, food, and wine. Based on medieval France.<br><br />
'''Vashland''': The kingdom which houses the capitol of the Church of Kathol. Based on medieval Italy.<br><br />
'''Twynland''': The only non-low magic area in Relme. Not actually a kingdom, Twynland is ruled by several independent family-based collectives. Based on mythic Ireland.<br />
<br />
For more details, see; [[Relme (Age of Titans Supplement)|Relme]].<br />
<br />
===Adáko===<br />
Adáko consists of four islands in the southwest based on mythic India.<br />
<br />
'''Dhalí''': The center and largest island. The cultures here are mostly blends of the more extreme cultures found on the surrounding islands.<br><br />
'''Arundhatí''': Island to the west with cultures based on law and hierarchy.<br><br />
'''Solastrí''': Island to the northeast with cultures based on family and tradition.<br><br />
'''Ró''': Island to the southeast with very esoteric cultures based on mysticism and nature.<br />
<br />
For more details, see; [[Adáko (Age of Titans Supplement)|Adáko]].<br />
<br />
===Lauraël===<br />
Islands to the northeast based roughly on Grimm's fairy tales and the Chronicles of Narnia.<br />
<br />
'''Brindol''': The largest island in this region. This land has a small humanoid population and is mainly populated by anthropomorphic animals, such as talking horses and small villages of civilized mice.<br><br />
'''The Tiny Islands''': Over a dozen seperate archipelligos, each with its own unique cultures, but mostly lacking in civilization.<br><br />
'''The Star Islands''': One large archipelligo to the northeast housing several seafaring cultures.<br><br />
'''The Unwelcome Isles''': A more dangerous archipelligo to the south of the Star Islands. Populated mainly by monsters and pirates.<br />
<br />
For more details, see; [[Lauraël (Age of Titans Supplement)|Lauraël]].<br />
<br />
===Other Environments===<br />
Besides these seven geographical regions, there are a few other places ripe for adventuring.<br />
<br />
'''Underdark''': Usually only accessable from caves within any of Geburah's many mountain ranges, a vast network of tunnels and caverns lies far below the surface. This is the domain of several of Geburah's races, and at its deepest is a terrifying realm of aberrations.<br><br />
'''Underwave''': Within the seas, gulfs, and oceans of Geburah may be found a variety of civilizations. Usually these are found in cities of coral near the coasts, but past the shelf in the deepest parts of the ocean may be found the largest of sea monsters and schools of sentient marine life.<br><br />
'''Overcloud''': The skies, though mostly empty, are nonetheless home to a variety of creatures, some of which live there and others merely there during their waking hours. Also there are somewhere between ten and twenty large floating islands, relics of a bygone age, surrounded by clouds so as to be indestinguishable from the ground, which wander over the land and water. These range in size from about an acre to several miles and are usually populated by powerful spellcasters, the only ones who can control their movement.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Campaign Settings|Campaign Settings]] &rarr; [[Age of Titans (DnD Campaign Setting)|Age of Titans (Dnd Campaign Setting)]].<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Age of Titans Setting]]</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Geography_(Age_of_Titans_Supplement)&diff=266825Geography (Age of Titans Supplement)2008-07-09T04:47:19Z<p>Banyan: /* The North */</p>
<hr />
<div>[[Image:geburah.jpg|thumb|right|Map of Geburah.]]<br />
<br />
The continent of Geburah and surrounding lands are divided into seven broad areas.<br />
<br />
===The North===<br />
The north is based on high fantasy, classic D&D.<br />
<br />
'''Kingdom of Gardonia''': A vast kingdom composed of four mostly independent regions. The capitol is Eoden Falls, which is at the foothills of the Gebryan mountain range, at the place where the Gebryan river splits into four rivers. Gardonia was once an evil empire, which is how it achieved unity of language, currency, calendar, and so on, but the empire quickly fell and was replaced by the good kingdom.<br><br />
'''The Black Swamp''': A large swamp near the shore ruled by Spythe, the ancient black dragon, and controlled by captains of 'the Spytic Dragoons' which is a cult that worships Spythe and Tiamat.<br><br />
'''Selladora''': A forest about a hundred miles east of the Black Swamp, ruled by the high elves who rarely allow anyone in and rarely leave. The forest has within it different types of forest, including a vast [[http://en.wikipedia.org/wiki/Banyan banyan tree]], over a mile in diameter, which is the mother of the banyans of Adáko, and several divine oaks, enormous trees with bright leaves and flowers.<br><br />
'''Revynne''': A land composed of five major lakes and a dozen or so smaller lakes, connected by a network of rivers. This was an elven kingdom, but it is far less elitist than most elven kingdoms, and so there is a large half-elf and human population here as well.<br><br />
'''The Titan Hills''': A vast hilly area south of Gardonia ruled (mostly laissez-faire) by a dozen or so titans. This is an area rich with ruins, caves, and all sorts of monsters and is often used for profit adventuring.<br><br />
'''Rünlast''': A good magocracy, devoted to the collection of knowledge and legends and characterized by its excess of towers. It is in constant struggle with Oscillorian to prevent its evil wizards from expanding into other realms.<br><br />
'''Selephorash''': A city-town in the midst of the Tulgey Wood, a mysterious forest with a strange labrynthine quality. This town is also a magocracy, but unlike Rünlast and Oscillorian it is neutral. Mages from those kingdoms are under truce in Selephorash and often come there to parley.<br><br />
'''Oscillorion''': An evil magocracy. Unliked Rünlast, it only promotes the path of the wizard and no other spell caster; all non-wizards are considered inferior. Its cabal of 'Green Wizards' are possibly the most powerful in the world.<br />
<br />
For more details, see; [[North (Age of Titans Supplement)|The North]].<br />
<br />
===The South===<br />
The south is based on some alternative conceptions of fantasy roleplaying.<br />
<br />
'''Elaneth''': The center of all psionics. It is here that one comes to transform into an Elan. Psionics are common in this realm and become less common as one travels away from it. Psionics first entered Geburah when a comet struck here, creating the large Elaneth crater, an age or so ago.<br><br />
'''Kingdom of Haiguard''': A holy dualist theocracy, dedicated to worship of the force of Good itself, and to the service of angels. Completely welcoming of all races, charitable to other kingdoms, and constantly at war with Moorguard.<br><br />
'''Kingdom of Moorguard''': A vile kingdom. Its purpose is to expand and enslave. Its subrace of humans (imperials) seeks to rule over all others. It is in close alliance with Gaurn, the mightiest of evil titans, who has his own small kingdom in the mountains north of Moorguard.<br><br />
'''Grimm''': Originally part of Moorguard, Grimm was founded by a captain of that kingdom who was slain and raised as a death knight. Along with his lich grandmother, he rules this enormous necropolis. There are mortals in this kingdom, but they are in the minority, and all intend on becoming undead at some point.<br />
<br />
For more details, see; [[South (Age of Titans Supplement)|The South]].<br />
<br />
===The East===<br />
The east is based roughly on bronze age Europe and North Africa.<br />
<br />
'''Lone Drisst''': The desert to the north of Spyre. Inhabitat by nomads and dotted with small cities and alhambras at its rare oases. Most cultures are combinations of the cultures of Spyre and Valus.<br><br />
'''Dün Drisst''': The desert to the south of Spyre. Similar to Lone Drisst in most characteristics, but its cultures are less influenced by Valus and more by Graëtos.<br><br />
'''Spyre''': A kingdom along the river Lyne. Divided into upper Spyre (to the west) and lower Spyre (to the east by the mouth of the river) with fiefdoms scattered between. Based on ancient Egypt.<br><br />
'''The City-States of Graëtos''': Three major city-states, and about a dozen smaller city-states. Based on ancient Greece.<br><br />
'''Empire of Valus''': A centralized empire. Valus was originally ruled by a magocracy which was eventually overthrown and for that reason the practice of magic is highly suspect here, and viewed as a perversion of strength. Also includes the forbidden cursed city of Morgolus. Constantly in conflict with Barbaros, a plain to the west inhabited by barbaric tribes. Based on ancient Rome.<br><br />
'''East Töl''': Töl is an island south of Graëtos. East Töl consists mainly of small tribes of humanoids constantly in struggle with the mighty beasts that live there including the dinosaurs. Based on prehistoria.<br><br />
'''West Töl''': Töl is an island south of Graëtos. West Töl is more civilized, composed of a variety<br />
of tribes or nations who are usually, but not always, nomadic. Most are hunter-gatherers, but some agriculture exists as well. Based on Pre-Columbian America.<br />
<br />
For more details, see; [[East (Age of Titans Supplement)|The East]].<br />
<br />
===The West===<br />
The west is based on mythic Arabia, Persia, and Africa.<br />
<br />
'''West Akhrabas''': A few small kingdoms, but mostly composed of nomadic tribes. Based on mythic Arabia.<br><br />
'''East Akhrabas''': Similar to West Akhrabas, but based on mythic Persia rather than Arabia.<br><br />
'''Mythaldos Jungle''': A mysterious jungle that according to legend, played some important part (what specifically is unclear) in an ancient dead kingdom. Many strange ruins with magic effect difficult to replicate may be found here.<br><br />
'''Grey Jungle''': A more barbaric jungle, full of dangerous creatures and proud tribes. Based on one aspect of mythic Africa.<br><br />
'''The Wylde''': Plains and hills populated by dangerous monsters and nomadic tribes. Based on another aspect of mythic Africa.<br><br />
'''Kingdom of Mandelos''': A large good kingdom. Animal spirits are worshipped here, so animals are commonly found walking in the streets alongside the humanoids. This kingdom is in good relations with Haiguard, but prefers to remain secluded and autonomous. Based on another aspect of mythic Africa.<br />
<br />
For more details, see; [[West (Age of Titans Supplement)|The West]].<br />
<br />
===Relme===<br />
Relme is a low magic island to the northwest based on medieval Europe. Although Relme is composed of several kingdoms, frequently at war with each other, the real authority in this region is the Church of Kathol, which has a sort of veto power over any policy of any kingdom, except Andelot.<br />
<br />
'''Andelot''': A kingdom with a capitol city hidden in the mountains. This is the only kingdom in Relme independent from the Church of Kathol, though it has a very similar religion. Based on medieval England.<br><br />
'''Vorsag''': A kingdom known for its strong warriors. Strongly allied with dwarves and gnomes. Based on medieval Germany.<br><br />
'''Thyne''': A kingdom known for its contributions to science and crafts. Based on medieval Spain.<br><br />
'''Vynland''': A kingdom known for its arts, food, and wine. Based on medieval France.<br><br />
'''Vashland''': The kingdom which houses the capitol of the Church of Kathol. Based on medieval Italy.<br><br />
'''Twynland''': The only non-low magic area in Relme. Not actually a kingdom, Twynland is ruled by several independent family-based collectives. Based on mythic Ireland.<br />
<br />
For more details, see; [[Relme (Age of Titans Supplement)|Relme]].<br />
<br />
===Adáko===<br />
Adáko consists of four islands in the southwest based on mythic India.<br />
<br />
'''Dhalí''': The center and largest island. The cultures here are mostly blends of the more extreme cultures found on the surrounding islands.<br><br />
'''Arundhatí''': Island to the west with cultures based on law and hierarchy.<br><br />
'''Solastrí''': Island to the northeast with cultures based on family and tradition.<br><br />
'''Ró''': Island to the southeast with very esoteric cultures based on mysticism and nature.<br />
<br />
For more details, see; [[Adáko (Age of Titans Supplement)|Adáko]].<br />
<br />
===Lauraël===<br />
Islands to the northeast based roughly on Grimm's fairy tales and the Chronicles of Narnia.<br />
<br />
'''Brindol''': The largest island in this region. This land has a small humanoid population and is mainly populated by anthropomorphic animals, such as talking horses and small villages of civilized mice.<br><br />
'''The Tiny Islands''': Over a dozen seperate archipelligos, each with its own unique cultures, but mostly lacking in civilization.<br><br />
'''The Star Islands''': One large archipelligo to the northeast housing several seafaring cultures.<br><br />
'''The Unwelcome Isles''': A more dangerous archipelligo to the south of the Star Islands. Populated mainly by monsters and pirates.<br />
<br />
For more details, see; [[Lauraël (Age of Titans Supplement)|Lauraël]].<br />
<br />
===Other Environments===<br />
Besides these seven geographical regions, there are a few other places ripe for adventuring.<br />
<br />
'''Underdark''': Usually only accessable from caves within any of Geburah's many mountain ranges, a vast network of tunnels and caverns lies far below the surface. This is the domain of several of Geburah's races, and at its deepest is a terrifying realm of aberrations.<br><br />
'''Underwave''': Within the seas, gulfs, and oceans of Geburah may be found a variety of civilizations. Usually these are found in cities of coral near the coasts, but past the shelf in the deepest parts of the ocean may be found the largest of sea monsters and schools of sentient marine life.<br><br />
'''Overcloud''': The skies, though mostly empty, are nonetheless home to a variety of creatures, some of which live there and others merely there during their waking hours. Also there are somewhere between ten and twenty large floating islands, relics of a bygone age, surrounded by clouds so as to be indestinguishable from the ground, which wander over the land and water. These range in size from about an acre to several miles and are usually populated by powerful spellcasters, the only ones who can control their movement.<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Campaign Settings|Campaign Settings]] &rarr; [[Age of Titans (DnD Campaign Setting)|Age of Titans (Dnd Campaign Setting)]].<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Age of Titans Setting]]</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Supernal_(3.5e_Feat)&diff=266823Supernal (3.5e Feat)2008-07-09T04:44:31Z<p>Banyan: Infernal (DnD Feat) moved to Supernal (DnD Feat): updating for 4th ed.</p>
<hr />
<div>__NOTOC__<br />
<div class="supplement">{{author<br />
|author_name=banyan<br />
|date_created=24.11.07<br />
|status=<br />
}}<br />
<dplc><br />
|{{Feat Description<br />
|Infernal|<br />
|Grants the ability to speak with and understand devils.<br />
|}}</dplc><br />
<br />
===Supernal [General]===<br />
<br />
Grants the ability to speak with and understand angels and devils.<br />
<br />
=====Prerequisite=====<br />
<br />
[[Supernatural Linguist (DnD Feat)|Supernatural Linguist]]<br />
<br />
=====Benefit=====<br />
<br />
Grants the ability to speak with and understand angels and devils.<br />
<br />
=====Special=====<br />
<br />
This feat is only relevant if the campaign is using the [[Supernatural Languages (DnD Variant Rule)|Supernatural Languages]] variant.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Feats|Feats]] &rarr; [[DnD General Feats|General Feats]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]<br />
</div></div>Banyanhttps://www.dandwiki.com/w/index.php?title=Supernal_(3.5e_Feat)&diff=266822Supernal (3.5e Feat)2008-07-09T04:44:06Z<p>Banyan: </p>
<hr />
<div>__NOTOC__<br />
<div class="supplement">{{author<br />
|author_name=banyan<br />
|date_created=24.11.07<br />
|status=<br />
}}<br />
<dplc><br />
|{{Feat Description<br />
|Infernal|<br />
|Grants the ability to speak with and understand devils.<br />
|}}</dplc><br />
<br />
===Supernal [General]===<br />
<br />
Grants the ability to speak with and understand angels and devils.<br />
<br />
=====Prerequisite=====<br />
<br />
[[Supernatural Linguist (DnD Feat)|Supernatural Linguist]]<br />
<br />
=====Benefit=====<br />
<br />
Grants the ability to speak with and understand angels and devils.<br />
<br />
=====Special=====<br />
<br />
This feat is only relevant if the campaign is using the [[Supernatural Languages (DnD Variant Rule)|Supernatural Languages]] variant.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Feats|Feats]] &rarr; [[DnD General Feats|General Feats]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]<br />
</div></div>Banyanhttps://www.dandwiki.com/w/index.php?title=Primordial_(3.5e_Feat)&diff=266820Primordial (3.5e Feat)2008-07-09T04:43:15Z<p>Banyan: Titanic (DnD Feat) moved to Primordial (DnD Feat): Updating for 4th ed.</p>
<hr />
<div>__NOTOC__<br />
<div class="supplement">{{author<br />
|author_name=banyan<br />
|date_created=24.11.07<br />
|status=<br />
}}<br />
<dplc><br />
|{{Feat Description<br />
|Titanic|<br />
|Grants the ability to speak with and understand titans.<br />
|}}</dplc><br />
<br />
===Primordial [General]===<br />
<br />
Grants the ability to speak with and understand efreets, archons, and elementals.<br />
<br />
=====Prerequisite=====<br />
<br />
[[Supernatural Linguist (DnD Feat)|Supernatural Linguist]]<br />
<br />
=====Benefit=====<br />
<br />
Grants the ability to speak with and understand efreets, archons, and elementals.<br />
<br />
=====Special=====<br />
<br />
This feat is only relevant if the campaign is using the [[Supernatural Languages (DnD Variant Rule)|Supernatural Languages]] variant.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Feats|Feats]] &rarr; [[DnD General Feats|General Feats]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]<br />
</div></div>Banyanhttps://www.dandwiki.com/w/index.php?title=Talk:Expanded_Religions_(3.5e_Variant_Rule)&diff=243819Talk:Expanded Religions (3.5e Variant Rule)2008-03-31T19:12:37Z<p>Banyan: /* Featured Article Nomination */</p>
<hr />
<div>{{Featured Article Nominee}}<br />
<br />
== Clarification ==<br />
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I don't think this is too important, but it should be noted that pantheism is a real-world religion, and it is not nearly correctly defined in this article. I understand how the author meant the term (pantheism as the worship of a pantheon, but this is actually an etymological non sequitor). In any case, I doubt this will get changed, but it probably should be. --[[User:EldritchNumen|EldritchNumen]] 01:52, 8 January 2007 (MST)<br />
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:What would you say the name should be changed to? --[[User:Green Dragon|Green Dragon]] 16:49, 8 January 2007 (MST)<br />
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::I suggest ''paganism'' or ''polytheism''. I lean towards polytheism. --[[User:Dmilewski|Dmilewski]] 17:54, 8 January 2007 (MST)<br />
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::: I agree. ''Polytheism'' actually encompasses the idea expressed by the author quite nicely. --[[User:EldritchNumen|EldritchNumen]] 01:52, 9 January 2007 (MST)<br />
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::::Agree as well, go ahead and change it. --[[User:Green Dragon|Green Dragon]] 16:25, 9 January 2007 (MST)<br />
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:::::As the original author of this article, I am fine with this change. I deliberately chose pantheism over polytheism because pantheism is the term used in the official WotC rulebooks. I do, however, agree that polytheism is more accurate. In the real world, pantheism means the belief that everything is divine, not faith in a pantheon. [[User:Banyan|Banyan]] 13:22, 6 March 2007 (MST)<br />
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:::::: Great! I'm glad that you approve of this change (we try very hard not to change people's pages too much, but it seemed like a good idea to clean up this possible point of confusion). You are right that WotC often uses pantheism, which I find rather frustrating, but hopefully we can both incorporate their technical vocabulary and also improve upon it. &mdash;[[User:EldritchNumen|EldritchNumen]] 14:48, 6 March 2007 (MST)<br />
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== Supplemental Variant Rule ==<br />
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[[User:EldritchNumen|EldritchNumen]], would you mind clarifying your decision to make this a Supplemental Variant Rule? --[[User:Green Dragon|Green Dragon]] 10:37, 10 April 2007 (MDT)<br />
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:Decisions about religion changes are a little weird. I feel like changes to the "core" religion are necessarily transformational... here's the reasoning. Religion is very often changed (between every sort of CS, for example). The "core" system doesn't really encompass what the community has established as basic, in my opinion. While the ''deities'' change, the basic system is the same: portfolios, alignments, domains, dogma, etc. are all attributed to the deities. The religion ''framework'' doesn't change, only it's content. Thus, I would consider the content, which is basically freely interchangable-- ("pick the gods you want!")-- to be supplementary, while any real changes to the way religion, the gods, or divine magic works is transformational, since it actually changes the structure of the framework. This article encompasses very little change to the basic religion structure. Sure, there are minor changes in what happens in the afterlife and cosmology, but otherwise the system is basically intact. In fact, there is nothing in this article that precludes core material! All the core gods can exist in the domain of this article, as can the FRCS and Eberron gods, and any other number! Basically, this article 1) adds two planes, Heaven and Hell (which don't necessarily supercede Baator, the Abyss, or Celestia!), and 2) makes categories for the gods that entail a minor change in the afterlife (which is really specific to each campaign, not codified in the rules). All adherents of the core Gods, for example, would be polytheistic, and would do the things they normally do in DnD when they die: go to their deity's home plane. In then end, then, I see this as virtually entirely supplementary. If anyone disagrees, I'd love to hear why you'd consider it transformational, and we can figure out where it rightly belongs. &mdash;[[User:EldritchNumen|EldritchNumen]] 14:17, 10 April 2007 (MDT)<br />
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::Thanks for clearing this up. The only reason I was wondering was because when I read the "''as well as changing the rules on what happens when you die.''" I thought it was very different from the normal D&D rules. However, I did not take the time to read through this entire article. So, I agree with your choice and thanks again for clearing this up. --[[User:Green Dragon|Green Dragon]] 16:43, 10 April 2007 (MDT)<br />
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== Monotheism ==<br />
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What about monotheism? I also have to protest that athiests would be philosophical; in fact, they would be the LEAST philosophical, as philosophy usually leads to the belief in God. At the very least, you could include henotheism (belief in many gods but worship of only one.)<br />
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:Thanks for the comment. In the future, please include comments in a heading (such as I've put this under) and sign using two dash marks and four tilde's. As for the comment, monotheistic religions are dualist religions in this framework. There is nothing in dualism as its spelled out here to prevent any real world monotheistic religion, except of course that no religion would believe that everyone but its adherents go to Hell. There could even be a religion that doesn't believe anyone ever goes to Hell or one that doesn't believe Hell has any power and so on. As for the comment on atheists; I can see your point on atheists in <i>the real world</i>, (although I would disagree regardless), but this is a fantasy world where everyone <i>knows</i> that there are deities, and so to deny their authority, especially knowing that it will condemn you to real mortality that could be preventable otherwise, requires a good deal of thought and introspection. Remember that atheists in this framework do not deny the existence of deities, they just don't worship them. --[[User:Banyan|Banyan]] 23:34, 19 July 2007 (MDT)<br />
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::Dualism is not enough. It is not the same as monotheism. Dualism defines good and evil as having equal power, while in most monotheistic religions good is infinitely more powerful than evil. --[[User:Sir Milo Teabag|Sir Milo Teabag]] 15:46, 21 March 2008 (MDT)<br />
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:::Dualism does not define good and evil as having equal power. It never says that anywhere in the variant rule. Real world monotheist religions would be dualist religions under this framework. --[[User:Banyan|Banyan]] 17:49, 26 March 2008 (MDT)<br />
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::::I too must protest. We need monotheism as an option and the acknowledgment that atheists are NOT philosophical. I used to BE an atheist, but when I discovered Platonic philosophy, I THREW OUT atheism and became a Christian. [[User:Noname|Noname]] 22:33, 28 March 2008 (MDT)<br />
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:::::I would have to disagree. Philosophy is the discipline concerned with the questions of how one should live (ethics); what sorts of things exist and what are their essential natures (metaphysics); and what the correct principles of reasoning are (logic). Because Atheists do not live by a set rule system they have to define their own belief structure (what is good and what is bad) and therefor are more philosophical. --[[User:Green Dragon|Green Dragon]] 01:33, 31 March 2008 (MDT)<br />
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::::::I agree with Green Dragon here, but I must point out that what's being discussed in this thread is real world religious belief, and so has nothing whatsoever to do with the variant rule. The variant rule is used in a make-believe fantasy world, not the real world, and as such I, or you, or anyone else, can just stipulate what things are like. So I'm telling you that any real-world religion could be reasonably recreated in a fantasy world using this variant. Monotheist religions are dualist religions because they view the ultimate good or personified God as the correct object for worship. They then can think whatever they want about evil/hell just so long as they don't deny it exists. They can think it has no power (this is specifically stated in the variant) or that it is merely the absence of good, or whatever. The variant is intended to be open ended enough to allow this. Atheists in this world are more philosophical because in this world you CANNOT deny the existence of heaven and the gods and spirits and so on, and atheists know that their religion means they will suffer real mortality (assuming they ever die) instead of having an afterlife, and so they have to justify their belief philosophically in order to be atheists. All that said, if you want to use this variant and disagree with all this, you are welcome to use it and just tell your group that you are adding monotheism as a separate option and that atheists in your game are all morons. --[[User:Banyan|Banyan]] 13:10, 31 March 2008 (MDT)<br />
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== Featured Article Nomination ==<br />
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I feel kinda like a jack for nominating my own article, but I am very proud of this variant, which I've been using successfully since I added it to this wiki.<br />
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The criteria for featured variant rules are that it be beneficial, understandable, and not overly encumbrant. I feel like religion in the games I've been running has become much more interesting as a result of using this rule, and generally the players have been much more engaged in their characters' religious convictions. As for understandability and encumbrance, the only problem I've had is either with players not reading the variant or experienced players, who want things to be just like they're used to, trying to ignore it. I won't comment on the quality of my own writing. Please respond. --[[User:Banyan|Banyan]] 14:15, 11 March 2008 (MDT)<br />
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'''Comment''' &mdash; Nice work I like it ''':)''', I have one suggestion though anyone could incorporate this into their games perhaps it would be better if you made a more general introductory paragraph rather than the one about Age of Titans. I'm not saying remove this information entirely you could put it somewhere but a general intro would let people know they can use it for their own games not just Age of Titans and are therefore more likely to keep reading. Oh and I actually prefer the author to nominate their own articles, the process of fixing up articles and suggesting changes could get a bit intense sometimes and if you nominate your own article you've chosen to go through that rather than someone choosing for you. --[[User:Hawk|Hawk]] 19:27, 11 March 2008 (MDT)<br />
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:I agree with this. People will be turned off from the article if the first thing they read is "This is how religion works in the Age of Titans". A non-campaign specific introduction needs to be made. --[[User:Green Dragon|Green Dragon]] 22:19, 12 March 2008 (MDT)<br />
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::Done. Actually the only reason I put that in was because a moderated had added a big thing to the top saying that it was Age of Titans specific, so I figured I'd roll with that. Now it's more generic. --[[User:Banyan|Banyan]] 17:30, 26 March 2008 (MDT)<br />
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:::Thanks for doing that, it sounds good. Also, I think I was the one that added the thing saying it was campaign specific. Oh well. --[[User:Green Dragon|Green Dragon]] 12:35, 28 March 2008 (MDT)<br />
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'''Support''' &mdash; I like this it is a good idea and in my opinion quite useful, I'm sure many people would find it interesting and many people could use it. The only fault I can find with it is that it isn't as pleasing to the eye as say the prestige class layouts but apart from random pictures of clerics or something I can't really think of a way to make it better That said it follows all formatting 'rules' we have. I've MOI'd GD see what he thinks now. --[[User:Hawk|Hawk]] 07:23, 28 March 2008 (MDT)<br />
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:More links could be added throughout. Also, I think the header depths should be discussed. --[[User:Green Dragon|Green Dragon]] 12:35, 28 March 2008 (MDT)<br />
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::What sorts of links are you looking for? I could create more sample religions like those listed at the bottom of the page and then link to them off of each category, rather than giving small examples of believers/organizations under the religions themselves... --[[User:Banyan|Banyan]] 13:12, 31 March 2008 (MDT)<br />
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'''Comment''' &mdash; I do not actually see the reason why one would implement this into a game. As far as I can tell all it does it expand on what happens after death. That's it. I think this would be a lot more useful if it provided some in-game benefit for each type of religion chosen. For example dualists maybe could be able to make a check and see if someone is "evil" or "good". Also, to even increase the in-game effects further, you could make "levels" of the religion type and have benefits associated with that. For example a dualist prophet would be more attune to his religion that a standard follower, and therefor would have more religion-related bonus'. Just my thoughts. --[[User:Green Dragon|Green Dragon]] 12:35, 28 March 2008 (MDT)<br />
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:You're right this variant, added just as it is, does not change anything mechanically. If a group is mostly interested in mechanical changes given from their religious choice, they could still use this variant and build the changes they want into whatever particular religion they believe in. For example, if you look at the religion "Totemism" linked at the bottom of the variant, you'll see mechanical changes given from being a member of that particular religion. However, it should be noted that this variant is mainly for the purpose of role playing, and not dice-rolling, and so mechanical changes were not my primary objective, which is probably why they're not necessarily part of the variant. Nonetheless, they're possible. --[[User:Banyan|Banyan]] 13:12, 31 March 2008 (MDT)</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Talk:Expanded_Religions_(3.5e_Variant_Rule)&diff=243818Talk:Expanded Religions (3.5e Variant Rule)2008-03-31T19:12:18Z<p>Banyan: /* Featured Article Nomination */</p>
<hr />
<div>{{Featured Article Nominee}}<br />
<br />
== Clarification ==<br />
<br />
I don't think this is too important, but it should be noted that pantheism is a real-world religion, and it is not nearly correctly defined in this article. I understand how the author meant the term (pantheism as the worship of a pantheon, but this is actually an etymological non sequitor). In any case, I doubt this will get changed, but it probably should be. --[[User:EldritchNumen|EldritchNumen]] 01:52, 8 January 2007 (MST)<br />
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:What would you say the name should be changed to? --[[User:Green Dragon|Green Dragon]] 16:49, 8 January 2007 (MST)<br />
<br />
::I suggest ''paganism'' or ''polytheism''. I lean towards polytheism. --[[User:Dmilewski|Dmilewski]] 17:54, 8 January 2007 (MST)<br />
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::: I agree. ''Polytheism'' actually encompasses the idea expressed by the author quite nicely. --[[User:EldritchNumen|EldritchNumen]] 01:52, 9 January 2007 (MST)<br />
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::::Agree as well, go ahead and change it. --[[User:Green Dragon|Green Dragon]] 16:25, 9 January 2007 (MST)<br />
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:::::As the original author of this article, I am fine with this change. I deliberately chose pantheism over polytheism because pantheism is the term used in the official WotC rulebooks. I do, however, agree that polytheism is more accurate. In the real world, pantheism means the belief that everything is divine, not faith in a pantheon. [[User:Banyan|Banyan]] 13:22, 6 March 2007 (MST)<br />
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:::::: Great! I'm glad that you approve of this change (we try very hard not to change people's pages too much, but it seemed like a good idea to clean up this possible point of confusion). You are right that WotC often uses pantheism, which I find rather frustrating, but hopefully we can both incorporate their technical vocabulary and also improve upon it. &mdash;[[User:EldritchNumen|EldritchNumen]] 14:48, 6 March 2007 (MST)<br />
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== Supplemental Variant Rule ==<br />
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[[User:EldritchNumen|EldritchNumen]], would you mind clarifying your decision to make this a Supplemental Variant Rule? --[[User:Green Dragon|Green Dragon]] 10:37, 10 April 2007 (MDT)<br />
<br />
:Decisions about religion changes are a little weird. I feel like changes to the "core" religion are necessarily transformational... here's the reasoning. Religion is very often changed (between every sort of CS, for example). The "core" system doesn't really encompass what the community has established as basic, in my opinion. While the ''deities'' change, the basic system is the same: portfolios, alignments, domains, dogma, etc. are all attributed to the deities. The religion ''framework'' doesn't change, only it's content. Thus, I would consider the content, which is basically freely interchangable-- ("pick the gods you want!")-- to be supplementary, while any real changes to the way religion, the gods, or divine magic works is transformational, since it actually changes the structure of the framework. This article encompasses very little change to the basic religion structure. Sure, there are minor changes in what happens in the afterlife and cosmology, but otherwise the system is basically intact. In fact, there is nothing in this article that precludes core material! All the core gods can exist in the domain of this article, as can the FRCS and Eberron gods, and any other number! Basically, this article 1) adds two planes, Heaven and Hell (which don't necessarily supercede Baator, the Abyss, or Celestia!), and 2) makes categories for the gods that entail a minor change in the afterlife (which is really specific to each campaign, not codified in the rules). All adherents of the core Gods, for example, would be polytheistic, and would do the things they normally do in DnD when they die: go to their deity's home plane. In then end, then, I see this as virtually entirely supplementary. If anyone disagrees, I'd love to hear why you'd consider it transformational, and we can figure out where it rightly belongs. &mdash;[[User:EldritchNumen|EldritchNumen]] 14:17, 10 April 2007 (MDT)<br />
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::Thanks for clearing this up. The only reason I was wondering was because when I read the "''as well as changing the rules on what happens when you die.''" I thought it was very different from the normal D&D rules. However, I did not take the time to read through this entire article. So, I agree with your choice and thanks again for clearing this up. --[[User:Green Dragon|Green Dragon]] 16:43, 10 April 2007 (MDT)<br />
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== Monotheism ==<br />
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What about monotheism? I also have to protest that athiests would be philosophical; in fact, they would be the LEAST philosophical, as philosophy usually leads to the belief in God. At the very least, you could include henotheism (belief in many gods but worship of only one.)<br />
<br />
:Thanks for the comment. In the future, please include comments in a heading (such as I've put this under) and sign using two dash marks and four tilde's. As for the comment, monotheistic religions are dualist religions in this framework. There is nothing in dualism as its spelled out here to prevent any real world monotheistic religion, except of course that no religion would believe that everyone but its adherents go to Hell. There could even be a religion that doesn't believe anyone ever goes to Hell or one that doesn't believe Hell has any power and so on. As for the comment on atheists; I can see your point on atheists in <i>the real world</i>, (although I would disagree regardless), but this is a fantasy world where everyone <i>knows</i> that there are deities, and so to deny their authority, especially knowing that it will condemn you to real mortality that could be preventable otherwise, requires a good deal of thought and introspection. Remember that atheists in this framework do not deny the existence of deities, they just don't worship them. --[[User:Banyan|Banyan]] 23:34, 19 July 2007 (MDT)<br />
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::Dualism is not enough. It is not the same as monotheism. Dualism defines good and evil as having equal power, while in most monotheistic religions good is infinitely more powerful than evil. --[[User:Sir Milo Teabag|Sir Milo Teabag]] 15:46, 21 March 2008 (MDT)<br />
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:::Dualism does not define good and evil as having equal power. It never says that anywhere in the variant rule. Real world monotheist religions would be dualist religions under this framework. --[[User:Banyan|Banyan]] 17:49, 26 March 2008 (MDT)<br />
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::::I too must protest. We need monotheism as an option and the acknowledgment that atheists are NOT philosophical. I used to BE an atheist, but when I discovered Platonic philosophy, I THREW OUT atheism and became a Christian. [[User:Noname|Noname]] 22:33, 28 March 2008 (MDT)<br />
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:::::I would have to disagree. Philosophy is the discipline concerned with the questions of how one should live (ethics); what sorts of things exist and what are their essential natures (metaphysics); and what the correct principles of reasoning are (logic). Because Atheists do not live by a set rule system they have to define their own belief structure (what is good and what is bad) and therefor are more philosophical. --[[User:Green Dragon|Green Dragon]] 01:33, 31 March 2008 (MDT)<br />
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::::::I agree with Green Dragon here, but I must point out that what's being discussed in this thread is real world religious belief, and so has nothing whatsoever to do with the variant rule. The variant rule is used in a make-believe fantasy world, not the real world, and as such I, or you, or anyone else, can just stipulate what things are like. So I'm telling you that any real-world religion could be reasonably recreated in a fantasy world using this variant. Monotheist religions are dualist religions because they view the ultimate good or personified God as the correct object for worship. They then can think whatever they want about evil/hell just so long as they don't deny it exists. They can think it has no power (this is specifically stated in the variant) or that it is merely the absence of good, or whatever. The variant is intended to be open ended enough to allow this. Atheists in this world are more philosophical because in this world you CANNOT deny the existence of heaven and the gods and spirits and so on, and atheists know that their religion means they will suffer real mortality (assuming they ever die) instead of having an afterlife, and so they have to justify their belief philosophically in order to be atheists. All that said, if you want to use this variant and disagree with all this, you are welcome to use it and just tell your group that you are adding monotheism as a separate option and that atheists in your game are all morons. --[[User:Banyan|Banyan]] 13:10, 31 March 2008 (MDT)<br />
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== Featured Article Nomination ==<br />
<br />
I feel kinda like a jack for nominating my own article, but I am very proud of this variant, which I've been using successfully since I added it to this wiki.<br />
<br />
The criteria for featured variant rules are that it be beneficial, understandable, and not overly encumbrant. I feel like religion in the games I've been running has become much more interesting as a result of using this rule, and generally the players have been much more engaged in their characters' religious convictions. As for understandability and encumbrance, the only problem I've had is either with players not reading the variant or experienced players, who want things to be just like they're used to, trying to ignore it. I won't comment on the quality of my own writing. Please respond. --[[User:Banyan|Banyan]] 14:15, 11 March 2008 (MDT)<br />
<br />
'''Comment''' &mdash; Nice work I like it ''':)''', I have one suggestion though anyone could incorporate this into their games perhaps it would be better if you made a more general introductory paragraph rather than the one about Age of Titans. I'm not saying remove this information entirely you could put it somewhere but a general intro would let people know they can use it for their own games not just Age of Titans and are therefore more likely to keep reading. Oh and I actually prefer the author to nominate their own articles, the process of fixing up articles and suggesting changes could get a bit intense sometimes and if you nominate your own article you've chosen to go through that rather than someone choosing for you. --[[User:Hawk|Hawk]] 19:27, 11 March 2008 (MDT)<br />
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:I agree with this. People will be turned off from the article if the first thing they read is "This is how religion works in the Age of Titans". A non-campaign specific introduction needs to be made. --[[User:Green Dragon|Green Dragon]] 22:19, 12 March 2008 (MDT)<br />
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::Done. Actually the only reason I put that in was because a moderated had added a big thing to the top saying that it was Age of Titans specific, so I figured I'd roll with that. Now it's more generic. --[[User:Banyan|Banyan]] 17:30, 26 March 2008 (MDT)<br />
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:::Thanks for doing that, it sounds good. Also, I think I was the one that added the thing saying it was campaign specific. Oh well. --[[User:Green Dragon|Green Dragon]] 12:35, 28 March 2008 (MDT)<br />
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'''Support''' &mdash; I like this it is a good idea and in my opinion quite useful, I'm sure many people would find it interesting and many people could use it. The only fault I can find with it is that it isn't as pleasing to the eye as say the prestige class layouts but apart from random pictures of clerics or something I can't really think of a way to make it better That said it follows all formatting 'rules' we have. I've MOI'd GD see what he thinks now. --[[User:Hawk|Hawk]] 07:23, 28 March 2008 (MDT)<br />
<br />
:More links could be added throughout. Also, I think the header depths should be discussed. --[[User:Green Dragon|Green Dragon]] 12:35, 28 March 2008 (MDT)<br />
<br />
::What sorts of links are you looking for? I could create more sample religions like those listed at the bottom of the page and then link to them off of each category, rather than giving small examples of believers/organizations under the religions themselves...<br />
<br />
'''Comment''' &mdash; I do not actually see the reason why one would implement this into a game. As far as I can tell all it does it expand on what happens after death. That's it. I think this would be a lot more useful if it provided some in-game benefit for each type of religion chosen. For example dualists maybe could be able to make a check and see if someone is "evil" or "good". Also, to even increase the in-game effects further, you could make "levels" of the religion type and have benefits associated with that. For example a dualist prophet would be more attune to his religion that a standard follower, and therefor would have more religion-related bonus'. Just my thoughts. --[[User:Green Dragon|Green Dragon]] 12:35, 28 March 2008 (MDT)<br />
:You're right this variant, added just as it is, does not change anything mechanically. If a group is mostly interested in mechanical changes given from their religious choice, they could still use this variant and build the changes they want into whatever particular religion they believe in. For example, if you look at the religion "Totemism" linked at the bottom of the variant, you'll see mechanical changes given from being a member of that particular religion. However, it should be noted that this variant is mainly for the purpose of role playing, and not dice-rolling, and so mechanical changes were not my primary objective, which is probably why they're not necessarily part of the variant. Nonetheless, they're possible. --[[User:Banyan|Banyan]] 13:12, 31 March 2008 (MDT)</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Talk:Expanded_Religions_(3.5e_Variant_Rule)&diff=243817Talk:Expanded Religions (3.5e Variant Rule)2008-03-31T19:10:45Z<p>Banyan: /* Monotheism */</p>
<hr />
<div>{{Featured Article Nominee}}<br />
<br />
== Clarification ==<br />
<br />
I don't think this is too important, but it should be noted that pantheism is a real-world religion, and it is not nearly correctly defined in this article. I understand how the author meant the term (pantheism as the worship of a pantheon, but this is actually an etymological non sequitor). In any case, I doubt this will get changed, but it probably should be. --[[User:EldritchNumen|EldritchNumen]] 01:52, 8 January 2007 (MST)<br />
<br />
:What would you say the name should be changed to? --[[User:Green Dragon|Green Dragon]] 16:49, 8 January 2007 (MST)<br />
<br />
::I suggest ''paganism'' or ''polytheism''. I lean towards polytheism. --[[User:Dmilewski|Dmilewski]] 17:54, 8 January 2007 (MST)<br />
<br />
::: I agree. ''Polytheism'' actually encompasses the idea expressed by the author quite nicely. --[[User:EldritchNumen|EldritchNumen]] 01:52, 9 January 2007 (MST)<br />
<br />
::::Agree as well, go ahead and change it. --[[User:Green Dragon|Green Dragon]] 16:25, 9 January 2007 (MST)<br />
<br />
:::::As the original author of this article, I am fine with this change. I deliberately chose pantheism over polytheism because pantheism is the term used in the official WotC rulebooks. I do, however, agree that polytheism is more accurate. In the real world, pantheism means the belief that everything is divine, not faith in a pantheon. [[User:Banyan|Banyan]] 13:22, 6 March 2007 (MST)<br />
<br />
:::::: Great! I'm glad that you approve of this change (we try very hard not to change people's pages too much, but it seemed like a good idea to clean up this possible point of confusion). You are right that WotC often uses pantheism, which I find rather frustrating, but hopefully we can both incorporate their technical vocabulary and also improve upon it. &mdash;[[User:EldritchNumen|EldritchNumen]] 14:48, 6 March 2007 (MST)<br />
<br />
== Supplemental Variant Rule ==<br />
<br />
[[User:EldritchNumen|EldritchNumen]], would you mind clarifying your decision to make this a Supplemental Variant Rule? --[[User:Green Dragon|Green Dragon]] 10:37, 10 April 2007 (MDT)<br />
<br />
:Decisions about religion changes are a little weird. I feel like changes to the "core" religion are necessarily transformational... here's the reasoning. Religion is very often changed (between every sort of CS, for example). The "core" system doesn't really encompass what the community has established as basic, in my opinion. While the ''deities'' change, the basic system is the same: portfolios, alignments, domains, dogma, etc. are all attributed to the deities. The religion ''framework'' doesn't change, only it's content. Thus, I would consider the content, which is basically freely interchangable-- ("pick the gods you want!")-- to be supplementary, while any real changes to the way religion, the gods, or divine magic works is transformational, since it actually changes the structure of the framework. This article encompasses very little change to the basic religion structure. Sure, there are minor changes in what happens in the afterlife and cosmology, but otherwise the system is basically intact. In fact, there is nothing in this article that precludes core material! All the core gods can exist in the domain of this article, as can the FRCS and Eberron gods, and any other number! Basically, this article 1) adds two planes, Heaven and Hell (which don't necessarily supercede Baator, the Abyss, or Celestia!), and 2) makes categories for the gods that entail a minor change in the afterlife (which is really specific to each campaign, not codified in the rules). All adherents of the core Gods, for example, would be polytheistic, and would do the things they normally do in DnD when they die: go to their deity's home plane. In then end, then, I see this as virtually entirely supplementary. If anyone disagrees, I'd love to hear why you'd consider it transformational, and we can figure out where it rightly belongs. &mdash;[[User:EldritchNumen|EldritchNumen]] 14:17, 10 April 2007 (MDT)<br />
<br />
::Thanks for clearing this up. The only reason I was wondering was because when I read the "''as well as changing the rules on what happens when you die.''" I thought it was very different from the normal D&D rules. However, I did not take the time to read through this entire article. So, I agree with your choice and thanks again for clearing this up. --[[User:Green Dragon|Green Dragon]] 16:43, 10 April 2007 (MDT)<br />
<br />
== Monotheism ==<br />
<br />
What about monotheism? I also have to protest that athiests would be philosophical; in fact, they would be the LEAST philosophical, as philosophy usually leads to the belief in God. At the very least, you could include henotheism (belief in many gods but worship of only one.)<br />
<br />
:Thanks for the comment. In the future, please include comments in a heading (such as I've put this under) and sign using two dash marks and four tilde's. As for the comment, monotheistic religions are dualist religions in this framework. There is nothing in dualism as its spelled out here to prevent any real world monotheistic religion, except of course that no religion would believe that everyone but its adherents go to Hell. There could even be a religion that doesn't believe anyone ever goes to Hell or one that doesn't believe Hell has any power and so on. As for the comment on atheists; I can see your point on atheists in <i>the real world</i>, (although I would disagree regardless), but this is a fantasy world where everyone <i>knows</i> that there are deities, and so to deny their authority, especially knowing that it will condemn you to real mortality that could be preventable otherwise, requires a good deal of thought and introspection. Remember that atheists in this framework do not deny the existence of deities, they just don't worship them. --[[User:Banyan|Banyan]] 23:34, 19 July 2007 (MDT)<br />
<br />
::Dualism is not enough. It is not the same as monotheism. Dualism defines good and evil as having equal power, while in most monotheistic religions good is infinitely more powerful than evil. --[[User:Sir Milo Teabag|Sir Milo Teabag]] 15:46, 21 March 2008 (MDT)<br />
<br />
:::Dualism does not define good and evil as having equal power. It never says that anywhere in the variant rule. Real world monotheist religions would be dualist religions under this framework. --[[User:Banyan|Banyan]] 17:49, 26 March 2008 (MDT)<br />
<br />
::::I too must protest. We need monotheism as an option and the acknowledgment that atheists are NOT philosophical. I used to BE an atheist, but when I discovered Platonic philosophy, I THREW OUT atheism and became a Christian. [[User:Noname|Noname]] 22:33, 28 March 2008 (MDT)<br />
<br />
:::::I would have to disagree. Philosophy is the discipline concerned with the questions of how one should live (ethics); what sorts of things exist and what are their essential natures (metaphysics); and what the correct principles of reasoning are (logic). Because Atheists do not live by a set rule system they have to define their own belief structure (what is good and what is bad) and therefor are more philosophical. --[[User:Green Dragon|Green Dragon]] 01:33, 31 March 2008 (MDT)<br />
<br />
::::::I agree with Green Dragon here, but I must point out that what's being discussed in this thread is real world religious belief, and so has nothing whatsoever to do with the variant rule. The variant rule is used in a make-believe fantasy world, not the real world, and as such I, or you, or anyone else, can just stipulate what things are like. So I'm telling you that any real-world religion could be reasonably recreated in a fantasy world using this variant. Monotheist religions are dualist religions because they view the ultimate good or personified God as the correct object for worship. They then can think whatever they want about evil/hell just so long as they don't deny it exists. They can think it has no power (this is specifically stated in the variant) or that it is merely the absence of good, or whatever. The variant is intended to be open ended enough to allow this. Atheists in this world are more philosophical because in this world you CANNOT deny the existence of heaven and the gods and spirits and so on, and atheists know that their religion means they will suffer real mortality (assuming they ever die) instead of having an afterlife, and so they have to justify their belief philosophically in order to be atheists. All that said, if you want to use this variant and disagree with all this, you are welcome to use it and just tell your group that you are adding monotheism as a separate option and that atheists in your game are all morons. --[[User:Banyan|Banyan]] 13:10, 31 March 2008 (MDT)<br />
<br />
== Featured Article Nomination ==<br />
<br />
I feel kinda like a jack for nominating my own article, but I am very proud of this variant, which I've been using successfully since I added it to this wiki.<br />
<br />
The criteria for featured variant rules are that it be beneficial, understandable, and not overly encumbrant. I feel like religion in the games I've been running has become much more interesting as a result of using this rule, and generally the players have been much more engaged in their characters' religious convictions. As for understandability and encumbrance, the only problem I've had is either with players not reading the variant or experienced players, who want things to be just like they're used to, trying to ignore it. I won't comment on the quality of my own writing. Please respond. --[[User:Banyan|Banyan]] 14:15, 11 March 2008 (MDT)<br />
<br />
'''Comment''' &mdash; Nice work I like it ''':)''', I have one suggestion though anyone could incorporate this into their games perhaps it would be better if you made a more general introductory paragraph rather than the one about Age of Titans. I'm not saying remove this information entirely you could put it somewhere but a general intro would let people know they can use it for their own games not just Age of Titans and are therefore more likely to keep reading. Oh and I actually prefer the author to nominate their own articles, the process of fixing up articles and suggesting changes could get a bit intense sometimes and if you nominate your own article you've chosen to go through that rather than someone choosing for you. --[[User:Hawk|Hawk]] 19:27, 11 March 2008 (MDT)<br />
<br />
:I agree with this. People will be turned off from the article if the first thing they read is "This is how religion works in the Age of Titans". A non-campaign specific introduction needs to be made. --[[User:Green Dragon|Green Dragon]] 22:19, 12 March 2008 (MDT)<br />
<br />
::Done. Actually the only reason I put that in was because a moderated had added a big thing to the top saying that it was Age of Titans specific, so I figured I'd roll with that. Now it's more generic. --[[User:Banyan|Banyan]] 17:30, 26 March 2008 (MDT)<br />
<br />
:::Thanks for doing that, it sounds good. Also, I think I was the one that added the thing saying it was campaign specific. Oh well. --[[User:Green Dragon|Green Dragon]] 12:35, 28 March 2008 (MDT)<br />
<br />
'''Support''' &mdash; I like this it is a good idea and in my opinion quite useful, I'm sure many people would find it interesting and many people could use it. The only fault I can find with it is that it isn't as pleasing to the eye as say the prestige class layouts but apart from random pictures of clerics or something I can't really think of a way to make it better That said it follows all formatting 'rules' we have. I've MOI'd GD see what he thinks now. --[[User:Hawk|Hawk]] 07:23, 28 March 2008 (MDT)<br />
<br />
:More links could be added throughout. Also, I think the header depths should be discussed. --[[User:Green Dragon|Green Dragon]] 12:35, 28 March 2008 (MDT)<br />
<br />
::What sorts of links are you looking for? I could create more sample religions like those listed at the bottom of the page and then link to them off of each category, rather than giving small examples of believers/organizations under the religions themselves...<br />
<br />
'''Comment''' &mdash; I do not actually see the reason why one would implement this into a game. As far as I can tell all it does it expand on what happens after death. That's it. I think this would be a lot more useful if it provided some in-game benefit for each type of religion chosen. For example dualists maybe could be able to make a check and see if someone is "evil" or "good". Also, to even increase the in-game effects further, you could make "levels" of the religion type and have benefits associated with that. For example a dualist prophet would be more attune to his religion that a standard follower, and therefor would have more religion-related bonus'. Just my thoughts. --[[User:Green Dragon|Green Dragon]] 12:35, 28 March 2008 (MDT)<br />
:You're right this variant, added just as it is, does not change anything mechanically. If a group is mostly interested in mechanical changes given from their religious choice, they could still use this variant and build the changes they want into whatever particular religion they believe in. For example, if you look at the religion "Totemism" linked at the bottom of the variant, you'll see mechanical changes given from being a member of that particular religion. However, it should be noted that this variant is mainly for the purpose of role playing, and not dice-rolling, and so mechanical changes were not my primary objective, which is probably why they're not necessarily part of the variant. Nonetheless, they're possible.</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Talk:Expanded_Religions_(3.5e_Variant_Rule)&diff=243816Talk:Expanded Religions (3.5e Variant Rule)2008-03-31T18:59:32Z<p>Banyan: </p>
<hr />
<div>{{Featured Article Nominee}}<br />
<br />
== Clarification ==<br />
<br />
I don't think this is too important, but it should be noted that pantheism is a real-world religion, and it is not nearly correctly defined in this article. I understand how the author meant the term (pantheism as the worship of a pantheon, but this is actually an etymological non sequitor). In any case, I doubt this will get changed, but it probably should be. --[[User:EldritchNumen|EldritchNumen]] 01:52, 8 January 2007 (MST)<br />
<br />
:What would you say the name should be changed to? --[[User:Green Dragon|Green Dragon]] 16:49, 8 January 2007 (MST)<br />
<br />
::I suggest ''paganism'' or ''polytheism''. I lean towards polytheism. --[[User:Dmilewski|Dmilewski]] 17:54, 8 January 2007 (MST)<br />
<br />
::: I agree. ''Polytheism'' actually encompasses the idea expressed by the author quite nicely. --[[User:EldritchNumen|EldritchNumen]] 01:52, 9 January 2007 (MST)<br />
<br />
::::Agree as well, go ahead and change it. --[[User:Green Dragon|Green Dragon]] 16:25, 9 January 2007 (MST)<br />
<br />
:::::As the original author of this article, I am fine with this change. I deliberately chose pantheism over polytheism because pantheism is the term used in the official WotC rulebooks. I do, however, agree that polytheism is more accurate. In the real world, pantheism means the belief that everything is divine, not faith in a pantheon. [[User:Banyan|Banyan]] 13:22, 6 March 2007 (MST)<br />
<br />
:::::: Great! I'm glad that you approve of this change (we try very hard not to change people's pages too much, but it seemed like a good idea to clean up this possible point of confusion). You are right that WotC often uses pantheism, which I find rather frustrating, but hopefully we can both incorporate their technical vocabulary and also improve upon it. &mdash;[[User:EldritchNumen|EldritchNumen]] 14:48, 6 March 2007 (MST)<br />
<br />
== Supplemental Variant Rule ==<br />
<br />
[[User:EldritchNumen|EldritchNumen]], would you mind clarifying your decision to make this a Supplemental Variant Rule? --[[User:Green Dragon|Green Dragon]] 10:37, 10 April 2007 (MDT)<br />
<br />
:Decisions about religion changes are a little weird. I feel like changes to the "core" religion are necessarily transformational... here's the reasoning. Religion is very often changed (between every sort of CS, for example). The "core" system doesn't really encompass what the community has established as basic, in my opinion. While the ''deities'' change, the basic system is the same: portfolios, alignments, domains, dogma, etc. are all attributed to the deities. The religion ''framework'' doesn't change, only it's content. Thus, I would consider the content, which is basically freely interchangable-- ("pick the gods you want!")-- to be supplementary, while any real changes to the way religion, the gods, or divine magic works is transformational, since it actually changes the structure of the framework. This article encompasses very little change to the basic religion structure. Sure, there are minor changes in what happens in the afterlife and cosmology, but otherwise the system is basically intact. In fact, there is nothing in this article that precludes core material! All the core gods can exist in the domain of this article, as can the FRCS and Eberron gods, and any other number! Basically, this article 1) adds two planes, Heaven and Hell (which don't necessarily supercede Baator, the Abyss, or Celestia!), and 2) makes categories for the gods that entail a minor change in the afterlife (which is really specific to each campaign, not codified in the rules). All adherents of the core Gods, for example, would be polytheistic, and would do the things they normally do in DnD when they die: go to their deity's home plane. In then end, then, I see this as virtually entirely supplementary. If anyone disagrees, I'd love to hear why you'd consider it transformational, and we can figure out where it rightly belongs. &mdash;[[User:EldritchNumen|EldritchNumen]] 14:17, 10 April 2007 (MDT)<br />
<br />
::Thanks for clearing this up. The only reason I was wondering was because when I read the "''as well as changing the rules on what happens when you die.''" I thought it was very different from the normal D&D rules. However, I did not take the time to read through this entire article. So, I agree with your choice and thanks again for clearing this up. --[[User:Green Dragon|Green Dragon]] 16:43, 10 April 2007 (MDT)<br />
<br />
== Monotheism ==<br />
<br />
What about monotheism? I also have to protest that athiests would be philosophical; in fact, they would be the LEAST philosophical, as philosophy usually leads to the belief in God. At the very least, you could include henotheism (belief in many gods but worship of only one.)<br />
<br />
:Thanks for the comment. In the future, please include comments in a heading (such as I've put this under) and sign using two dash marks and four tilde's. As for the comment, monotheistic religions are dualist religions in this framework. There is nothing in dualism as its spelled out here to prevent any real world monotheistic religion, except of course that no religion would believe that everyone but its adherents go to Hell. There could even be a religion that doesn't believe anyone ever goes to Hell or one that doesn't believe Hell has any power and so on. As for the comment on atheists; I can see your point on atheists in <i>the real world</i>, (although I would disagree regardless), but this is a fantasy world where everyone <i>knows</i> that there are deities, and so to deny their authority, especially knowing that it will condemn you to real mortality that could be preventable otherwise, requires a good deal of thought and introspection. Remember that atheists in this framework do not deny the existence of deities, they just don't worship them. --[[User:Banyan|Banyan]] 23:34, 19 July 2007 (MDT)<br />
<br />
::Dualism is not enough. It is not the same as monotheism. Dualism defines good and evil as having equal power, while in most monotheistic religions good is infinitely more powerful than evil. --[[User:Sir Milo Teabag|Sir Milo Teabag]] 15:46, 21 March 2008 (MDT)<br />
<br />
:::Dualism does not define good and evil as having equal power. It never says that anywhere in the variant rule. Real world monotheist religions would be dualist religions under this framework. --[[User:Banyan|Banyan]] 17:49, 26 March 2008 (MDT)<br />
<br />
::::I too must protest. We need monotheism as an option and the acknowledgment that atheists are NOT philosophical. I used to BE an atheist, but when I discovered Platonic philosophy, I THREW OUT atheism and became a Christian. [[User:Noname|Noname]] 22:33, 28 March 2008 (MDT)<br />
<br />
:::::I would have to disagree. Philosophy is the discipline concerned with the questions of how one should live (ethics); what sorts of things exist and what are their essential natures (metaphysics); and what the correct principles of reasoning are (logic). Because Atheists do not live by a set rule system they have to define their own belief structure (what is good and what is bad) and therefor are more philosophical. --[[User:Green Dragon|Green Dragon]] 01:33, 31 March 2008 (MDT)<br />
<br />
== Featured Article Nomination ==<br />
<br />
I feel kinda like a jack for nominating my own article, but I am very proud of this variant, which I've been using successfully since I added it to this wiki.<br />
<br />
The criteria for featured variant rules are that it be beneficial, understandable, and not overly encumbrant. I feel like religion in the games I've been running has become much more interesting as a result of using this rule, and generally the players have been much more engaged in their characters' religious convictions. As for understandability and encumbrance, the only problem I've had is either with players not reading the variant or experienced players, who want things to be just like they're used to, trying to ignore it. I won't comment on the quality of my own writing. Please respond. --[[User:Banyan|Banyan]] 14:15, 11 March 2008 (MDT)<br />
<br />
'''Comment''' &mdash; Nice work I like it ''':)''', I have one suggestion though anyone could incorporate this into their games perhaps it would be better if you made a more general introductory paragraph rather than the one about Age of Titans. I'm not saying remove this information entirely you could put it somewhere but a general intro would let people know they can use it for their own games not just Age of Titans and are therefore more likely to keep reading. Oh and I actually prefer the author to nominate their own articles, the process of fixing up articles and suggesting changes could get a bit intense sometimes and if you nominate your own article you've chosen to go through that rather than someone choosing for you. --[[User:Hawk|Hawk]] 19:27, 11 March 2008 (MDT)<br />
<br />
:I agree with this. People will be turned off from the article if the first thing they read is "This is how religion works in the Age of Titans". A non-campaign specific introduction needs to be made. --[[User:Green Dragon|Green Dragon]] 22:19, 12 March 2008 (MDT)<br />
<br />
::Done. Actually the only reason I put that in was because a moderated had added a big thing to the top saying that it was Age of Titans specific, so I figured I'd roll with that. Now it's more generic. --[[User:Banyan|Banyan]] 17:30, 26 March 2008 (MDT)<br />
<br />
:::Thanks for doing that, it sounds good. Also, I think I was the one that added the thing saying it was campaign specific. Oh well. --[[User:Green Dragon|Green Dragon]] 12:35, 28 March 2008 (MDT)<br />
<br />
'''Support''' &mdash; I like this it is a good idea and in my opinion quite useful, I'm sure many people would find it interesting and many people could use it. The only fault I can find with it is that it isn't as pleasing to the eye as say the prestige class layouts but apart from random pictures of clerics or something I can't really think of a way to make it better That said it follows all formatting 'rules' we have. I've MOI'd GD see what he thinks now. --[[User:Hawk|Hawk]] 07:23, 28 March 2008 (MDT)<br />
<br />
:More links could be added throughout. Also, I think the header depths should be discussed. --[[User:Green Dragon|Green Dragon]] 12:35, 28 March 2008 (MDT)<br />
<br />
::What sorts of links are you looking for? I could create more sample religions like those listed at the bottom of the page and then link to them off of each category, rather than giving small examples of believers/organizations under the religions themselves...<br />
<br />
'''Comment''' &mdash; I do not actually see the reason why one would implement this into a game. As far as I can tell all it does it expand on what happens after death. That's it. I think this would be a lot more useful if it provided some in-game benefit for each type of religion chosen. For example dualists maybe could be able to make a check and see if someone is "evil" or "good". Also, to even increase the in-game effects further, you could make "levels" of the religion type and have benefits associated with that. For example a dualist prophet would be more attune to his religion that a standard follower, and therefor would have more religion-related bonus'. Just my thoughts. --[[User:Green Dragon|Green Dragon]] 12:35, 28 March 2008 (MDT)<br />
:You're right this variant, added just as it is, does not change anything mechanically. If a group is mostly interested in mechanical changes given from their religious choice, they could still use this variant and build the changes they want into whatever particular religion they believe in. For example, if you look at the religion "Totemism" linked at the bottom of the variant, you'll see mechanical changes given from being a member of that particular religion. However, it should be noted that this variant is mainly for the purpose of role playing, and not dice-rolling, and so mechanical changes were not my primary objective, which is probably why they're not necessarily part of the variant. Nonetheless, they're possible.</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Talk:Expanded_Religions_(3.5e_Variant_Rule)&diff=242585Talk:Expanded Religions (3.5e Variant Rule)2008-03-26T23:49:09Z<p>Banyan: /* Monotheism */</p>
<hr />
<div>{{Featured Article Nominee}}<br />
<br />
== Clarification ==<br />
<br />
I don't think this is too important, but it should be noted that pantheism is a real-world religion, and it is not nearly correctly defined in this article. I understand how the author meant the term (pantheism as the worship of a pantheon, but this is actually an etymological non sequitor). In any case, I doubt this will get changed, but it probably should be. --[[User:EldritchNumen|EldritchNumen]] 01:52, 8 January 2007 (MST)<br />
<br />
:What would you say the name should be changed to? --[[User:Green Dragon|Green Dragon]] 16:49, 8 January 2007 (MST)<br />
<br />
::I suggest ''paganism'' or ''polytheism''. I lean towards polytheism. --[[User:Dmilewski|Dmilewski]] 17:54, 8 January 2007 (MST)<br />
<br />
::: I agree. ''Polytheism'' actually encompasses the idea expressed by the author quite nicely. --[[User:EldritchNumen|EldritchNumen]] 01:52, 9 January 2007 (MST)<br />
<br />
::::Agree as well, go ahead and change it. --[[User:Green Dragon|Green Dragon]] 16:25, 9 January 2007 (MST)<br />
<br />
:::::As the original author of this article, I am fine with this change. I deliberately chose pantheism over polytheism because pantheism is the term used in the official WotC rulebooks. I do, however, agree that polytheism is more accurate. In the real world, pantheism means the belief that everything is divine, not faith in a pantheon. [[User:Banyan|Banyan]] 13:22, 6 March 2007 (MST)<br />
<br />
:::::: Great! I'm glad that you approve of this change (we try very hard not to change people's pages too much, but it seemed like a good idea to clean up this possible point of confusion). You are right that WotC often uses pantheism, which I find rather frustrating, but hopefully we can both incorporate their technical vocabulary and also improve upon it. &mdash;[[User:EldritchNumen|EldritchNumen]] 14:48, 6 March 2007 (MST)<br />
<br />
== Supplemental Variant Rule ==<br />
<br />
[[User:EldritchNumen|EldritchNumen]], would you mind clarifying your decision to make this a Supplemental Variant Rule? --[[User:Green Dragon|Green Dragon]] 10:37, 10 April 2007 (MDT)<br />
<br />
:Decisions about religion changes are a little weird. I feel like changes to the "core" religion are necessarily transformational... here's the reasoning. Religion is very often changed (between every sort of CS, for example). The "core" system doesn't really encompass what the community has established as basic, in my opinion. While the ''deities'' change, the basic system is the same: portfolios, alignments, domains, dogma, etc. are all attributed to the deities. The religion ''framework'' doesn't change, only it's content. Thus, I would consider the content, which is basically freely interchangable-- ("pick the gods you want!")-- to be supplementary, while any real changes to the way religion, the gods, or divine magic works is transformational, since it actually changes the structure of the framework. This article encompasses very little change to the basic religion structure. Sure, there are minor changes in what happens in the afterlife and cosmology, but otherwise the system is basically intact. In fact, there is nothing in this article that precludes core material! All the core gods can exist in the domain of this article, as can the FRCS and Eberron gods, and any other number! Basically, this article 1) adds two planes, Heaven and Hell (which don't necessarily supercede Baator, the Abyss, or Celestia!), and 2) makes categories for the gods that entail a minor change in the afterlife (which is really specific to each campaign, not codified in the rules). All adherents of the core Gods, for example, would be polytheistic, and would do the things they normally do in DnD when they die: go to their deity's home plane. In then end, then, I see this as virtually entirely supplementary. If anyone disagrees, I'd love to hear why you'd consider it transformational, and we can figure out where it rightly belongs. &mdash;[[User:EldritchNumen|EldritchNumen]] 14:17, 10 April 2007 (MDT)<br />
<br />
::Thanks for clearing this up. The only reason I was wondering was because when I read the "''as well as changing the rules on what happens when you die.''" I thought it was very different from the normal D&D rules. However, I did not take the time to read through this entire article. So, I agree with your choice and thanks again for clearing this up. --[[User:Green Dragon|Green Dragon]] 16:43, 10 April 2007 (MDT)<br />
<br />
== Monotheism ==<br />
<br />
What about monotheism? I also have to protest that athiests would be philosophical; in fact, they would be the LEAST philosophical, as philosophy usually leads to the belief in God. At the very least, you could include henotheism (belief in many gods but worship of only one.)<br />
<br />
:Thanks for the comment. In the future, please include comments in a heading (such as I've put this under) and sign using two dash marks and four tilde's. As for the comment, monotheistic religions are dualist religions in this framework. There is nothing in dualism as its spelled out here to prevent any real world monotheistic religion, except of course that no religion would believe that everyone but its adherents go to Hell. There could even be a religion that doesn't believe anyone ever goes to Hell or one that doesn't believe Hell has any power and so on. As for the comment on atheists; I can see your point on atheists in <i>the real world</i>, (although I would disagree regardless), but this is a fantasy world where everyone <i>knows</i> that there are deities, and so to deny their authority, especially knowing that it will condemn you to real mortality that could be preventable otherwise, requires a good deal of thought and introspection. Remember that atheists in this framework do not deny the existence of deities, they just don't worship them. --[[User:Banyan|Banyan]] 23:34, 19 July 2007 (MDT)<br />
<br />
::Dualism is not enough. It is not the same as monotheism. Dualism defines good and evil as having equal power, while in most monotheistic religions good is infinitely more powerful than evil. --[[User:Sir Milo Teabag|Sir Milo Teabag]] 15:46, 21 March 2008 (MDT)<br />
<br />
:::Dualism does not define good and evil as having equal power. It never says that anywhere in the variant rule. Real world monotheist religions would be dualist religions under this framework. --[[User:Banyan|Banyan]] 17:49, 26 March 2008 (MDT)<br />
<br />
== Featured Article Nomination ==<br />
<br />
I feel kinda like a jack for nominating my own article, but I am very proud of this variant, which I've been using successfully since I added it to this wiki.<br />
<br />
The criteria for featured variant rules are that it be beneficial, understandable, and not overly encumbrant. I feel like religion in the games I've been running has become much more interesting as a result of using this rule, and generally the players have been much more engaged in their characters' religious convictions. As for understandability and encumbrance, the only problem I've had is either with players not reading the variant or experienced players, who want things to be just like they're used to, trying to ignore it. I won't comment on the quality of my own writing. Please respond. --[[User:Banyan|Banyan]] 14:15, 11 March 2008 (MDT)<br />
<br />
'''Comment''' — Nice work I like it ''':)''', I have one suggestion though anyone could incorporate this into their games perhaps it would be better if you made a more general introductory paragraph rather than the one about Age of Titans. I'm not saying remove this information entirely you could put it somewhere but a general intro would let people know they can use it for their own games not just Age of Titans and are therefore more likely to keep reading. Oh and I actually prefer the author to nominate their own articles, the process of fixing up articles and suggesting changes could get a bit intense sometimes and if you nominate your own article you've chosen to go through that rather than someone choosing for you. --[[User:Hawk|Hawk]] 19:27, 11 March 2008 (MDT)<br />
<br />
:I agree with this. People will be turned off from the article if the first thing they read is "This is how religion works in the Age of Titans". A non-campaign specific introduction needs to be made. --[[User:Green Dragon|Green Dragon]] 22:19, 12 March 2008 (MDT)<br />
<br />
::Done. Actually the only reason I put that in was because a moderated had added a big thing to the top saying that it was Age of Titans specific, so I figured I'd roll with that. Now it's more generic. --[[User:Banyan|Banyan]] 17:30, 26 March 2008 (MDT)</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Talk:Expanded_Religions_(3.5e_Variant_Rule)&diff=242576Talk:Expanded Religions (3.5e Variant Rule)2008-03-26T23:30:55Z<p>Banyan: /* Featured Article Nomination */</p>
<hr />
<div>{{Featured Article Nominee}}<br />
<br />
== Clarification ==<br />
<br />
I don't think this is too important, but it should be noted that pantheism is a real-world religion, and it is not nearly correctly defined in this article. I understand how the author meant the term (pantheism as the worship of a pantheon, but this is actually an etymological non sequitor). In any case, I doubt this will get changed, but it probably should be. --[[User:EldritchNumen|EldritchNumen]] 01:52, 8 January 2007 (MST)<br />
<br />
:What would you say the name should be changed to? --[[User:Green Dragon|Green Dragon]] 16:49, 8 January 2007 (MST)<br />
<br />
::I suggest ''paganism'' or ''polytheism''. I lean towards polytheism. --[[User:Dmilewski|Dmilewski]] 17:54, 8 January 2007 (MST)<br />
<br />
::: I agree. ''Polytheism'' actually encompasses the idea expressed by the author quite nicely. --[[User:EldritchNumen|EldritchNumen]] 01:52, 9 January 2007 (MST)<br />
<br />
::::Agree as well, go ahead and change it. --[[User:Green Dragon|Green Dragon]] 16:25, 9 January 2007 (MST)<br />
<br />
:::::As the original author of this article, I am fine with this change. I deliberately chose pantheism over polytheism because pantheism is the term used in the official WotC rulebooks. I do, however, agree that polytheism is more accurate. In the real world, pantheism means the belief that everything is divine, not faith in a pantheon. [[User:Banyan|Banyan]] 13:22, 6 March 2007 (MST)<br />
<br />
:::::: Great! I'm glad that you approve of this change (we try very hard not to change people's pages too much, but it seemed like a good idea to clean up this possible point of confusion). You are right that WotC often uses pantheism, which I find rather frustrating, but hopefully we can both incorporate their technical vocabulary and also improve upon it. &mdash;[[User:EldritchNumen|EldritchNumen]] 14:48, 6 March 2007 (MST)<br />
<br />
== Supplemental Variant Rule ==<br />
<br />
[[User:EldritchNumen|EldritchNumen]], would you mind clarifying your decision to make this a Supplemental Variant Rule? --[[User:Green Dragon|Green Dragon]] 10:37, 10 April 2007 (MDT)<br />
<br />
:Decisions about religion changes are a little weird. I feel like changes to the "core" religion are necessarily transformational... here's the reasoning. Religion is very often changed (between every sort of CS, for example). The "core" system doesn't really encompass what the community has established as basic, in my opinion. While the ''deities'' change, the basic system is the same: portfolios, alignments, domains, dogma, etc. are all attributed to the deities. The religion ''framework'' doesn't change, only it's content. Thus, I would consider the content, which is basically freely interchangable-- ("pick the gods you want!")-- to be supplementary, while any real changes to the way religion, the gods, or divine magic works is transformational, since it actually changes the structure of the framework. This article encompasses very little change to the basic religion structure. Sure, there are minor changes in what happens in the afterlife and cosmology, but otherwise the system is basically intact. In fact, there is nothing in this article that precludes core material! All the core gods can exist in the domain of this article, as can the FRCS and Eberron gods, and any other number! Basically, this article 1) adds two planes, Heaven and Hell (which don't necessarily supercede Baator, the Abyss, or Celestia!), and 2) makes categories for the gods that entail a minor change in the afterlife (which is really specific to each campaign, not codified in the rules). All adherents of the core Gods, for example, would be polytheistic, and would do the things they normally do in DnD when they die: go to their deity's home plane. In then end, then, I see this as virtually entirely supplementary. If anyone disagrees, I'd love to hear why you'd consider it transformational, and we can figure out where it rightly belongs. &mdash;[[User:EldritchNumen|EldritchNumen]] 14:17, 10 April 2007 (MDT)<br />
<br />
::Thanks for clearing this up. The only reason I was wondering was because when I read the "''as well as changing the rules on what happens when you die.''" I thought it was very different from the normal D&D rules. However, I did not take the time to read through this entire article. So, I agree with your choice and thanks again for clearing this up. --[[User:Green Dragon|Green Dragon]] 16:43, 10 April 2007 (MDT)<br />
<br />
== Monotheism ==<br />
<br />
What about monotheism? I also have to protest that athiests would be philosophical; in fact, they would be the LEAST philosophical, as philosophy usually leads to the belief in God. At the very least, you could include henotheism (belief in many gods but worship of only one.)<br />
<br />
:Thanks for the comment. In the future, please include comments in a heading (such as I've put this under) and sign using two dash marks and four tilde's. As for the comment, monotheistic religions are dualist religions in this framework. There is nothing in dualism as its spelled out here to prevent any real world monotheistic religion, except of course that no religion would believe that everyone but its adherents go to Hell. There could even be a religion that doesn't believe anyone ever goes to Hell or one that doesn't believe Hell has any power and so on. As for the comment on atheists; I can see your point on atheists in <i>the real world</i>, (although I would disagree regardless), but this is a fantasy world where everyone <i>knows</i> that there are deities, and so to deny their authority, especially knowing that it will condemn you to real mortality that could be preventable otherwise, requires a good deal of thought and introspection. Remember that atheists in this framework do not deny the existence of deities, they just don't worship them. --[[User:Banyan|Banyan]] 23:34, 19 July 2007 (MDT)<br />
<br />
::Dualism is not enough. It is not the same as monotheism. Dualism defines good and evil as having equal power, while in most monotheistic religions good is infinitely more powerful than evil. --[[User:Sir Milo Teabag|Sir Milo Teabag]] 15:46, 21 March 2008 (MDT)<br />
<br />
== Featured Article Nomination ==<br />
<br />
I feel kinda like a jack for nominating my own article, but I am very proud of this variant, which I've been using successfully since I added it to this wiki.<br />
<br />
The criteria for featured variant rules are that it be beneficial, understandable, and not overly encumbrant. I feel like religion in the games I've been running has become much more interesting as a result of using this rule, and generally the players have been much more engaged in their characters' religious convictions. As for understandability and encumbrance, the only problem I've had is either with players not reading the variant or experienced players, who want things to be just like they're used to, trying to ignore it. I won't comment on the quality of my own writing. Please respond. --[[User:Banyan|Banyan]] 14:15, 11 March 2008 (MDT)<br />
<br />
'''Comment''' — Nice work I like it ''':)''', I have one suggestion though anyone could incorporate this into their games perhaps it would be better if you made a more general introductory paragraph rather than the one about Age of Titans. I'm not saying remove this information entirely you could put it somewhere but a general intro would let people know they can use it for their own games not just Age of Titans and are therefore more likely to keep reading. Oh and I actually prefer the author to nominate their own articles, the process of fixing up articles and suggesting changes could get a bit intense sometimes and if you nominate your own article you've chosen to go through that rather than someone choosing for you. --[[User:Hawk|Hawk]] 19:27, 11 March 2008 (MDT)<br />
<br />
:I agree with this. People will be turned off from the article if the first thing they read is "This is how religion works in the Age of Titans". A non-campaign specific introduction needs to be made. --[[User:Green Dragon|Green Dragon]] 22:19, 12 March 2008 (MDT)<br />
<br />
::Done. Actually the only reason I put that in was because a moderated had added a big thing to the top saying that it was Age of Titans specific, so I figured I'd roll with that. Now it's more generic. --[[User:Banyan|Banyan]] 17:30, 26 March 2008 (MDT)</div>Banyanhttps://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Featured_Articles&diff=238273D&D Wiki:Featured Articles2008-03-11T20:25:13Z<p>Banyan: /* Featured Creatured */ changed typo "feature creatured" to "featured creatures" :-)</p>
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=== D&D Wiki's Featured Articles ===<br />
[[Image:Cscr-featured.png|left|50px|This star symbolizes the featured content on Wikipedia.]]<br />
Featured articles are considered to be the best articles within D&D Wiki, as determined by the D&D Wiki community. Before being listed here, articles are reviewed on their talk pages to see if they meet the featured article criteria ([[#Featured Article Criteria|see below]]). <br />
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Articles that no longer meet the criteria can be proposed for improvement or removal on their talk pages by nominating them for review ([[#Featured Articles Under Review|see below]]).<br />
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=== Featured Article Criteria ===<br />
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# It is well written, comprehensive and stable.<br />
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## "Not overly encumberant" means that the variant rule should not be more complected than is necessary. It should enhance game play not slow it down. <br />
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These are all the featured articles that have been nominated for review. Sometimes articles may change dramatically or the criteria for featured status may be changed, articles that may no longer meet the criteria should be listed for review.<br />
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}}</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Talk:Expanded_Religions_(3.5e_Variant_Rule)&diff=238271Talk:Expanded Religions (3.5e Variant Rule)2008-03-11T20:15:59Z<p>Banyan: /* Featured Article Nomination */</p>
<hr />
<div>{{Featured Article Nominee}}<br />
<br />
== Clarification ==<br />
<br />
I don't think this is too important, but it should be noted that pantheism is a real-world religion, and it is not nearly correctly defined in this article. I understand how the author meant the term (pantheism as the worship of a pantheon, but this is actually an etymological non sequitor). In any case, I doubt this will get changed, but it probably should be. --[[User:EldritchNumen|EldritchNumen]] 01:52, 8 January 2007 (MST)<br />
<br />
:What would you say the name should be changed to? --[[User:Green Dragon|Green Dragon]] 16:49, 8 January 2007 (MST)<br />
<br />
::I suggest ''paganism'' or ''polytheism''. I lean towards polytheism. --[[User:Dmilewski|Dmilewski]] 17:54, 8 January 2007 (MST)<br />
<br />
::: I agree. ''Polytheism'' actually encompasses the idea expressed by the author quite nicely. --[[User:EldritchNumen|EldritchNumen]] 01:52, 9 January 2007 (MST)<br />
<br />
::::Agree as well, go ahead and change it. --[[User:Green Dragon|Green Dragon]] 16:25, 9 January 2007 (MST)<br />
<br />
:::::As the original author of this article, I am fine with this change. I deliberately chose pantheism over polytheism because pantheism is the term used in the official WotC rulebooks. I do, however, agree that polytheism is more accurate. In the real world, pantheism means the belief that everything is divine, not faith in a pantheon. [[User:Banyan|Banyan]] 13:22, 6 March 2007 (MST)<br />
<br />
:::::: Great! I'm glad that you approve of this change (we try very hard not to change people's pages too much, but it seemed like a good idea to clean up this possible point of confusion). You are right that WotC often uses pantheism, which I find rather frustrating, but hopefully we can both incorporate their technical vocabulary and also improve upon it. &mdash;[[User:EldritchNumen|EldritchNumen]] 14:48, 6 March 2007 (MST)<br />
<br />
== Supplemental Variant Rule ==<br />
<br />
[[User:EldritchNumen|EldritchNumen]], would you mind clarifying your decision to make this a Supplemental Variant Rule? --[[User:Green Dragon|Green Dragon]] 10:37, 10 April 2007 (MDT)<br />
<br />
:Decisions about religion changes are a little weird. I feel like changes to the "core" religion are necessarily transformational... here's the reasoning. Religion is very often changed (between every sort of CS, for example). The "core" system doesn't really encompass what the community has established as basic, in my opinion. While the ''deities'' change, the basic system is the same: portfolios, alignments, domains, dogma, etc. are all attributed to the deities. The religion ''framework'' doesn't change, only it's content. Thus, I would consider the content, which is basically freely interchangable-- ("pick the gods you want!")-- to be supplementary, while any real changes to the way religion, the gods, or divine magic works is transformational, since it actually changes the structure of the framework. This article encompasses very little change to the basic religion structure. Sure, there are minor changes in what happens in the afterlife and cosmology, but otherwise the system is basically intact. In fact, there is nothing in this article that precludes core material! All the core gods can exist in the domain of this article, as can the FRCS and Eberron gods, and any other number! Basically, this article 1) adds two planes, Heaven and Hell (which don't necessarily supercede Baator, the Abyss, or Celestia!), and 2) makes categories for the gods that entail a minor change in the afterlife (which is really specific to each campaign, not codified in the rules). All adherents of the core Gods, for example, would be polytheistic, and would do the things they normally do in DnD when they die: go to their deity's home plane. In then end, then, I see this as virtually entirely supplementary. If anyone disagrees, I'd love to hear why you'd consider it transformational, and we can figure out where it rightly belongs. &mdash;[[User:EldritchNumen|EldritchNumen]] 14:17, 10 April 2007 (MDT)<br />
<br />
::Thanks for clearing this up. The only reason I was wondering was because when I read the "''as well as changing the rules on what happens when you die.''" I thought it was very different from the normal D&D rules. However, I did not take the time to read through this entire article. So, I agree with your choice and thanks again for clearing this up. --[[User:Green Dragon|Green Dragon]] 16:43, 10 April 2007 (MDT)<br />
<br />
== Monotheism ==<br />
<br />
What about monotheism? I also have to protest that athiests would be philosophical; in fact, they would be the LEAST philosophical, as philosophy usually leads to the belief in God. At the very least, you could include henotheism (belief in many gods but worship of only one.)<br />
<br />
:Thanks for the comment. In the future, please include comments in a heading (such as I've put this under) and sign using two dash marks and four tilde's. As for the comment, monotheistic religions are dualist religions in this framework. There is nothing in dualism as its spelled out here to prevent any real world monotheistic religion, except of course that no religion would believe that everyone but its adherents go to Hell. There could even be a religion that doesn't believe anyone ever goes to Hell or one that doesn't believe Hell has any power and so on. As for the comment on atheists; I can see your point on atheists in <i>the real world</i>, (although I would disagree regardless), but this is a fantasy world where everyone <i>knows</i> that there are deities, and so to deny their authority, especially knowing that it will condemn you to real mortality that could be preventable otherwise, requires a good deal of thought and introspection. Remember that atheists in this framework do not deny the existence of deities, they just don't worship them. --[[User:Banyan|Banyan]] 23:34, 19 July 2007 (MDT)<br />
<br />
== Featured Article Nomination ==<br />
<br />
I feel kinda like a jack for nominating my own article, but I am very proud of this variant, which I've been using successfully since I added it to this wiki.<br />
<br />
The criteria for featured variant rules are that it be beneficial, understandable, and not overly encumbrant. I feel like religion in the games I've been running has become much more interesting as a result of using this rule, and generally the players have been much more engaged in their characters' religious convictions. As for understandability and encumbrance, the only problem I've had is either with players not reading the variant or experienced players, who want things to be just like they're used to, trying to ignore it. I won't comment on the quality of my own writing. Please respond. --[[User:Banyan|Banyan]] 14:15, 11 March 2008 (MDT)</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Expanded_Religions_(3.5e_Variant_Rule)&diff=211951Expanded Religions (3.5e Variant Rule)2008-01-18T22:01:24Z<p>Banyan: /* Taoist */</p>
<hr />
<div>This is how religion works in [[Age of Titans (DnD Campaign Setting)]]. It requires the use of the [[Cosmology (Age of Titans Supplement)|Cosmology of the Age of Titans Campaign Setting]], or at least the addition of Heaven and Hell, as well as changing the rules on what happens when you die. This is not a catalog of the religions of Geburah. Specific religions and how they fit in with their cultures may be found in the articles for places linked off of [[Age of Titans (DnD Campaign Setting)]].<br />
<br />
= Expanded Religions =<br />
<br />
Under this variant, any conceivable religion should be available, but each religion must fit into one of these categories: Polytheist, Dualist, Taoist, Spiritist, Atheist, Agnostic, or a Combination. These religions differ in two fundamental respects: what they believe and where they go when they die.<br />
<br />
<br />
== Polytheist ==<br />
<br />
'''Belief:''' The correct object of worship is one or more of the multitude of powerful deities which exist in the outer planes.<br />
<br />
'''Afterlife:''' A polytheist goes to one of the outer planes to be with their chosen deity or deities.<br />
<br />
Polytheist religions are the standard religions in the D&D world. Use the rules,<br />
or any variant of the rules, found in the core rulebooks. Clerics and fighters are often Polytheists.<br />
<br />
''Example:'' The temple of Olympia holds festivals and services in honor of the gods of the Olympian pantheon. In addition, that temple houses the cults of several individual Olympian deities, such as Zeus and Hera.<br />
<br />
==Dualist==<br />
<br />
'''Belief:''' There is an ultimate good force (or a personafied God) and an ultimate evil force (or a personafied Satan) and one of those two is the correct object of worship.<br />
<br />
'''Afterlife:''' Dualists either go to Heaven or Hell (not to be confused with Celestia and Baator)<br />
<br />
Dualist religions are usually founded by a prophet who explains some interpretation of Heaven and/or Hell and how one gets there. No one knows exactly what Heaven and Hell are; the most skilled scryers have looked into those mysterious planes and discovered only a bright light in Heaven and a dark emptiness in Hell. A few have invented complicated rituals they believed would transport them there; whether or not those rituals work is unknown as the subjects simply disappeared and never returned. One oddity regarding dualist religions is that alignment does not seem to influence it. One can be evil and still use the domains of Heaven (DM's discretion) or good and still use the domains of Hell (again, DM's discretion), although obviously Exalted and Vile domains are only available to Exalted or Vile characters. Paladins are always Dualists, although many incorporate elements of other religions as well (see Combination).<br />
<br />
''Example:'' The church of Kathol follows the teachings of the apostle Kathol who founded the church based on the teachings of the prophet Junon, who spread his vision of the God of Heaven to the pantheists in the realm of Akhrabas. It is an extremely heierarchical and secretive religion, and although it is a religion of good, its followers often believe that only the church of Kathol is really good and all others must be converted at all costs.<br />
<br />
==Taoist==<br />
<br />
'''Belief:''' No entity or force is worshipped. Rather, a particular path toward enlightenment is followed.<br />
<br />
'''Afterlife:''' Taoists are naturally reincarnated, and lose most of their memories in the process (though some have regained those memories through magical means). No one has determined how the location of the reincarnated spirit may be found.<br />
<br />
To be a Taoist, one must find a Guru. There have been occasional Taoists who discovered paths through books or even spontaneously, but they are very rare. Taoists believe that there is one perfect path, though none is sure what it is, and that once you have walked it, you will cease to be reincarnated and will achieve Enlightenment. There are many schools of Taoism, each of which tends to believe that its path is the correct one. Only Taoists are able to unlock the power of their Qi. Monks are always Taoists, although some incorporate elements of other religions as well (see Combination).<br />
<br />
''Example:'' The Monastery of Elders, in the island of Solastrí, follows the teachings of Unshartan. It trains monks and followers to believe that meditation and nonviolence, except for defense, are the ways to enlightenment. Monks are adopted from orphanages as infants and trained their whole lives to use their Qi to great effect. When the monks reach age 16 they go out into the world to experience as much as possible, and return in their old age to tend the gardens, write poetry, and teach the arts to their young students.<br />
<br />
==Spiritist==<br />
<br />
'''Belief:''' There is a wide range of beliefs for Spiritists, depending on what they believe have spirits. Some believe that everything has a spirit (Animists) while other ascribe it to only plants and animals, only animals, only sentient beings, only great ancestors, and many other possibilities. Worshippers of undead or of so-called "family deities" are Spiritists as well.<br />
<br />
'''Afterlife:''' Spiritists' spirits inhabit in the Earth in some way consistent with their beliefs.<br />
<br />
Spiritism is most common among nature centered or tribal civilizations. Spiritist religions are unlikely to be the least bit beaurocratic and often are not even written down. They tend to be family based or tribally based word of mouth religions. Druids and rangers are always Spiritists and barbarians are often Spiritists.<br />
<br />
''Example:'' The Black Swamp is ruled by the wyrm black dragon Spythe and his evil minions, but at least one good druid circle has survived. These "Druids of Antespith" worship a pantheon of spirits, including the spirits of their greatest ancestors, and they have great respect for the spirits of the trees within the swamp. They use geurilla tactics to stop the servants of Spythe, whom they see as enemies of the trees, and nurse to health those creatures who are hurt in battles against the swamp's evil denizens.<br />
<br />
==Atheist==<br />
<br />
'''Belief:''' Atheists do not deny the existence of deities, they merely do not believe that the great power deities wield justifies worshipping them. Atheists worship nothing.<br />
<br />
'''Afterlife:''' Atheists wander the Earth for a time and, having nowhere to go, eventually fade away into nothing.<br />
<br />
Atheists tend to be the most philosophical of all religious people, and also the most proud. Often they believe that their own power is what matters, rather than the power of deities, and some even seek to become deities themselves. Wizards and bards are often Atheists.<br />
<br />
''Example:'' Gnocke started out as wizard, but was fascinated with divine magic. He tried to become a cleric of various religions, but repeatedly found himself dissatisfied with those who ran the temples, believing them all to be fools. Eventually he discovered the more difficult path of harnessing divine magic without any object of worship. After a career of adventuring he opened a magic item shop, but spends all his spare time working on spells to extend his life, because although he has accepted himself as an Atheist, he dreads the Atheist's lack of an afterlife.<br />
<br />
==Agnostic==<br />
<br />
'''Belief:''' Agnostics either do not care about religion, are not intelligent enough to have an opinion, or believe in a combination of faiths without choosing any one as the primary object of worship.<br />
<br />
'''Afterlife:''' No one knows where Agnostics go when they die. The epic dualist cleric, Dealhana, attempting to prove that they vanished like the atheists, inadvertantly proved that they did not when she created an epic spell that brought back to life an Agnostic who would have faded long ago as an atheist. Unfortunately the spell does not retain memories from the afterlife.<br />
<br />
Agnostics tend to be the least philosophical of all religious people. Some wander from faith to faith haphazardly while others just don't care one way or another. Sorcerers are often Agnostics, and for all intents and purposes, animals are always Agnostic.<br />
<br />
''Example:'' Chenolith of Heptarchae refuses the title of Atheist, believing Atheists to be just as dogmatic as any other religious person. He simply wants to live his life as it comes, and live his afterlife as it comes, whatever that may entail, without fear or hope for the future. His success as a sorcerer and adventurer largely just fell at his feet, without significant stress on his part. He is never without work, and is known for spending money or gambling it away as soon as it arrives in his pocket.<br />
<br />
==Combination==<br />
<br />
'''Belief:''' Those who combine faiths must choose a primary faith from those listed above, but may incorporate elements in any way to create any imaginable belief system. That primary faith need not be easily apparent by the believers behavior or the organization of the temples.<br />
<br />
'''Afterlife:''' Followers of some combination of faiths go to the afterlife corresponding to their primary faith.<br />
<br />
Although many religious organizations fit neatly into one of the six options listed above, the majority actually combine elements of multiple religions. When individuals choose a belief not associated with a particular church, it is most frequently a combination. In general, the most unique and interesting of religions will be combinations.<br />
<br />
''Example:'' The city of Husadim was founded on a particular religion which worships the God of Family, Husad. The city is designed like one large homestead, with a temple to Husad in the center. Each home within the city has in its center a small shrine to the elders of that family which inhabits it. As different families marry, and as the occasional family joins the city, new "household gods" are added. Followers of the city's religion believe that upon death they will join their families in the outer plane where Husad lives, but that their spirits can visit their homes through their descendants' shrines in years to come.<br />
<br />
= Rules on the Afterlife =<br />
<br />
Many specifics on the afterlife are unknown. Anyone raised from the dead loses the memories they formed following their death. Nonetheless, powerful necromancers have uncovered a good deal.<br />
<br />
=== Death ===<br />
The moment a person's body is no longer alive, it's ethereal spirit leaves it. The spirit is invisible, even to those with access to the ethereal plane. It is disoriented at first and provided it is not trapped or sent anywhere by magical means and provided the death did not occur under very extreme circumstances, it will wander off. If the moment of death occurred amidst intense negative emotion, such as might be generated by being murdered by a best friend or dying just after seeing the death of a loved one, the spirit will sometimes manifest itself as a ghost and attach itself to anything it connects with the emotional experience, such as the place it happened or the person who caused it.<br />
<br />
=== Wandering ===<br />
Provided nothing unusual has happened to the spirit, it wanders for anywhere from a few years to hundreds of years. The spirit will feel a pull towards its eventual destination, determined by its chosen religion. How quickly it manages to find the path to its destination will depend upon how devoted it was in life. It is only during this time that a spirit can be resurrected or reincarnated by magical means. Once the spirit has found its path, even if it still in the realm of the material plane, it can no longer be summoned back into a body willingly.<br />
<br />
=== Rest ===<br />
After the spirit has found its path, it walks it until it finds its resting place, whether that be in the outer planes, in Heaven or Hell, in the realm of like spirits, or in the womb of an expectant mother. Atheists never reach this point, but their wandering becomes more and more erratic until eventually they cease to exist completely. As mentioned before, no one knows where Agnostics end up. Regardless, atheists and agnostics still reach the point of being unable to be resurrected at approximately the same rate. The faithful, however, seem to have achieved what they expected in most cases, and generally the achievement of the final rest is a goal that the living wish upon the dead in their prayers.<br />
<br />
= List of Religions Using This Variant =<br />
<br />
'''[[Rem-kha Religion (Age of Titans Supplement)]]'''<br><br />
'''[[Totemism (Age of Titans Supplement)]]'''<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Rules|Rules]].<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]<br />
[[Category:Age of Titans Setting]]</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Talk:Supernatural_Languages_(3.5e_Variant_Rule)&diff=179954Talk:Supernatural Languages (3.5e Variant Rule)2007-12-08T06:32:43Z<p>Banyan: </p>
<hr />
<div>==Topics for Discussion==<br />
<br />
Some things I'm uncertain of for how to fully integrate this variant:<br />
<br />
'''Does <i>comprehend languages</i> apply to supernatural languages''': I go back and forth here, but over all I think I'm leaning towards no, since this spell doesn't allow you to speak with animals after all, and since there will be individual spells for each language.<br />
<br />
'''Should each supernatural language have a feat to speak it''': I was thinking it might be a good idea to have a "Supernatural Tongues" feat to make one eligible to take feats making them permanently able to speak one of the languages, like how "Wild Talent" makes one eligible to take psionic feats, but I'm not sure. It could be that each individual feat would not be overpowered at all.<br />
<br />
'''How should the spells be handled''': <i>speak with animals</i> is a right useful spell, but how useful would <i>speak with fire-based creatures</i> be? On the other hand, <i>speak all supernatural languages</i> seems like it may be too high level a spell to be balanced. I'm not quite sure how to handle this and have it be well balanced.<br />
<br />
--[[User:Banyan|Banyan]] 14:29, 6 September 2007 (MDT)<br />
<br />
:First off I feel that this could be improved if it made to be more structured. This seems to be rambling on and on and it is ''very'' hard to get the meaning out of this. Anyway, about animal communication. The two sides about animal communication in D&D that I see (I may be ''way'' off) relate in ways that animals can communicate. One is that they speak like normal cognitive beings&mdash;their own language. The other way that I see is that they communicate by body language. I think that D&D feels they communicate via Body Language, and I think this variant would be improved if animals were made to speak languages, each group their own language. Anyway, to answer your questions with the idea that "each animal their own" being kept in mind. I think that [[comprehend languages]] should work for animals because they would be speaking their own languages. It states "''The spell enables you to understand or read an unknown language, not speak or write it.''" and since each group of animals would have their own language, [[comprehend languages]] should allow the animals tongue to be understood. "''Should each supernatural language have a feat to speak it''?" I go both ways on this... I feel that an animal language should not be as easy to learn as a normal language, however a feat seems a little much. "''How should the spells be handled?''" I think [[speak with animals]], if each group of animals is going to have their own languages, should be broken up into other spells or maybe have it's level raised... Anyway, I hope this comment has been helpful. --[[User:Green Dragon|Green Dragon]] 21:49, 9 September 2007 (MDT)<br />
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::When it comes to fantasy languages of the D&D realms, I have put together a plethora of information on the spoken and written languages, their lineages, dialects and descendants, as well as a few new ones. I thought that I had been rather unique in making Titanic an ancient language, even though the MMI does not say that Titans have their own language. I decided it would make a good lineage for Giant (Rephaim dialects), and in fact is one of the original ancient languages in the Jashnian Cosmology.<br />
<br />
::I would like to share a page with you. Please be forewarned: this content is represented by myself and Paul Lapidus of New Funtiers, because of its potential for publication or inclusion in future projects. It is not currently OGL content in any form, and should not be stolen or copied until more is known about this publication effort. Please read through it, and see if this information helps your own. As far as I am concerned, this is the best language tree that D&D currently has. It includes new languages, such as Seraphim, Elohim, and cultural languages of the [[Jashnia (DnD Campaign Setting)|Jashnian Campaign Setting]]. It also is focused on Aleph, a mystical language mentioned in "Tome and Blood" and "Complete Arcane". Thanks!<br />
<br />
::http://elftown.com/_grammaticum%20primeaval -- [[User:Xidoraven|xido]] 22:10, 11 November 2007 (MST)<br />
<br />
==Updated Variant==<br />
<br />
As should be obvious, I've overhauled this variant considerably. Thanks for all the comments, and keep them coming so I can continue to improve. --[[User:Banyan|Banyan]] 23:32, 7 December 2007 (MST)</div>Banyanhttps://www.dandwiki.com/w/index.php?title=User:Banyan&diff=179952User:Banyan2007-12-08T06:31:27Z<p>Banyan: </p>
<hr />
<div>I didn't start getting into D&D until high school, but I attached to it pretty quickly as a natural extension of my love of the fantasy genre and creative work. While in high school I was primarily a player, but in college I became primarily a DM, and started really fleshing out the campaign world I had begun in high school and running campaigns in it.<br />
<br />
I work in a game store, so I have practically all SRD supplements at my fingertips and a good deal of time.<br />
==Objectives==<br />
<br />
Generally I don't think players and DM's need more feats, classes, monsters, and so on. There are so many of those types of things included in the ridiculously expansive WotC library of supplements. What I'm trying to do is find ways of using this D&D material to have people play fantasy games that are re-envisioned to include types of fantasy not specifically intended by these core rulebooks. Age of Titans I think is an example of this, where players can play in a game that might include traditional monotheistic elements or Native American elements and includes archetypal concepts like a flat earth while still retaining the option to use anything included in any of the official supplements or on the wiki. What Age of Titans doesn't have is a list of deities and a lot of campaign specific prestige classes and that sort of thing, and generally I'm happy with that. Obviously some of it is needed to get the right campaign feel in places, but mostly I'm about finding ways to get experienced players and DM's to try a new type of game, and not just a prestige class unique to one campaign setting.<br />
<br />
==Projects==<br />
<br />
===Age of Titans===<br />
<br />
The [[Age of Titans (DnD Campaign Setting)]] is my primary focus. For a while I felt that it was mostly finished, but I have since started really seriously expanding it into a complete setting. There are currently at least 8 articles on this site dealing specifically with the Age of Titans setting and its variant rules and so on, and at least 8 articles that have 'red' links, not currently filled in.<br />
<br />
===Nintendo World===<br />
<br />
[[Nintendo World (DnD Campaign Setting)]] is the setting I work on when I've had a few. I created it as a joke and have really no emotional attachment to it, so I welcome anyone and everyone to just add whatever ridiculous crap they want to. It's pretty funny to see just how those video games translate into DnD rules.<br />
<br />
===Variant Rules===<br />
<br />
I created the variant rule [[Expanded Religions (DnD Variant Rule)]] which is technically part of the Age of Titans setting, but I did make up that variant before the setting, and it can definitely be used in its own right in any setting. I made this after noticing that most of my players would just say they had no religion mainly because they didn't want to follow one particular deity. I wanted them to have more options at hand that would allow religion to become an important part of their character in any way they want.<br />
<br />
I also wrote [[Beneficial Drugs (DnD Variant Rule)]] which is perhaps better called "Beneficial Poisons" because that's all they really are is poison that grants a benefit as well as having the usual poison cost. That's basically what drugs are in the real world, and I wanted the characters to have a reason to have their wizard smoking a pipe or their barbarian snorting red powder, to give the game a bit more grit. You don't need to read much that I've created to realize that I'm not a fan of censoring the unpleasant.<br />
<br />
My latest variant rule is [[Supernatural Languages (DnD Variant Rule)]] which I'm still on the fence on as to whether or not it's a good idea. I got the idea originally from Harry Potter and the concept of parseltongue. This one, along with the Beneficial Drugs variant needs some play testing. This is my first transformational variant, which I usually avoid so as to keep away from confusion, but I felt like the way languages are handled in D&D needs some serious overhaul to make any sense and still be playable.</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Talk:Beneficial_Drugs_(3.5e_Variant_Rule)&diff=179951Talk:Beneficial Drugs (3.5e Variant Rule)2007-12-08T06:30:40Z<p>Banyan: /* Article Commentary */</p>
<hr />
<div>== Area ==<br />
<br />
I put this into Variant Rules because it's a new type of item and not just new items, but it may go better in with equipment. Comments? --[[User:70.171.218.24|70.171.218.24]] 14:35, 9 August 2007 (MDT)<br />
<br />
:P.S. I didn't realize I wasn't logged in, but I am the creator of this article and the above discussion item :-) --[[User:Banyan|Banyan]] 14:36, 9 August 2007 (MDT)<br />
<br />
::I would actually recommend a little of both. Put the idea here and then put the actual items (wizards weed, etc) on there own pages under equipment. Link to the equipment from this page. Just my 2 cents. --[[User:Green Dragon|Green Dragon]] 14:42, 11 August 2007 (MDT)<br />
<br />
== Article Commentary ==<br />
<br />
The terminology of this article puts me in mind of an attempt to appease drug war crusaders. In particular &lsquo;Beneficial drugs are poisons ...&rsquo; and &lsquo;Drug Paraphernalia&rsquo; and even the word &lsquo;beneficial&rsquo; itself feel derogatory rather than neutral.<br />
<br />
Mechanically, the bonuses lack a type (are typeless), so there's no clear reason they won&rsquo;t stack with themselves even though the discussion says<br />
they shouldn't. I would suggest following WotC&rsquo;s lead in the [[Book of Vile Darkness|Book of Vile Darkness]] and call these ''Alchemical'' bonuses. The penalties should be short-term damage, which both stacks, and is amenable to [[SRD:Restoration|Restoration]].<br />
<br />
Also undiscussed is the interaction of these beneficial drugs with [[SRD:Delay Poison|Delay Poison]] and [[SRD:Neutralize Poison]]. <br />
<br />
Another worthwhile concept from the aforementioned tome are the addiction rules.<br />
<br />
The benefits and drawbacks of these are perhaps too expansive. Does the drawback have to be so much worse than the benefit? A potion of '''Attribute Enhancement +4''' that lasts 3 minutes is 300GP, and I don&rsquo;t think you really need that to get what you're after, and although you refer to needing the drawback to outweigh the benefit for balance - why? How is that unbalanced?<br />
<br />
More specifically, consider something like the wizard weed. I can&rsquo;t imagine anyone&rsquo;s thought processes improved by nausea. Perhaps the nausea might take effect '''after''' the intelligence bonus goes away? And what benefit does +4 [[SRD:Intelligence|Int]] have anyway? Additional spell slots vanish in an hour when it drops to normal, so the game effect is on skill checks and spell DC. Would it make sense to separate these out, into two different (or perhaps even three) different preparations that would grant a more limited +1 or +2 to memory/thought related skills (that is, [[SRD:Intelligence|Intelligence]]-based skills) and one that grants a +1 or +2 to spell DC? The drawback &mdash; if you&rsquo;re determined to have a closely associated drawback &mdash; could then be a corresponding Alchemical penalty to the other (that is, a boost to [[SRD:Intelligence|Intelligence]]&ndash;based skills could then have a negative to spell DC, and vice&ndash;versa).<br />
<br />
Alternately, a non-associated drawback might be used. Perhaps sudden motion makes a user of wizard weed dizzy (-5 alchemical penalty on [[SRD:Balance Skill|Balance]] checks), or the the constant fizz of thoughts and concepts running through the wizards&rsquo;s mind imposes a difficulty on [[SRD:Concentration Skill|Concentration]] checks.<br />
<br />
In any case, I like this as a concept, and would love to see it fleshed out further.<br />
<br />
[[User:Roszlishan|Roszlishan]] 11:01, 2 December 2007 (MST)<br />
<br />
:I'm glad you like the concept. I'll try to respond to you one point at a time.<br />
:Regarding my position on the drug war: I assure you I'm no proponent of it. However, I see the introduction of drugs into a fantasy world as something to make the world a little darker and less fairy-tale-ish, so I put it in terminology that complements that. I dunno, maybe it's just my puritan upbringing shining through subconsciously ;-)<br />
:I see what you mean about the benefit having no type. Alchemical bonus sounds great, would you mind adding that? I hadn't thought about delay poison and neutralize poison. I guess my take would be that they would apply. The reason the drawback should outweigh the benefit is because the associated cost is meant to be one unrelated with what the benefit typically bestows. For example, Int benefit brings Con cost, Cha benefit brings Str cost and so on. The cost is something the character probably isn't using anyway, and so it is diminished. The reason there's a cost at all, is because these things are really, really cheap for their benefit, and besides the cost reflects the nature of drugs being unhealthy, in spite of their benefits.<br />
:Regarding Wizard's Weed, the nausea isn't conferring the benefit; it's a side-effect. I see what you mean though, with the Int bonus not being particularly helpful. Perhaps something like a +2 to concentration and spell-craft plus +1 DC to spells would be better? I'm open to ideas here.<br />
:I find myself going back and forth on whether or not the addiction rules from BoVD are a good idea. I'm not a big fan of how drugs are treated in that book at all; they're treated as really evil shit, which is not how I see a wizard smoking a pipe. I'm open to it though; if you think it should be added, go ahead.<br />
:Let me know what you think. --[[User:Banyan|Banyan]] 22:51, 2 December 2007 (MST)<br />
<br />
::I'm still not convinced that the cost/benefit tradeoff needs to be so steep to be &lsquo;balanced&rsquo;, but that's a different discussion, I think. I've made the other changes as well as separating the design considerations from the use text. I tried to stay with the darker / grittier aspects of including these. [[User:Roszlishan|Roszlishan]] 22:12, 6 December 2007 (MST)<br />
<br />
:::I love your additions! Great job! --[[User:Banyan|Banyan]] 23:30, 7 December 2007 (MST)</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Beneficial_Drugs_(3.5e_Variant_Rule)&diff=179950Beneficial Drugs (3.5e Variant Rule)2007-12-08T06:30:11Z<p>Banyan: /* Design Notes */</p>
<hr />
<div>{{Author<br />
|author_name=Banyan<br />
|date_created=August 9th, 2007<br />
|status=<!-- Insert idea's status here --><br />
}}<br />
<br />
==Beneficial Drugs==<br />
<br />
Beneficial drugs are potent substances that have a strong effect on humanoid biologies. There is nothing inherently evil about use of these drugs, but some particularly idealistic polities, often religion-driven, tend to outlaw them, fearing their effects. More cynical or corrupt regimes forbid them more primarily to drive up prices (and thus enrich the distributors), prevent effective regulation, and to enrich the distributors &mdash; who are often the rulers themselves, or who pay large sums to the rulers for the privilege of a state-sponsored monopoly.<br />
<br />
In an open market, these substances may be quite inexpensive. Where they are contraband, the price may go arbitrarily high, and the quality arbitrarily low. Fraud may be common unless dealers are familiar to the purchaser, but even that is no guarantee since the dealer herself may be hoodwinked. Prices in the below descriptions are for a relatively open market, where these substances may be traded openly.<br />
<br />
Unless otherwise specified in the drug description, a drug's effects are an Alchemical bonus and untyped penalty. Consequently, the positive effect of a drug does not stack with itself, although the penalty will.<br />
<br />
[[SRD:Delay Poison|Delay Poison]] and [[SRD:Neutralize Poison|Neutralize Poison]] and similar effects either delay the onset of a drug's effects or neutralize it altogether, as appropriate.<br />
<br />
===Wizard's Weed===<br />
'''Description''': This green plant is dried and sold in pouches, similar to tobacco. As with tobacco, it is smoked, but unlike tobacco it tends to emit tiny sparks when lit and the exhaled smoke is a pale shade of green. Once lit, it must be smoked for at least one round, and will take two rounds to take effect. Wizard's Weed helps with clarity of thought and memory, but it makes the user nauseous. One pouch of Wizard's Weed costs 10gp and contains 10 doses.<br><br />
'''Benefit''': +1d4 Int for one hour.<br><br />
'''Cost''': -1d4 Con for two hours.<br />
<br />
===Bard's Flower Tea===<br />
'''Description''': The bard's flower has small, white and pink petals. If dried and dissolved in water, these petals form Bard's Flower Tea, a yellow liquid with a sweet scent and taste. Brewing the tea takes 5 minutes. Quickly drinking a cup is a full round action and its effects begin one round after that. Bard's Flower Tea makes one more sociable and artistic, but also makes one feel weak. A pouch of the petals for brewing costs 5gp and is enough to make 5 pots of tea, each of which is good for four cups.<br><br />
'''Benefit''': +1d4 Cha for one hour.<br><br />
'''Cost''': -1d6 Str for one hour.<br />
<br />
===Rage Powder===<br />
'''Description''': The red seeds of the Malyss plant (itself a source of Malyss Root poison) can be shelled and the insides ground into powder to create Rage Powder. Rage Powder is a bright red powder, usually kept in potion bottles, which can be scooped out with a small spoon and snorted for an intense effect. Snorting the powder is a full round action, and the effects take place immediately. Snorting Rage Powder gives one both a minor boost of strength and a numbness toward pain, but make the user reckless. 20gp will buy a bottle of Rage Powder which is good for 10 doses.<br><br />
'''Benefit''': +1d2 Str, +1d2 Con for one minute.<br><br />
'''Cost''': -1d6 Wis for one minute.<br />
<br />
===Archon Mushroom===<br />
'''Description''': The Archon Mushroom tends to grow on ignored stores of grains or rice which are not kept suitably dry. It is a spotless white capped mushroom, that is dried and eaten most commonly by druids and clerics for its benefits. Eating one dose of the mushrooms quickly is a full round action, but the effects do not begin until about 5 minutes later. Eating the mushrooms gives one a sense of unity and understanding with spiritual or divine matters, but also tends to result in dizziness. They are typically sold in single doses for 1gp each.<br><br />
'''Benefit''': +1d4 Wis for one hour.<br><br />
'''Cost''': -1d4 Dex for two hours.<br />
<br />
===Acrobat's Patch===<br />
'''Description''': An Acrobat's Patch is a piece of rough cloth lightly coated in a gluey alchemical substance. It is usually difficult to distinguish from an ordinary tattered rag, but if rubbed on the underside of the arm between the armpit and elbow, it will result in strange drug effects. Doing so is a full round action and the effect begins one round later. Using this patch makes one feel grounded and with good balance but makes them act and speak strangely for the during of the effect. One patch, which can only be used once, costs 1gp.<br><br />
'''Benefit''': +1d4 Dex for one minute.<br><br />
'''Cost''': -1d4 Cha for two minutes.<br />
<br />
==Design Notes==<br />
<br />
To maintain balance, the cost should always be at least 1/3 higher, or active for twice as long, as the benefit. The benefit and cost should be in the same terms; for example in each of the drugs listed above, benefits and costs are both in ability score modification. No drug should be able to confer its benefits until both the benefit and cost has worn off.<br />
<br />
==Drug Paraphernalia==<br />
<br />
Those wishing to use these drugs will need certain materials for their preparation and consumption.<br />
<br />
'''Pipe''': 5sp<br />
<br />
'''Teapot''': 1gp<br />
<br />
'''Pouch''': 2sp<br />
<br />
'''Teacup''': 2sp<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Rules|Rules]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Beneficial_Drugs_(3.5e_Variant_Rule)&diff=178400Beneficial Drugs (3.5e Variant Rule)2007-12-03T05:57:23Z<p>Banyan: /* Bard's Flower Tea */</p>
<hr />
<div>{{Author<br />
|author_name=Banyan<br />
|date_created=August 9th, 2007<br />
|status=<!-- Insert idea's status here --><br />
}}<br />
<br />
==Beneficial Drugs==<br />
<br />
Beneficial drugs are essentially poisons which grant a simultaneous benefit in addition to their damage. To maintain balance, the cost should always be at least 1/3 higher, or active for twice as long, as the benefit. The benefit and cost should be in the same terms; for example in each of the drugs listed below, benefits and costs are both in ability score modification. No drug should be able to confer its benefits until both the benefit and cost has worn off. There is nothing inherently evil about use of these drugs, but many good religions tend to outlaw them, seeing them as a way of poisoning one's own body.<br />
<br />
===Wizard's Weed===<br />
'''Description''': This green plant is dried and sold in pouches, similar to tobacco. As with tobacco, it is smoked, but unlike tobacco it tends to emit tiny sparks when lit and the exhaled smoke is a pale shade of green. Once lit, it must be smoked for at least one round, and will take two rounds to take effect. Wizard's Weed helps with clarity of thought and memory, but it makes the user nauseous. One pouch of Wizard's Weed costs 10gp and contains 10 doses.<br><br />
'''Benefit''': +1d4 Int for one hour.<br><br />
'''Cost''': -1d4 Con for two hours.<br />
<br />
===Bard's Flower Tea===<br />
'''Description''': The bard's flower has small, white and pink petals. If dried and dissolved in water, these petals form Bard's Flower Tea, a yellow liquid with a sweet scent and taste. Brewing the tea takes 5 minutes. Quickly drinking a cup is a full round action and its effects begin one round after that. Bard's Flower Tea makes one more sociable and artistic, but also makes one feel weak. A pouch of the petals for brewing costs 5gp and is enough to make 5 pots of tea, each of which is good for four cups.<br><br />
'''Benefit''': +1d4 Cha for one hour.<br><br />
'''Cost''': -1d6 Str for one hour.<br />
<br />
===Rage Powder===<br />
'''Description''': The red seeds of the Malyss plant (itself a source of Malyss Root poison) can be shelled and the insides ground into powder to create Rage Powder. Rage Powder is a bright red powder, usually kept in potion bottles, which can be scooped out with a small spoon and snorted for an intense effect. Snorting the powder is a full round action, and the effects take place immediately. Snorting Rage Powder gives one both a minor boost of strength and a numbness toward pain, but make the user reckless. 20gp will buy a bottle of Rage Powder which is good for 10 doses.<br><br />
'''Benefit''': +1d2 Str, +1d2 Con for one minute.<br><br />
'''Cost''': -1d6 Wis for one minute.<br />
<br />
===Archon Mushroom===<br />
'''Description''': The Archon Mushroom tends to grow on ignored stores of grains or rice which are not kept suitably dry. It is a spotless white capped mushroom, that is dried and eaten most commonly by druids and clerics for its benefits. Eating one dose of the mushrooms quickly is a full round action, but the effects do not begin until about 5 minutes later. Eating the mushrooms gives one a sense of unity and understanding with spiritual or divine matters, but also tends to result in dizziness. They are typically sold in single doses for 1gp each.<br><br />
'''Benefit''': +1d4 Wis for one hour.<br><br />
'''Cost''': -1d4 Dex for two hours.<br />
<br />
===Acrobat's Patch===<br />
'''Description''': An Acrobat's Patch is a piece of rough cloth lightly coated in a gluey alchemical substance. It is usually difficult to distinguish from an ordinary tattered rag, but if rubbed on the underside of the arm between the armpit and elbow, it will result in strange drug effects. Doing so is a full round action and the effect begins one round later. Using this patch makes one feel grounded and with good balance but makes them act and speak strangely for the during of the effect. One patch, which can only be used once, costs 1gp.<br><br />
'''Benefit''': +1d4 Dex for one minute.<br><br />
'''Cost''': -1d4 Cha for two minutes.<br />
<br />
==Drug Paraphernalia==<br />
<br />
Those wishing to use these drugs will need certain materials for their preparation and consumption.<br />
<br />
'''Pipe''': 5sp<br />
<br />
'''Teapot''': 1gp<br />
<br />
'''Pouch''': 2sp<br />
<br />
'''Teacup''': 2sp<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Rules|Rules]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Talk:Beneficial_Drugs_(3.5e_Variant_Rule)&diff=178399Talk:Beneficial Drugs (3.5e Variant Rule)2007-12-03T05:56:06Z<p>Banyan: /* Article Commentary */</p>
<hr />
<div>== Area ==<br />
<br />
I put this into Variant Rules because it's a new type of item and not just new items, but it may go better in with equipment. Comments? --[[User:70.171.218.24|70.171.218.24]] 14:35, 9 August 2007 (MDT)<br />
<br />
:P.S. I didn't realize I wasn't logged in, but I am the creator of this article and the above discussion item :-) --[[User:Banyan|Banyan]] 14:36, 9 August 2007 (MDT)<br />
<br />
::I would actually recommend a little of both. Put the idea here and then put the actual items (wizards weed, etc) on there own pages under equipment. Link to the equipment from this page. Just my 2 cents. --[[User:Green Dragon|Green Dragon]] 14:42, 11 August 2007 (MDT)<br />
<br />
== Article Commentary ==<br />
<br />
The terminology of this article puts me in mind of an attempt to appease drug war crusaders. In particular &lsquo;Beneficial drugs are poisons ...&rsquo; and &lsquo;Drug Paraphernalia&rsquo; and even the word &lsquo;beneficial&rsquo; itself feel derogatory rather than neutral.<br />
<br />
Mechanically, the bonuses lack a type (are typeless), so there's no clear reason they won&rsquo;t stack with themselves even though the discussion says<br />
they shouldn't. I would suggest following WotC&rsquo;s lead in the [[Book of Vile Darkness|Book of Vile Darkness]] and call these ''Alchemical'' bonuses. The penalties should be short-term damage, which both stacks, and is amenable to [[SRD:Restoration|Restoration]].<br />
<br />
Also undiscussed is the interaction of these beneficial drugs with [[SRD:Delay Poison|Delay Poison]] and [[SRD:Neutralize Poison]]. <br />
<br />
Another worthwhile concept from the aforementioned tome are the addiction rules.<br />
<br />
The benefits and drawbacks of these are perhaps too expansive. Does the drawback have to be so much worse than the benefit? A potion of '''Attribute Enhancement +4''' that lasts 3 minutes is 300GP, and I don&rsquo;t think you really need that to get what you're after, and although you refer to needing the drawback to outweigh the benefit for balance - why? How is that unbalanced?<br />
<br />
More specifically, consider something like the wizard weed. I can&rsquo;t imagine anyone&rsquo;s thought processes improved by nausea. Perhaps the nausea might take effect '''after''' the intelligence bonus goes away? And what benefit does +4 [[SRD:Intelligence|Int]] have anyway? Additional spell slots vanish in an hour when it drops to normal, so the game effect is on skill checks and spell DC. Would it make sense to separate these out, into two different (or perhaps even three) different preparations that would grant a more limited +1 or +2 to memory/thought related skills (that is, [[SRD:Intelligence|Intelligence]]-based skills) and one that grants a +1 or +2 to spell DC? The drawback &mdash; if you&rsquo;re determined to have a closely associated drawback &mdash; could then be a corresponding Alchemical penalty to the other (that is, a boost to [[SRD:Intelligence|Intelligence]]&ndash;based skills could then have a negative to spell DC, and vice&ndash;versa).<br />
<br />
Alternately, a non-associated drawback might be used. Perhaps sudden motion makes a user of wizard weed dizzy (-5 alchemical penalty on [[SRD:Balance Skill|Balance]] checks), or the the constant fizz of thoughts and concepts running through the wizards&rsquo;s mind imposes a difficulty on [[SRD:Concentration Skill|Concentration]] checks.<br />
<br />
In any case, I like this as a concept, and would love to see it fleshed out further.<br />
<br />
[[User:Roszlishan|Roszlishan]] 11:01, 2 December 2007 (MST)<br />
<br />
:I'm glad you like the concept. I'll try to respond to you one point at a time.<br />
<br />
:Regarding my position on the drug war: I assure you I'm no proponent of it. However, I see the introduction of drugs into a fantasy world as something to make the world a little darker and less fairy-tale-ish, so I put it in terminology that complements that. I dunno, maybe it's just my puritan upbringing shining through subconsciously ;-)<br />
<br />
:I see what you mean about the benefit having no type. Alchemical bonus sounds great, would you mind adding that? I hadn't thought about delay poison and neutralize poison. I guess my take would be that they would apply. The reason the drawback should outweigh the benefit is because the associated cost is meant to be one unrelated with what the benefit typically bestows. For example, Int benefit brings Con cost, Cha benefit brings Str cost and so on. The cost is something the character probably isn't using anyway, and so it is diminished. The reason there's a cost at all, is because these things are really, really cheap for their benefit, and besides the cost reflects the nature of drugs being unhealthy, in spite of their benefits.<br />
<br />
:Regarding Wizard's Weed, the nausea isn't conferring the benefit; it's a side-effect. I see what you mean though, with the Int bonus not being particularly helpful. Perhaps something like a +2 to concentration and spell-craft plus +1 DC to spells would be better? I'm open to ideas here.<br />
<br />
:I find myself going back and forth on whether or not the addiction rules from BoVD are a good idea. I'm not a big fan of how drugs are treated in that book at all; they're treated as really evil shit, which is not how I see a wizard smoking a pipe. I'm open to it though; if you think it should be added, go ahead.<br />
<br />
:Let me know what you think. --[[User:Banyan|Banyan]] 22:51, 2 December 2007 (MST)</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Talk:Beneficial_Drugs_(3.5e_Variant_Rule)&diff=178398Talk:Beneficial Drugs (3.5e Variant Rule)2007-12-03T05:51:50Z<p>Banyan: /* Article Commentary */ responded</p>
<hr />
<div>== Area ==<br />
<br />
I put this into Variant Rules because it's a new type of item and not just new items, but it may go better in with equipment. Comments? --[[User:70.171.218.24|70.171.218.24]] 14:35, 9 August 2007 (MDT)<br />
<br />
:P.S. I didn't realize I wasn't logged in, but I am the creator of this article and the above discussion item :-) --[[User:Banyan|Banyan]] 14:36, 9 August 2007 (MDT)<br />
<br />
::I would actually recommend a little of both. Put the idea here and then put the actual items (wizards weed, etc) on there own pages under equipment. Link to the equipment from this page. Just my 2 cents. --[[User:Green Dragon|Green Dragon]] 14:42, 11 August 2007 (MDT)<br />
<br />
== Article Commentary ==<br />
<br />
The terminology of this article puts me in mind of an attempt to appease drug war crusaders. In particular &lsquo;Beneficial drugs are poisons ...&rsquo; and &lsquo;Drug Paraphernalia&rsquo; and even the word &lsquo;beneficial&rsquo; itself feel derogatory rather than neutral.<br />
<br />
Mechanically, the bonuses lack a type (are typeless), so there's no clear reason they won&rsquo;t stack with themselves even though the discussion says<br />
they shouldn't. I would suggest following WotC&rsquo;s lead in the [[Book of Vile Darkness|Book of Vile Darkness]] and call these ''Alchemical'' bonuses. The penalties should be short-term damage, which both stacks, and is amenable to [[SRD:Restoration|Restoration]].<br />
<br />
Also undiscussed is the interaction of these beneficial drugs with [[SRD:Delay Poison|Delay Poison]] and [[SRD:Neutralize Poison]]. <br />
<br />
Another worthwhile concept from the aforementioned tome are the addiction rules.<br />
<br />
The benefits and drawbacks of these are perhaps too expansive. Does the drawback have to be so much worse than the benefit? A potion of '''Attribute Enhancement +4''' that lasts 3 minutes is 300GP, and I don&rsquo;t think you really need that to get what you're after, and although you refer to needing the drawback to outweigh the benefit for balance - why? How is that unbalanced?<br />
<br />
More specifically, consider something like the wizard weed. I can&rsquo;t imagine anyone&rsquo;s thought processes improved by nausea. Perhaps the nausea might take effect '''after''' the intelligence bonus goes away? And what benefit does +4 [[SRD:Intelligence|Int]] have anyway? Additional spell slots vanish in an hour when it drops to normal, so the game effect is on skill checks and spell DC. Would it make sense to separate these out, into two different (or perhaps even three) different preparations that would grant a more limited +1 or +2 to memory/thought related skills (that is, [[SRD:Intelligence|Intelligence]]-based skills) and one that grants a +1 or +2 to spell DC? The drawback &mdash; if you&rsquo;re determined to have a closely associated drawback &mdash; could then be a corresponding Alchemical penalty to the other (that is, a boost to [[SRD:Intelligence|Intelligence]]&ndash;based skills could then have a negative to spell DC, and vice&ndash;versa).<br />
<br />
Alternately, a non-associated drawback might be used. Perhaps sudden motion makes a user of wizard weed dizzy (-5 alchemical penalty on [[SRD:Balance Skill|Balance]] checks), or the the constant fizz of thoughts and concepts running through the wizards&rsquo;s mind imposes a difficulty on [[SRD:Concentration Skill|Concentration]] checks.<br />
<br />
In any case, I like this as a concept, and would love to see it fleshed out further.<br />
<br />
[[User:Roszlishan|Roszlishan]] 11:01, 2 December 2007 (MST)<br />
<br />
:I'm glad you like the concept. I'll try to respond to you one point at a time.<br />
<br />
:Regarding my position on the drug war: I assure you I'm no proponent of it. However, I see the introduction of drugs into a fantasy world as something to make the world a little darker and less fairy-tale-ish, so I put it in terminology that complements that. I dunno, maybe it's just my puritan upbringing shining through subconsciously ;-)<br />
<br />
:I see what you mean about the benefit having no type. Alchemical bonus sounds great, would you mind adding that? I hadn't thought about delay poison and neutralize poison. I guess my take would be that they would apply. The reason the drawback should outweigh the benefit is because the associated cost is meant to be one unrelated with what the benefit typically bestows. For example, Int benefit brings Con cost, Cha benefit brings Str cost and so on. The cost is something the character probably isn't using anyway, and so it is diminished. The reason there's a cost at all, is because these things are really, really cheap for their benefit, and besides the cost reflects the nature of drugs being unhealthy, in spite of their benefits.<br />
<br />
:I find myself going back and forth on whether or not the addiction rules from BoVD are a good idea. I'm not a big fan of how drugs are treated in that book at all; they're treated as really evil shit, which is not how I see a wizard smoking a pipe. I'm open to it though; if you think it should be added, go ahead.<br />
<br />
:Let me know what you think. --[[User:Banyan|Banyan]] 22:51, 2 December 2007 (MST)</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Supernatural_Languages_(3.5e_Variant_Rule)&diff=178292Supernatural Languages (3.5e Variant Rule)2007-12-02T17:01:57Z<p>Banyan: added prerequisites section</p>
<hr />
<div>{{Author<br />
|author_name=Banyan<br />
|date_created=September 6th<br />
|status=Open. Please discuss.<br />
}}<br />
<br />
This variant is useful for campaigns in which language barriers are intended to be a more serious hurdle. This variant should not be used without special consideration by both the DM and the players, since it creates a hurdle players will have to more seriously consider when crafting their characters, choosing spells, etc.<br />
<br />
== Types of Languages ==<br />
<br />
Languages are divided into three types: common languages (in standard D&D rules, all languages would be common languages), uncommon languages, and supernatural languages. There is no language "common" in this variant.<br />
<br />
===Common Languages===<br />
<br />
Common languages are all languages spoken in a character's home region. Any common language may be taken as a bonus language during character creation and adding a new common language to a character's repertoire requires one rank in the <i>speak language</i> skill.<br />
<br />
===Uncommon Languages===<br />
<br />
Uncommon languages are languages which the character is unlikely to be regularly exposed to. They include dead languages and foreign languages (languages spoken outside a character's home region). Uncommon languages may not be taken as bonus languages during character creation and adding a new uncommon language to a character's repertoire requires two ranks in the <i>speak language</i> skill, unless that character has been immersed in the uncommon language, for example by moving to a region where the language is commonly used, in which case it only requires one additional rank of <i>speak language</i>.<br />
<br />
===Supernatural Languages===<br />
<br />
Supernatural languages are languages which are radically different from normally spoken languages. They include the combination of body language and sounds used by animals to communicate, the magical languages of dragons and titans, and the songs of celestials and noises of fiends. Supernatural languages are not learned in the normal way, and they do not develop dialects or change over time. Supernatural languages have no written equivalent. They can only be used by mortals by means of spells or by taking the relevant feats. Which languages are considered supernatural are at the discretion of the DM, but by default they include all languages granted by the feats listed in the New Feats section below.<br />
<br />
==Speak Language==<br />
<br />
The <i>[[Speak Language]]</i> skill can be used to gain a new common or uncommon language, as described above. It cannot be used to learn supernatural languages. Since supernatural languages have no written equivalent, there is no infernal, draconic, or celestial alphabet. Non-supernatural languages which use the draconic alphabet (ignan, for example) use the serpentine alphabet instead.<br />
<br />
'''Serpentine''': Serpentine is a new, non-supernatural language, which replaces draconic for the purpose of all races and creatures other than dragons who normally speak draconic, such as kobolds, lizardfolk, etc.<br />
<br />
==Spells==<br />
<br />
'''Planar Tongue''': Planar tongue is a new divine spell accessible as a 2nd level cleric spell which allows the recipient to speak and understand one supernatural language, other than Bestial, Critter, or Vernal for the spell's duration.<br />
<br />
'''Nature's Tongue''': Nature's tongue is a new divine spell accessible as a 1st level druid spell which allows the recipient to speak and understand Bestial, Critter, or Vernal, depending on which type of the spell was memorized. For example, if a player wants to have the ability to speak with animals and plants available, she will have to memorize nature's tongue (bestial) and nature's tongue (vernal) separately. This spell replaces the speak with animals spell.<br />
<br />
'''Comprehend Languages''': The comprehend languages spell does not grant the ability to understand supernatural languages, though it may still be cast on speakers of a supernatural language so that they can understand a non-supernatural language.<br />
<br />
'''Tongues''': The tongues spell does not grant the ability to speak or understand supernatural languages.<br />
<br />
'''Other spells''': Spells which allow a character to speak or understand languages and do not specify otherwise do not work for supernatural languages. Spells which have language relevant characteristics but do not allow a character to speak or understand the relevant languages do work for supernatural languages.<br />
<br />
==Prerequisites==<br />
<br />
At the DM's discretion, any prestige class, feat, or anything else which has proficiency in a particular language, now a supernatural language, may either have that prerequisite ignored, substituted with a non-supernatural language, or may have the relevant supernatural language feat as a prerequisite. If the last option is used, some adjustment in the benefits of the prestige class, feat, or whatever, may be in order to make it worth the extra work.<br />
<br />
==New Feats==<br />
<br />
[[Supernatural Linguist (DnD Feat)|Supernatural Linguist]]: This feat grants one rank in ''[[Speak Language]]'' and grants access to all Supernatural Language feats.<br />
<br />
[[Bestial (DnD Feat)|Bestial]]: This feat bestows the ability to understand and communicate with animals.<br />
<br />
[[Critter (DnD Feat)|Critter]]: This feat bestows the ability to understand and communicate with vermin.<br />
<br />
[[Vernal (DnD Feat)|Vernal]]: This feat bestows the ability to understand and communicate with plants.<br />
<br />
[[Draconic (DnD Feat)|Draconic]]: This feat bestows the ability to understand and communicate with dragons.<br />
<br />
[[Titanic (DnD Feat)|Titanic]]: This feat bestows the ability to understand and communicate with titans.<br />
<br />
[[Abyssal (DnD Feat)|Abyssal]]: This feat bestows the ability to understand and communicate with demons.<br />
<br />
[[Infernal (DnD Feat)|Infernal]]: This feat bestows the ability to understand and communicate with devils.<br />
<br />
[[Celestial (DnD Feat)|Celestial]]: This feat bestows the ability to understand and communicate with celestials.<br />
<br />
[[Elemental (DnD Feat)|Elemental]]: This feat bestows the ability to understand and communicate with any type of elemental.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Rules|Rules]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Supernatural_Languages_(3.5e_Variant_Rule)&diff=178291Supernatural Languages (3.5e Variant Rule)2007-12-02T16:56:28Z<p>Banyan: /* Spells */</p>
<hr />
<div>{{Author<br />
|author_name=Banyan<br />
|date_created=September 6th<br />
|status=Open. Please discuss.<br />
}}<br />
<br />
This variant is useful for campaigns in which language barriers are intended to be a more serious hurdle. This variant should not be used without special consideration by both the DM and the players, since it creates a hurdle players will have to more seriously consider when crafting their characters, choosing spells, etc.<br />
<br />
== Types of Languages ==<br />
<br />
Languages are divided into three types: common languages (in standard D&D rules, all languages would be common languages), uncommon languages, and supernatural languages. There is no language "common" in this variant.<br />
<br />
===Common Languages===<br />
<br />
Common languages are all languages spoken in a character's home region. Any common language may be taken as a bonus language during character creation and adding a new common language to a character's repertoire requires one rank in the <i>speak language</i> skill.<br />
<br />
===Uncommon Languages===<br />
<br />
Uncommon languages are languages which the character is unlikely to be regularly exposed to. They include dead languages and foreign languages (languages spoken outside a character's home region). Uncommon languages may not be taken as bonus languages during character creation and adding a new uncommon language to a character's repertoire requires two ranks in the <i>speak language</i> skill, unless that character has been immersed in the uncommon language, for example by moving to a region where the language is commonly used, in which case it only requires one additional rank of <i>speak language</i>.<br />
<br />
===Supernatural Languages===<br />
<br />
Supernatural languages are languages which are radically different from normally spoken languages. They include the combination of body language and sounds used by animals to communicate, the magical languages of dragons and titans, and the songs of celestials and noises of fiends. Supernatural languages are not learned in the normal way, and they do not develop dialects or change over time. Supernatural languages have no written equivalent. They can only be used by mortals by means of spells or by taking the relevant feats. Which languages are considered supernatural are at the discretion of the DM, but by default they include all languages granted by the feats listed in the New Feats section below.<br />
<br />
==Speak Language==<br />
<br />
The <i>[[Speak Language]]</i> skill can be used to gain a new common or uncommon language, as described above. It cannot be used to learn supernatural languages. Since supernatural languages have no written equivalent, there is no infernal, draconic, or celestial alphabet. Non-supernatural languages which use the draconic alphabet (ignan, for example) use the serpentine alphabet instead.<br />
<br />
'''Serpentine''': Serpentine is a new, non-supernatural language, which replaces draconic for the purpose of all races and creatures other than dragons who normally speak draconic, such as kobolds, lizardfolk, etc.<br />
<br />
==Spells==<br />
<br />
'''Planar Tongue''': Planar tongue is a new divine spell accessible as a 2nd level cleric spell which allows the recipient to speak and understand one supernatural language, other than Bestial, Critter, or Vernal for the spell's duration.<br />
<br />
'''Nature's Tongue''': Nature's tongue is a new divine spell accessible as a 1st level druid spell which allows the recipient to speak and understand Bestial, Critter, or Vernal, depending on which type of the spell was memorized. For example, if a player wants to have the ability to speak with animals and plants available, she will have to memorize nature's tongue (bestial) and nature's tongue (vernal) separately. This spell replaces the speak with animals spell.<br />
<br />
'''Comprehend Languages''': The comprehend languages spell does not grant the ability to understand supernatural languages, though it may still be cast on speakers of a supernatural language so that they can understand a non-supernatural language.<br />
<br />
'''Tongues''': The tongues spell does not grant the ability to speak or understand supernatural languages.<br />
<br />
'''Other spells''': Spells which allow a character to speak or understand languages and do not specify otherwise do not work for supernatural languages. Spells which have language relevant characteristics but do not allow a character to speak or understand the relevant languages do work for supernatural languages.<br />
<br />
==New Feats==<br />
<br />
[[Supernatural Linguist (DnD Feat)|Supernatural Linguist]]: This feat grants one rank in ''[[Speak Language]]'' and grants access to all Supernatural Language feats.<br />
<br />
[[Bestial (DnD Feat)|Bestial]]: This feat bestows the ability to understand and communicate with animals.<br />
<br />
[[Critter (DnD Feat)|Critter]]: This feat bestows the ability to understand and communicate with vermin.<br />
<br />
[[Vernal (DnD Feat)|Vernal]]: This feat bestows the ability to understand and communicate with plants.<br />
<br />
[[Draconic (DnD Feat)|Draconic]]: This feat bestows the ability to understand and communicate with dragons.<br />
<br />
[[Titanic (DnD Feat)|Titanic]]: This feat bestows the ability to understand and communicate with titans.<br />
<br />
[[Abyssal (DnD Feat)|Abyssal]]: This feat bestows the ability to understand and communicate with demons.<br />
<br />
[[Infernal (DnD Feat)|Infernal]]: This feat bestows the ability to understand and communicate with devils.<br />
<br />
[[Celestial (DnD Feat)|Celestial]]: This feat bestows the ability to understand and communicate with celestials.<br />
<br />
[[Elemental (DnD Feat)|Elemental]]: This feat bestows the ability to understand and communicate with any type of elemental.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Rules|Rules]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Supernatural_Languages_(3.5e_Variant_Rule)&diff=178290Supernatural Languages (3.5e Variant Rule)2007-12-02T16:56:15Z<p>Banyan: /* Spells */</p>
<hr />
<div>{{Author<br />
|author_name=Banyan<br />
|date_created=September 6th<br />
|status=Open. Please discuss.<br />
}}<br />
<br />
This variant is useful for campaigns in which language barriers are intended to be a more serious hurdle. This variant should not be used without special consideration by both the DM and the players, since it creates a hurdle players will have to more seriously consider when crafting their characters, choosing spells, etc.<br />
<br />
== Types of Languages ==<br />
<br />
Languages are divided into three types: common languages (in standard D&D rules, all languages would be common languages), uncommon languages, and supernatural languages. There is no language "common" in this variant.<br />
<br />
===Common Languages===<br />
<br />
Common languages are all languages spoken in a character's home region. Any common language may be taken as a bonus language during character creation and adding a new common language to a character's repertoire requires one rank in the <i>speak language</i> skill.<br />
<br />
===Uncommon Languages===<br />
<br />
Uncommon languages are languages which the character is unlikely to be regularly exposed to. They include dead languages and foreign languages (languages spoken outside a character's home region). Uncommon languages may not be taken as bonus languages during character creation and adding a new uncommon language to a character's repertoire requires two ranks in the <i>speak language</i> skill, unless that character has been immersed in the uncommon language, for example by moving to a region where the language is commonly used, in which case it only requires one additional rank of <i>speak language</i>.<br />
<br />
===Supernatural Languages===<br />
<br />
Supernatural languages are languages which are radically different from normally spoken languages. They include the combination of body language and sounds used by animals to communicate, the magical languages of dragons and titans, and the songs of celestials and noises of fiends. Supernatural languages are not learned in the normal way, and they do not develop dialects or change over time. Supernatural languages have no written equivalent. They can only be used by mortals by means of spells or by taking the relevant feats. Which languages are considered supernatural are at the discretion of the DM, but by default they include all languages granted by the feats listed in the New Feats section below.<br />
<br />
==Speak Language==<br />
<br />
The <i>[[Speak Language]]</i> skill can be used to gain a new common or uncommon language, as described above. It cannot be used to learn supernatural languages. Since supernatural languages have no written equivalent, there is no infernal, draconic, or celestial alphabet. Non-supernatural languages which use the draconic alphabet (ignan, for example) use the serpentine alphabet instead.<br />
<br />
'''Serpentine''': Serpentine is a new, non-supernatural language, which replaces draconic for the purpose of all races and creatures other than dragons who normally speak draconic, such as kobolds, lizardfolk, etc.<br />
<br />
==Spells==<br />
<br />
'''Planar Tongue''': Supernatural tongue is a new divine spell accessible as a 2nd level cleric spell which allows the recipient to speak and understand one supernatural language, other than Bestial, Critter, or Vernal for the spell's duration.<br />
<br />
'''Nature's Tongue''': Nature's tongue is a new divine spell accessible as a 1st level druid spell which allows the recipient to speak and understand Bestial, Critter, or Vernal, depending on which type of the spell was memorized. For example, if a player wants to have the ability to speak with animals and plants available, she will have to memorize nature's tongue (bestial) and nature's tongue (vernal) separately. This spell replaces the speak with animals spell.<br />
<br />
'''Comprehend Languages''': The comprehend languages spell does not grant the ability to understand supernatural languages, though it may still be cast on speakers of a supernatural language so that they can understand a non-supernatural language.<br />
<br />
'''Tongues''': The tongues spell does not grant the ability to speak or understand supernatural languages.<br />
<br />
'''Other spells''': Spells which allow a character to speak or understand languages and do not specify otherwise do not work for supernatural languages. Spells which have language relevant characteristics but do not allow a character to speak or understand the relevant languages do work for supernatural languages.<br />
<br />
==New Feats==<br />
<br />
[[Supernatural Linguist (DnD Feat)|Supernatural Linguist]]: This feat grants one rank in ''[[Speak Language]]'' and grants access to all Supernatural Language feats.<br />
<br />
[[Bestial (DnD Feat)|Bestial]]: This feat bestows the ability to understand and communicate with animals.<br />
<br />
[[Critter (DnD Feat)|Critter]]: This feat bestows the ability to understand and communicate with vermin.<br />
<br />
[[Vernal (DnD Feat)|Vernal]]: This feat bestows the ability to understand and communicate with plants.<br />
<br />
[[Draconic (DnD Feat)|Draconic]]: This feat bestows the ability to understand and communicate with dragons.<br />
<br />
[[Titanic (DnD Feat)|Titanic]]: This feat bestows the ability to understand and communicate with titans.<br />
<br />
[[Abyssal (DnD Feat)|Abyssal]]: This feat bestows the ability to understand and communicate with demons.<br />
<br />
[[Infernal (DnD Feat)|Infernal]]: This feat bestows the ability to understand and communicate with devils.<br />
<br />
[[Celestial (DnD Feat)|Celestial]]: This feat bestows the ability to understand and communicate with celestials.<br />
<br />
[[Elemental (DnD Feat)|Elemental]]: This feat bestows the ability to understand and communicate with any type of elemental.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Rules|Rules]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Life_in_Geburah_(Age_of_Titans_Supplement)&diff=176837Life in Geburah (Age of Titans Supplement)2007-11-25T18:25:56Z<p>Banyan: /* Languages */</p>
<hr />
<div>The central idea of an Age of Titans game is variety. Therefore nothing in here will tell you specifically what life in the continent of Geburah and its surrounding islands is like (except for the sample cultures, which need not be adopted as is), but it will give you a formula for creating a campaign within that continent that allows for nearly any imaginable scenario. That said, this campaign setting was designed with a particular type of play in mind. It is intended to be a mature setting, dealing with concepts and issues beyond those of most published settings, such as slavery, drugs, race/sex relations, and so on. These factors can be ignored if a lighter game is desired, but they were kept in mind during the world's development. A feeling this setting was also going for was one of smallness of the PC's; the world is infinitely large (including the outer planes), mysterious, and inhabited by beings immensely more powerful than mortals. This is why the story of how this world came into being and what the ultimate truth about Heaven and Hell and magic are and so on is not revealed in these articles: those are things the characters, or any other mortals, will simply never know. The scope of the players is intended to be smaller, which brings us to the basic unit of this setting:<br />
<br />
== Cultures ==<br />
<br />
The basic unit is not country or region but culture. Each region has within it multiple cultures characterized by their language, religion, currency, race, and other distinctions. The regions are designed to maximize variety of cultures. There is only a very scant global history, although each culture will have its own legends. Even the way magic is performed and learned should bear some cultural distinction. There is no universal currency or language, but thanks to the influence of the Gardonian Adventurer's Guild, the Gardonian language is common in almost any major city and any local currency can be exchanged into Gardonian copper, silver, gold, and platinum pieces, and vice-versa for guild members.<br />
<br />
=== Creating a Culture ===<br />
<br />
Cultures develop by virtue of having certain things in common. Each culture therefore evolves an identity regarding those elements. What they have in common varies from culture to culture, but there are certain elements which should be taken into account when creating any culture:<br><br />
'''Race:''' To what extent is the culture racially based and which races are typically members?<br><br />
'''Language:''' What language(s) do members of this culture speak?<br><br />
'''Religion:''' What religion(s) do members of this culture subscribe to? (see Religion below)<br><br />
'''Style:''' What do crafts, architecture, etc have in common in this culture?<br><br />
'''Morality:''' Does this culture favor any particular alignments or any other ethical attitudes?<br><br />
Naturally there is much more to a culture than these elements, and some of these elements may not be important to some cultures. In general the procedure used to create a culture is to know what sort of ambiance you seek to achieve in your game and design elements around that. Naturally cultures which are nearby or which share key elements will be similar. The inspiration for each of the seven major regions (see below) serve as broad guidelines for what cultures will be like in those regions. Not all cultures need everything spelled out. Usually a general sense for what a culture is like can suffice, and details (currency, gender roles, etc) can be improvised as needed.<br />
<br />
=== Sample Culture: Human Andelot culture ===<br />
<br />
Andelot is a kingdom to the northeast in the land of Relme. Relme is a low-magic area, so Andelot shares with the rest of Relme a low prevalence of magic users. Clerics are relatively common, but their function as magic users and adventurers is mostly subsumed by their role as facilitators of religious ceremony. Although Relme is made up of a variety of a kingdoms, the church of Kathol (a dualist religion) exerts major influence on every kingdom except Andelot. Andelot is unique in that respect. Hundreds of years ago, a king of Andelot broke from the church of Kathol under what he believed was guidance directly from the God of Heaven. He established a seperate church, almost identical to the church of Kathol, except that the King of Andelot would be the leading religious figure, rather than the Pope of Kathol. The culture of Andelot is very racist, favoring humans and elves over all other races. It has good relations with dwarves and gnomes, but views them as relatively inferior, and believes even that the humans and elves of Andelot are superior to humans and elves elsewhere. The culture of Andelot is very opposed to orcs, goblins, giants, and any other race or derivative of a race which is typically evil. The official policy of the kingdom of Andelot is that such races are inherently evil and should be destroyed wherever they are found. Human Andelot culture is also sexist; it does not allow women to bear any political power and tends to look down on women in other spheres. Andelot uses a currency similar to Gardonian coinage, but the denominations are much more complicated and usually base 12 rather than 10. Humans in Andelot generally speak Angletan, though local dialects of other races, Gardonian, and the languages of neighboring countries can be found as well. Generally, Andelot is a poor and dirty country with a corrupt religious and political life, even though most of its inhabitants are good.<br />
<br />
=== Sample Culture: Elven Solastrían culture ===<br />
<br />
Like the other islands of Adáko, Solastrí is predominantly Toaist. The particular type of Taoism practiced on the island of Solastrí is the teachings of Unshartan. Unshartan taught that tradition and learning is to be the foremost basis of morality. Solastrí is predominantly human, but Adákan elves are relatively common there as well. Compared to human Solastrían culture, the elven culture is far more influenced by the general elven culture of Adáko than that of the humans (more mystical and elitist). Other races on Solastrí (goblins, etc) have their own distinct culture. There is strict division between the sexes in elven Solastrían culture, and women are typically thought of as slightly superior. Men and women are educated seperately and usually pursue different classes, with men usually being craftsmen, traders, shugenja (clerics), monks, or rogues and women usually being artists, aristocrats, wu jen (wizards/sorcerers), or bards. The other classes are shared between the sexes relatively equally. Men usually shave their heads or, in some monasteries, their whole bodies and wear clothes that cover as much as possible. Women do not shave anywhere on their bodies and wear clothes which reveal their backs, on which they often bear tattoos of their choice. Solastrían art, crafts, and architecture is predominantly woodwork which is etched with legends and other stories. Like all of Adáko, the predominant language on Solastrí is common (Adáko), though elven (Adáko) is frequently spoken between elves. Toaists of Unshartan heavily ritualize daily life, include food preparation and consumption, courting and marriage, and daily interactions with others. Gold is extremely scarce in Adáko, and so gems are used as currency. The elves of Adáko have tan skin, except that about one in every sixteen is born with blue skin; this gives them no racial differences other than in appearance, but these rare 'blue elves' are believed by the other races in Adáko to be more mysterious and mystical.<br />
<br />
=== Sample Culture: Gardonian Tribal Orc Culture ===<br />
<br />
The orcs in Gardonia harbor a deep hatred for elves and humans, but they also exhibit a pride in their own heritage and culture. Like most in Gardonia, orcs are usually pantheists, favoring cults to evil gods. They believe that the orcs were some of the original inhabitants of this region, and that elves moved from elsewhere and soon after brought humans and dwarves who stole their land and turned it into walled cities and paved roads. The realm now known as Gardonia then was united under an evil emporer who employed orcs and their kin as bodyguards and brute squads, creating a culture of middle-class urban orcs, but upon the fall of that empire, the jobs orcs filled largely disappeared or were filled by others, leaving the city-dwelling orcs poor and mostly confined to walled ghettos and forced to keep papers indicating their identity whether or not they have committed any crimes. Tribal orcs use no currency, preferring to barter. They are polygamous and extremely sexist. Usually orc men do not mate, except during raids when they are free to rape, but the leaders keep large harems of orc women, often shaved, chained, and kept naked, and from that harem they populate their tribe. Leadership changes often, but this system nonetheless sometimes results in incestuous relations between a leader and an older daughter of one of his 'wives'. Because Gardonia is a good kingdom, it is illegal to kill anyone, including orcs, without good cause, but local law enforcement often turns a blind eye when this happens, and so occasionally raids by a orc tribes on some helpless town populated by other races results in a series of random murders of orcs or attacks on orc tribes by other local towns or cities and those rare decent orcs who have done no harm receive no legal recourse. This often results in more hatred for the humans who rule Gardonia, more raids, and the cycle of violence goes on endlessly. This culture speaks Orcish (Gardonian) but each tribe does so with a slightly different vocabulary as it adopts terminology from other local languages. Tribal leaders and a few members of the tribe will also speak Common Gardonian.<br />
<br />
== Languages ==<br />
<br />
'''Spoken Languages:''' Because Geburah represents a vast area and lacks significant centralizing institutions, languages vary greatly. The [[Supernatural Languages (DnD Variant Rule)]] is used by default, which means that no common language exists, and languages from outside of one's region are difficult to learn. For simplicity, it's best to use the standard languages, but append to them their scope. For example, the language of the humans in Valus is laithan, but since this is the most common language in that area, it can simply be called Common (Valus). Other languages can be handled similarly: Elven (Valus), Orc (Valus), Undercommon (Valus), and so on. Also, thanks to the Gardonian Adventurer's Guild (see below) the Gardonian common tongue is spoken by at least a few people in nearly every major city.<br><br />
'''Dead Languages:''' There are a few dead languages from the ages of old: Antiochan (from the ancient western kingdom of Antioch), Gorgan (from the eastern dead empire of Morgul), Aramach (from the lands of Relme prior to the Church of Kathol), Old Elvish (from the first elves), and Archaen (the oldest known human language which is the precursor of Antiochan and Gorgan).<br><br />
'''Supernatural Languages:''' As per the [[Supernatural Languages (DnD Variant Rule)]], languages like draconic, abyssal, celestial, and so on do not vary, but cannot be learned by normal means.<br />
<br />
== Currencies ==<br />
<br />
'''Live Currency:''' Like spoken languages, currencies vary greatly. It's best to use the same rules for currency as for language: if treasure is found in anything other than Gardonian currency (gp, sp, etc) just use the amount in Gardonian currency and append the region. For example: 200 gp (Valus). This can be exchanged for Gardonian currency for free at Adventurer's Guild offices (see below), and so in most cases, even this step can be ignored.<br><br />
'''Doubloons:''' The term 'doubloon' in Age of Titans refers to rare coins worth more than marked on the coin. This usually refers to currency from some dead nation. However, in some cases, doubloons are specially minted for political transactions, and as these are not supposed to leave the treasuries of their recipients, they are also worth more. Treat them as a type of 'gem' when dealing with treasure.<br />
<br />
== Religion ==<br />
<br />
This campaign setting makes use of [[AoT Expanded Religions (DnD Variant Rule)]]. The most important religions in particular areas are spelled out in those areas' articles, but variety of religions is such that if a character is not interested in the most common religions, they should be encouraged to create their own, more local religion, using the variant rule.<br />
<br />
== The Gardonian Adventurer's Guild ==<br />
<br />
'''History:''' The vast kingdom of Gardonia began as an evil empire, but lasted less than 50 years before the emporer died and his son was overthrown. At that point it became a good kingdom, but one with few resources at first, and for that reason the Gardonian Adventurer's Guild was founded to train and arm those who would be willing to hunt out and destroy the remaining evil influences within the kingdom. As the guild grew and its enemies waned, its purpose expanded to include adventurers and travelers of all sorts. Now the guild has offices in nearly every major city where it exchanges money and information for guild members. The offices typically double as inns as well.<br />
<br />
'''Guild Membership:''' To become a member one need merely sign the contract and pay dues. The dues include a one-time membership fee of 25 gold pieces and then 15 gold pieces a month. For this guild members can be housed at guild offices for a limited time for free when available and have money changed at any office for free. If dues are not payed, there is no penalty, other than lack of access to services until the full balance has been payed. If one does not pay dues for more than a year, their name is sticken from the list of guild members until they choose to rejoin.<br />
<br />
'''Other Information:''' The guild is housed in Eoden Falls, the capital of Gardonia. Dues all go there and payment comes from there, usually by magical means. In addition to joining the guild, an adventurer may list a specific occupation. Some examples of occupations include: bodyguard, sailor, mercenary, burglar, hunter (dragons, undead, aberrations, etc.), or virtually anything else. The guild can help members with a specific occupation to find others with the same occupation or find jobs specific to their chosen occupation.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Campaign Settings|Campaign Settings]] &rarr; [[Age of Titans (DnD Campaign Setting)|Age of Titans]].<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:Supplement]]<br />
[[Category:Age of Titans Setting]]</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Life_in_Geburah_(Age_of_Titans_Supplement)&diff=176836Life in Geburah (Age of Titans Supplement)2007-11-25T18:25:14Z<p>Banyan: /* Languages */ made supernatural languages the default</p>
<hr />
<div>The central idea of an Age of Titans game is variety. Therefore nothing in here will tell you specifically what life in the continent of Geburah and its surrounding islands is like (except for the sample cultures, which need not be adopted as is), but it will give you a formula for creating a campaign within that continent that allows for nearly any imaginable scenario. That said, this campaign setting was designed with a particular type of play in mind. It is intended to be a mature setting, dealing with concepts and issues beyond those of most published settings, such as slavery, drugs, race/sex relations, and so on. These factors can be ignored if a lighter game is desired, but they were kept in mind during the world's development. A feeling this setting was also going for was one of smallness of the PC's; the world is infinitely large (including the outer planes), mysterious, and inhabited by beings immensely more powerful than mortals. This is why the story of how this world came into being and what the ultimate truth about Heaven and Hell and magic are and so on is not revealed in these articles: those are things the characters, or any other mortals, will simply never know. The scope of the players is intended to be smaller, which brings us to the basic unit of this setting:<br />
<br />
== Cultures ==<br />
<br />
The basic unit is not country or region but culture. Each region has within it multiple cultures characterized by their language, religion, currency, race, and other distinctions. The regions are designed to maximize variety of cultures. There is only a very scant global history, although each culture will have its own legends. Even the way magic is performed and learned should bear some cultural distinction. There is no universal currency or language, but thanks to the influence of the Gardonian Adventurer's Guild, the Gardonian language is common in almost any major city and any local currency can be exchanged into Gardonian copper, silver, gold, and platinum pieces, and vice-versa for guild members.<br />
<br />
=== Creating a Culture ===<br />
<br />
Cultures develop by virtue of having certain things in common. Each culture therefore evolves an identity regarding those elements. What they have in common varies from culture to culture, but there are certain elements which should be taken into account when creating any culture:<br><br />
'''Race:''' To what extent is the culture racially based and which races are typically members?<br><br />
'''Language:''' What language(s) do members of this culture speak?<br><br />
'''Religion:''' What religion(s) do members of this culture subscribe to? (see Religion below)<br><br />
'''Style:''' What do crafts, architecture, etc have in common in this culture?<br><br />
'''Morality:''' Does this culture favor any particular alignments or any other ethical attitudes?<br><br />
Naturally there is much more to a culture than these elements, and some of these elements may not be important to some cultures. In general the procedure used to create a culture is to know what sort of ambiance you seek to achieve in your game and design elements around that. Naturally cultures which are nearby or which share key elements will be similar. The inspiration for each of the seven major regions (see below) serve as broad guidelines for what cultures will be like in those regions. Not all cultures need everything spelled out. Usually a general sense for what a culture is like can suffice, and details (currency, gender roles, etc) can be improvised as needed.<br />
<br />
=== Sample Culture: Human Andelot culture ===<br />
<br />
Andelot is a kingdom to the northeast in the land of Relme. Relme is a low-magic area, so Andelot shares with the rest of Relme a low prevalence of magic users. Clerics are relatively common, but their function as magic users and adventurers is mostly subsumed by their role as facilitators of religious ceremony. Although Relme is made up of a variety of a kingdoms, the church of Kathol (a dualist religion) exerts major influence on every kingdom except Andelot. Andelot is unique in that respect. Hundreds of years ago, a king of Andelot broke from the church of Kathol under what he believed was guidance directly from the God of Heaven. He established a seperate church, almost identical to the church of Kathol, except that the King of Andelot would be the leading religious figure, rather than the Pope of Kathol. The culture of Andelot is very racist, favoring humans and elves over all other races. It has good relations with dwarves and gnomes, but views them as relatively inferior, and believes even that the humans and elves of Andelot are superior to humans and elves elsewhere. The culture of Andelot is very opposed to orcs, goblins, giants, and any other race or derivative of a race which is typically evil. The official policy of the kingdom of Andelot is that such races are inherently evil and should be destroyed wherever they are found. Human Andelot culture is also sexist; it does not allow women to bear any political power and tends to look down on women in other spheres. Andelot uses a currency similar to Gardonian coinage, but the denominations are much more complicated and usually base 12 rather than 10. Humans in Andelot generally speak Angletan, though local dialects of other races, Gardonian, and the languages of neighboring countries can be found as well. Generally, Andelot is a poor and dirty country with a corrupt religious and political life, even though most of its inhabitants are good.<br />
<br />
=== Sample Culture: Elven Solastrían culture ===<br />
<br />
Like the other islands of Adáko, Solastrí is predominantly Toaist. The particular type of Taoism practiced on the island of Solastrí is the teachings of Unshartan. Unshartan taught that tradition and learning is to be the foremost basis of morality. Solastrí is predominantly human, but Adákan elves are relatively common there as well. Compared to human Solastrían culture, the elven culture is far more influenced by the general elven culture of Adáko than that of the humans (more mystical and elitist). Other races on Solastrí (goblins, etc) have their own distinct culture. There is strict division between the sexes in elven Solastrían culture, and women are typically thought of as slightly superior. Men and women are educated seperately and usually pursue different classes, with men usually being craftsmen, traders, shugenja (clerics), monks, or rogues and women usually being artists, aristocrats, wu jen (wizards/sorcerers), or bards. The other classes are shared between the sexes relatively equally. Men usually shave their heads or, in some monasteries, their whole bodies and wear clothes that cover as much as possible. Women do not shave anywhere on their bodies and wear clothes which reveal their backs, on which they often bear tattoos of their choice. Solastrían art, crafts, and architecture is predominantly woodwork which is etched with legends and other stories. Like all of Adáko, the predominant language on Solastrí is common (Adáko), though elven (Adáko) is frequently spoken between elves. Toaists of Unshartan heavily ritualize daily life, include food preparation and consumption, courting and marriage, and daily interactions with others. Gold is extremely scarce in Adáko, and so gems are used as currency. The elves of Adáko have tan skin, except that about one in every sixteen is born with blue skin; this gives them no racial differences other than in appearance, but these rare 'blue elves' are believed by the other races in Adáko to be more mysterious and mystical.<br />
<br />
=== Sample Culture: Gardonian Tribal Orc Culture ===<br />
<br />
The orcs in Gardonia harbor a deep hatred for elves and humans, but they also exhibit a pride in their own heritage and culture. Like most in Gardonia, orcs are usually pantheists, favoring cults to evil gods. They believe that the orcs were some of the original inhabitants of this region, and that elves moved from elsewhere and soon after brought humans and dwarves who stole their land and turned it into walled cities and paved roads. The realm now known as Gardonia then was united under an evil emporer who employed orcs and their kin as bodyguards and brute squads, creating a culture of middle-class urban orcs, but upon the fall of that empire, the jobs orcs filled largely disappeared or were filled by others, leaving the city-dwelling orcs poor and mostly confined to walled ghettos and forced to keep papers indicating their identity whether or not they have committed any crimes. Tribal orcs use no currency, preferring to barter. They are polygamous and extremely sexist. Usually orc men do not mate, except during raids when they are free to rape, but the leaders keep large harems of orc women, often shaved, chained, and kept naked, and from that harem they populate their tribe. Leadership changes often, but this system nonetheless sometimes results in incestuous relations between a leader and an older daughter of one of his 'wives'. Because Gardonia is a good kingdom, it is illegal to kill anyone, including orcs, without good cause, but local law enforcement often turns a blind eye when this happens, and so occasionally raids by a orc tribes on some helpless town populated by other races results in a series of random murders of orcs or attacks on orc tribes by other local towns or cities and those rare decent orcs who have done no harm receive no legal recourse. This often results in more hatred for the humans who rule Gardonia, more raids, and the cycle of violence goes on endlessly. This culture speaks Orcish (Gardonian) but each tribe does so with a slightly different vocabulary as it adopts terminology from other local languages. Tribal leaders and a few members of the tribe will also speak Common Gardonian.<br />
<br />
== Languages ==<br />
<br />
'''Spoken Languages:''' Because Geburah represents a vast area and lacks significant centralizing institutions, languages vary greatly. The [[Supernatural Languages (DnD Variant Rule)]] is used by default. For simplicity, it's best to use the standard languages, but append to them their scope. For example, the language of the humans in Valus is laithan, but since this is the most common language in that area, it can simply be called Common (Valus). Other languages can be handled similarly: Elven (Valus), Orc (Valus), Undercommon (Valus), and so on. Also, thanks to the Gardonian Adventurer's Guild (see below) the Gardonian common tongue is spoken by at least a few people in nearly every major city.<br> '''Extraplanar Languages:'''Languages which are spoken on outer planes (such as celestial) will be the same to each region, but rarely known.<br><br />
'''Dead Languages:''' There are a few dead languages from the ages of old: Antiochan (from the ancient western kingdom of Antioch), Gorgan (from the eastern dead empire of Morgul), Aramach (from the lands of Relme prior to the Church of Kathol), Old Elvish (from the first elves), and Archaen (the oldest known human language which is the precursor of Antiochan and Gorgan).<br><br />
'''Supernatural Languages:''' As per the [[Supernatural Languages (DnD Variant Rule)]], languages like draconic, abyssal, celestial, and so on do not vary, but cannot be learned by normal means.<br />
<br />
== Currencies ==<br />
<br />
'''Live Currency:''' Like spoken languages, currencies vary greatly. It's best to use the same rules for currency as for language: if treasure is found in anything other than Gardonian currency (gp, sp, etc) just use the amount in Gardonian currency and append the region. For example: 200 gp (Valus). This can be exchanged for Gardonian currency for free at Adventurer's Guild offices (see below), and so in most cases, even this step can be ignored.<br><br />
'''Doubloons:''' The term 'doubloon' in Age of Titans refers to rare coins worth more than marked on the coin. This usually refers to currency from some dead nation. However, in some cases, doubloons are specially minted for political transactions, and as these are not supposed to leave the treasuries of their recipients, they are also worth more. Treat them as a type of 'gem' when dealing with treasure.<br />
<br />
== Religion ==<br />
<br />
This campaign setting makes use of [[AoT Expanded Religions (DnD Variant Rule)]]. The most important religions in particular areas are spelled out in those areas' articles, but variety of religions is such that if a character is not interested in the most common religions, they should be encouraged to create their own, more local religion, using the variant rule.<br />
<br />
== The Gardonian Adventurer's Guild ==<br />
<br />
'''History:''' The vast kingdom of Gardonia began as an evil empire, but lasted less than 50 years before the emporer died and his son was overthrown. At that point it became a good kingdom, but one with few resources at first, and for that reason the Gardonian Adventurer's Guild was founded to train and arm those who would be willing to hunt out and destroy the remaining evil influences within the kingdom. As the guild grew and its enemies waned, its purpose expanded to include adventurers and travelers of all sorts. Now the guild has offices in nearly every major city where it exchanges money and information for guild members. The offices typically double as inns as well.<br />
<br />
'''Guild Membership:''' To become a member one need merely sign the contract and pay dues. The dues include a one-time membership fee of 25 gold pieces and then 15 gold pieces a month. For this guild members can be housed at guild offices for a limited time for free when available and have money changed at any office for free. If dues are not payed, there is no penalty, other than lack of access to services until the full balance has been payed. If one does not pay dues for more than a year, their name is sticken from the list of guild members until they choose to rejoin.<br />
<br />
'''Other Information:''' The guild is housed in Eoden Falls, the capital of Gardonia. Dues all go there and payment comes from there, usually by magical means. In addition to joining the guild, an adventurer may list a specific occupation. Some examples of occupations include: bodyguard, sailor, mercenary, burglar, hunter (dragons, undead, aberrations, etc.), or virtually anything else. The guild can help members with a specific occupation to find others with the same occupation or find jobs specific to their chosen occupation.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Campaign Settings|Campaign Settings]] &rarr; [[Age of Titans (DnD Campaign Setting)|Age of Titans]].<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Setting]]<br />
[[Category:Supplement]]<br />
[[Category:Age of Titans Setting]]</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Age_of_Titans_(3.5e_Campaign_Setting)&diff=176832Age of Titans (3.5e Campaign Setting)2007-11-25T18:05:30Z<p>Banyan: /* "Historical" Fantasy */</p>
<hr />
<div>{{Campaign Setting Rating|4}}<br />
[[Image:geburah.jpg|thumb|right|Map of Geburah.]]<br />
__TOC__<br />
<br />
Welcome to the Gardonian Adventurer's Guild! We hope you find these resources useful. For any future questions, feel free to use our guild offices found in any major city worldwide, as long as you remain a dues paying member!<br />
<br />
==Introduction==<br />
<br />
The Age of Titans Campaign Setting is in many ways a standard D&D campaign setting. All the base races and classes are represented, as are the deities of Greyhawk, and very few variants are universally used. Nonetheless, an Age of Titans campaign puts a new twist on D&D, by allowing a level of variety and mood provided in few other Campaign Settings. The breadth of the world and isolation of the various regions allows a role-playing experience in which the characters join the war between the armies of kingdoms dedicated to angels and devils, trek across the desert fighting giant scorpions with an Arabian caravan, unlock the mysteries of the esoteric Pharonic religion, or just take arms against dragons deep within an underground labyrinth of caves, and that's just the tip of the ice-berg. This article will provide the basics of why you should play in the Age of Titans Campaign Setting and what you should expect if you do, and it will lead you to further supplements to assist you in building your character or quest.<br />
<br />
=="Historical" Fantasy==<br />
<br />
Geburah is divided into 7 broad regions, which are mostly isolated from each other but still allow for travel when necessary. Two of these regions are based on high fantasy, classic D&D adventuring. The rest are based on some conception of historical fantasy, such as mythical Europe, Egypt, Greece, Africa, and many more. To facilitate the "historical" feel of the game, great effort was taken to craft a fairly realistic world while maintaining the magic and mystery of the fantasy genre. Even in the modern world there is no "common" language or universal currency, and so this is true also of Geburah and its surrounding lands. The existence of the Gardonian Adventurer's Guild (see [[Life in Geburah (Age of Titans Supplement)|Life in Geburah]]) makes this possible without the campaign getting bogged down in minutiae, but it remains an important element of the campaign to keep it down to Earth and a little gritty.<br />
<br />
==Adult-oriented Adventuring==<br />
<br />
Age of Titans was designed with adult themes in mind. In the east, the existence of slavery is considered part of daily life and rarely questioned, even by good kingdoms. In the north, anyone with orcish or goblinoid traits must keep papers and present them frequently to avoid arrest when in cities and occasionally face lynchings in the countryside. In Relme the major church worships the God of good, yet leads conquests into other lands to convert them to their religion or face their deaths. Naturally these elements will not be a part of every campaign, and can be omitted for a lighter adventure, but they are part of the setting's design, and so this setting may not be best for groups who are made uncomfortable by difficult concepts.<br />
<br />
==Age of Titans and other D&D Wiki Settings==<br />
<br />
Age of Titans may be easily incorporated into [[Wikiworld (DnD Campaign Setting)]] and [[Sewer Rats (DnD Campaign Setting)]] can be easily incorporated into Age of Titans. As such, it will provide somewhat intermediate scale information for compiling adventures, with only a few words on [[Cosmology (Age of Titans Supplement)|Cosmology]] and actual ground-level adventures.<br />
<br />
==Playing in Age of Titans==<br />
<br />
If what you've read so far interests you, the following supplements are the place to get started in deciding how your Age of Titans campaign will fit in with the overall setting, and should also give you a wealth of ideas for quests.<center><br />
<br />
[[Life in Geburah (Age of Titans Supplement)|Life in Geburah]]<br />
<br />
[[Geography (Age of Titans Supplement)|Geography]]<br />
<br />
[[History (Age of Titans Supplement)|History]]<br />
<br />
[[Cosmology (Age of Titans Supplement)|Cosmology]]</center><p><br />
<br />
These materials should provide you with the backbone of the setting. After familiarizing yourself with the basics of the world, you should decide which region of Geburah you are most interested in playing. The race and class options and other specifics for that region will be provided in one of the region-specific supplements listed below. Keep in mind that the party need not stay in that region, but the specifics for the region they come from will be important in building their characters. <center><br />
<br />
[[North (Age of Titans Supplement)|The North]]<br />
<br />
[[South (Age of Titans Supplement)|The South]]<br />
<br />
[[East (Age of Titans Supplement)|The East]]<br />
<br />
[[West (Age of Titans Supplement)|The West]]<br />
<br />
[[Relme (Age of Titans Supplement)|Relme]]<br />
<br />
[[Adáko (Age of Titans Supplement)|Adáko]]<br />
<br />
[[Lauraël (Age of Titans Supplement)|Lauraël]]</center><br />
<br />
For an exhaustive list of Age of Titans supplemental material, check the Age of Titans Category link below.<br />
<br />
==List of Quests==<br />
<br />
The following quests were created for this Campaign Setting or were successfully run in it.<br />
<br />
[[The Fallen Angel (DnD Quest)]]<br />
<br />
{{Back to DnD Campaign Settings|category=Age of Titans Setting}}</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Age_of_Titans_(3.5e_Campaign_Setting)&diff=176831Age of Titans (3.5e Campaign Setting)2007-11-25T18:04:39Z<p>Banyan: /* "Historical" Fantasy */</p>
<hr />
<div>{{Campaign Setting Rating|4}}<br />
[[Image:geburah.jpg|thumb|right|Map of Geburah.]]<br />
__TOC__<br />
<br />
Welcome to the Gardonian Adventurer's Guild! We hope you find these resources useful. For any future questions, feel free to use our guild offices found in any major city worldwide, as long as you remain a dues paying member!<br />
<br />
==Introduction==<br />
<br />
The Age of Titans Campaign Setting is in many ways a standard D&D campaign setting. All the base races and classes are represented, as are the deities of Greyhawk, and very few variants are universally used. Nonetheless, an Age of Titans campaign puts a new twist on D&D, by allowing a level of variety and mood provided in few other Campaign Settings. The breadth of the world and isolation of the various regions allows a role-playing experience in which the characters join the war between the armies of kingdoms dedicated to angels and devils, trek across the desert fighting giant scorpions with an Arabian caravan, unlock the mysteries of the esoteric Pharonic religion, or just take arms against dragons deep within an underground labyrinth of caves, and that's just the tip of the ice-berg. This article will provide the basics of why you should play in the Age of Titans Campaign Setting and what you should expect if you do, and it will lead you to further supplements to assist you in building your character or quest.<br />
<br />
=="Historical" Fantasy==<br />
<br />
Geburah is divided into 7 broad regions, which are mostly isolated from each other but still allow for travel when necessary. Two of these regions are based on high fantasy, classic D&D adventuring. The rest are based on some conception of historical fantasy, whether mythical Europe, Egypt, Greece, Africa, and many more. Great effort was taken to maintain a realistic world while maintaining the magic and mystery of the fantasy genre. Even in the modern world there is no "common" language or universal currency, and so this is true also of Geburah and its surrounding lands. The existence of the Gardonian Adventurer's Guild (see [[Life in Geburah (Age of Titans Supplement)|Life in Geburah]]) makes this possible without the campaign getting bogged down in minutiae, but it remains an important element of the campaign to keep it down to Earth and a little gritty.<br />
<br />
==Adult-oriented Adventuring==<br />
<br />
Age of Titans was designed with adult themes in mind. In the east, the existence of slavery is considered part of daily life and rarely questioned, even by good kingdoms. In the north, anyone with orcish or goblinoid traits must keep papers and present them frequently to avoid arrest when in cities and occasionally face lynchings in the countryside. In Relme the major church worships the God of good, yet leads conquests into other lands to convert them to their religion or face their deaths. Naturally these elements will not be a part of every campaign, and can be omitted for a lighter adventure, but they are part of the setting's design, and so this setting may not be best for groups who are made uncomfortable by difficult concepts.<br />
<br />
==Age of Titans and other D&D Wiki Settings==<br />
<br />
Age of Titans may be easily incorporated into [[Wikiworld (DnD Campaign Setting)]] and [[Sewer Rats (DnD Campaign Setting)]] can be easily incorporated into Age of Titans. As such, it will provide somewhat intermediate scale information for compiling adventures, with only a few words on [[Cosmology (Age of Titans Supplement)|Cosmology]] and actual ground-level adventures.<br />
<br />
==Playing in Age of Titans==<br />
<br />
If what you've read so far interests you, the following supplements are the place to get started in deciding how your Age of Titans campaign will fit in with the overall setting, and should also give you a wealth of ideas for quests.<center><br />
<br />
[[Life in Geburah (Age of Titans Supplement)|Life in Geburah]]<br />
<br />
[[Geography (Age of Titans Supplement)|Geography]]<br />
<br />
[[History (Age of Titans Supplement)|History]]<br />
<br />
[[Cosmology (Age of Titans Supplement)|Cosmology]]</center><p><br />
<br />
These materials should provide you with the backbone of the setting. After familiarizing yourself with the basics of the world, you should decide which region of Geburah you are most interested in playing. The race and class options and other specifics for that region will be provided in one of the region-specific supplements listed below. Keep in mind that the party need not stay in that region, but the specifics for the region they come from will be important in building their characters. <center><br />
<br />
[[North (Age of Titans Supplement)|The North]]<br />
<br />
[[South (Age of Titans Supplement)|The South]]<br />
<br />
[[East (Age of Titans Supplement)|The East]]<br />
<br />
[[West (Age of Titans Supplement)|The West]]<br />
<br />
[[Relme (Age of Titans Supplement)|Relme]]<br />
<br />
[[Adáko (Age of Titans Supplement)|Adáko]]<br />
<br />
[[Lauraël (Age of Titans Supplement)|Lauraël]]</center><br />
<br />
For an exhaustive list of Age of Titans supplemental material, check the Age of Titans Category link below.<br />
<br />
==List of Quests==<br />
<br />
The following quests were created for this Campaign Setting or were successfully run in it.<br />
<br />
[[The Fallen Angel (DnD Quest)]]<br />
<br />
{{Back to DnD Campaign Settings|category=Age of Titans Setting}}</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Elemental_(3.5e_Feat)&diff=176829Elemental (3.5e Feat)2007-11-25T18:01:51Z<p>Banyan: New page: __NOTOC__ <div class="supplement">{{author |author_name=banyan |date_created=24.11.07 |status= }} <dplc> |{{Feat Description |Elemental| |Grants the ability to speak with and understand al...</p>
<hr />
<div>__NOTOC__<br />
<div class="supplement">{{author<br />
|author_name=banyan<br />
|date_created=24.11.07<br />
|status=<br />
}}<br />
<dplc><br />
|{{Feat Description<br />
|Elemental|<br />
|Grants the ability to speak with and understand all types of elementals.<br />
|}}</dplc><br />
<br />
===Elemental [General]===<br />
<br />
Grants the ability to speak with and understand all types of elementals.<br />
<br />
=====Prerequisite=====<br />
<br />
[[Supernatural Linguist (DnD Feat)|Supernatural Linguist]]<br />
<br />
=====Benefit=====<br />
<br />
Grants the ability to speak with and understand all types of elementals.<br />
<br />
=====Special=====<br />
<br />
This feat is only relevant if the campaign is using the [[Supernatural Languages (DnD Variant Rule)|Supernatural Languages]] variant.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Feats|Feats]] &rarr; [[DnD General Feats|General Feats]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]<br />
</div></div>Banyanhttps://www.dandwiki.com/w/index.php?title=Celestial_(3.5e_Feat)&diff=176828Celestial (3.5e Feat)2007-11-25T18:01:01Z<p>Banyan: New page: __NOTOC__ <div class="supplement">{{author |author_name=banyan |date_created=24.11.07 |status= }} <dplc> |{{Feat Description |Celestial| |Grants the ability to speak with and understand ce...</p>
<hr />
<div>__NOTOC__<br />
<div class="supplement">{{author<br />
|author_name=banyan<br />
|date_created=24.11.07<br />
|status=<br />
}}<br />
<dplc><br />
|{{Feat Description<br />
|Celestial|<br />
|Grants the ability to speak with and understand celestials.<br />
|}}</dplc><br />
<br />
===Celestial [General]===<br />
<br />
Grants the ability to speak with and understand celestials.<br />
<br />
=====Prerequisite=====<br />
<br />
[[Supernatural Linguist (DnD Feat)|Supernatural Linguist]]<br />
<br />
=====Benefit=====<br />
<br />
Grants the ability to speak with and understand celestials.<br />
<br />
=====Special=====<br />
<br />
This feat is only relevant if the campaign is using the [[Supernatural Languages (DnD Variant Rule)|Supernatural Languages]] variant.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Feats|Feats]] &rarr; [[DnD General Feats|General Feats]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]<br />
</div></div>Banyanhttps://www.dandwiki.com/w/index.php?title=Supernal_(3.5e_Feat)&diff=176827Supernal (3.5e Feat)2007-11-25T18:00:35Z<p>Banyan: New page: __NOTOC__ <div class="supplement">{{author |author_name=banyan |date_created=24.11.07 |status= }} <dplc> |{{Feat Description |Infernal| |Grants the ability to speak with and understand dev...</p>
<hr />
<div>__NOTOC__<br />
<div class="supplement">{{author<br />
|author_name=banyan<br />
|date_created=24.11.07<br />
|status=<br />
}}<br />
<dplc><br />
|{{Feat Description<br />
|Infernal|<br />
|Grants the ability to speak with and understand devils.<br />
|}}</dplc><br />
<br />
===Infernal [General]===<br />
<br />
Grants the ability to speak with and understand devils.<br />
<br />
=====Prerequisite=====<br />
<br />
[[Supernatural Linguist (DnD Feat)|Supernatural Linguist]]<br />
<br />
=====Benefit=====<br />
<br />
Grants the ability to speak with and understand devils.<br />
<br />
=====Special=====<br />
<br />
This feat is only relevant if the campaign is using the [[Supernatural Languages (DnD Variant Rule)|Supernatural Languages]] variant.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Feats|Feats]] &rarr; [[DnD General Feats|General Feats]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]<br />
</div></div>Banyanhttps://www.dandwiki.com/w/index.php?title=Abyssal_(3.5e_Feat)&diff=176826Abyssal (3.5e Feat)2007-11-25T18:00:03Z<p>Banyan: New page: __NOTOC__ <div class="supplement">{{author |author_name=banyan |date_created=24.11.07 |status= }} <dplc> |{{Feat Description |Abyssal| |Grants the ability to speak with and understand demo...</p>
<hr />
<div>__NOTOC__<br />
<div class="supplement">{{author<br />
|author_name=banyan<br />
|date_created=24.11.07<br />
|status=<br />
}}<br />
<dplc><br />
|{{Feat Description<br />
|Abyssal|<br />
|Grants the ability to speak with and understand demons.<br />
|}}</dplc><br />
<br />
===Abyssal [General]===<br />
<br />
Grants the ability to speak with and understand demons.<br />
<br />
=====Prerequisite=====<br />
<br />
[[Supernatural Linguist (DnD Feat)|Supernatural Linguist]]<br />
<br />
=====Benefit=====<br />
<br />
Grants the ability to speak with and understand demons.<br />
<br />
=====Special=====<br />
<br />
This feat is only relevant if the campaign is using the [[Supernatural Languages (DnD Variant Rule)|Supernatural Languages]] variant.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Feats|Feats]] &rarr; [[DnD General Feats|General Feats]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]<br />
</div></div>Banyanhttps://www.dandwiki.com/w/index.php?title=Primordial_(3.5e_Feat)&diff=176825Primordial (3.5e Feat)2007-11-25T17:59:27Z<p>Banyan: New page: __NOTOC__ <div class="supplement">{{author |author_name=banyan |date_created=24.11.07 |status= }} <dplc> |{{Feat Description |Titanic| |Grants the ability to speak with and understand tita...</p>
<hr />
<div>__NOTOC__<br />
<div class="supplement">{{author<br />
|author_name=banyan<br />
|date_created=24.11.07<br />
|status=<br />
}}<br />
<dplc><br />
|{{Feat Description<br />
|Titanic|<br />
|Grants the ability to speak with and understand titans.<br />
|}}</dplc><br />
<br />
===Titanic [General]===<br />
<br />
Grants the ability to speak with and understand titans.<br />
<br />
=====Prerequisite=====<br />
<br />
[[Supernatural Linguist (DnD Feat)|Supernatural Linguist]]<br />
<br />
=====Benefit=====<br />
<br />
Grants the ability to speak with and understand titans.<br />
<br />
=====Special=====<br />
<br />
This feat is only relevant if the campaign is using the [[Supernatural Languages (DnD Variant Rule)|Supernatural Languages]] variant.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Feats|Feats]] &rarr; [[DnD General Feats|General Feats]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]<br />
</div></div>Banyanhttps://www.dandwiki.com/w/index.php?title=Draconic_(3.5e_Feat)&diff=176823Draconic (3.5e Feat)2007-11-25T17:57:56Z<p>Banyan: New page: __NOTOC__ <div class="supplement">{{author |author_name=banyan |date_created=24.11.07 |status= }} <dplc> |{{Feat Description |Draconic| |Grants the ability to speak with and understand dra...</p>
<hr />
<div>__NOTOC__<br />
<div class="supplement">{{author<br />
|author_name=banyan<br />
|date_created=24.11.07<br />
|status=<br />
}}<br />
<dplc><br />
|{{Feat Description<br />
|Draconic|<br />
|Grants the ability to speak with and understand dragons.<br />
|}}</dplc><br />
<br />
===Draconic [General]===<br />
<br />
Grants the ability to speak with and understand dragons.<br />
<br />
=====Prerequisite=====<br />
<br />
[[Supernatural Linguist (DnD Feat)|Supernatural Linguist]]<br />
<br />
=====Benefit=====<br />
<br />
Grants the ability to speak with and understand dragons.<br />
<br />
=====Special=====<br />
<br />
This feat is only relevant if the campaign is using the [[Supernatural Languages (DnD Variant Rule)|Supernatural Languages]] variant.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Feats|Feats]] &rarr; [[DnD General Feats|General Feats]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]<br />
</div></div>Banyanhttps://www.dandwiki.com/w/index.php?title=Vernal_(3.5e_Feat)&diff=176822Vernal (3.5e Feat)2007-11-25T17:56:39Z<p>Banyan: New page: __NOTOC__ <div class="supplement">{{author |author_name=banyan |date_created=24.11.07 |status= }} <dplc> |{{Feat Description |Vernal| |Grants the ability to speak with and understand plant...</p>
<hr />
<div>__NOTOC__<br />
<div class="supplement">{{author<br />
|author_name=banyan<br />
|date_created=24.11.07<br />
|status=<br />
}}<br />
<dplc><br />
|{{Feat Description<br />
|Vernal|<br />
|Grants the ability to speak with and understand plants.<br />
|}}</dplc><br />
<br />
===Vernal [General]===<br />
<br />
Grants the ability to speak with and understand plants.<br />
<br />
=====Prerequisite=====<br />
<br />
[[Supernatural Linguist (DnD Feat)|Supernatural Linguist]]<br />
<br />
=====Benefit=====<br />
<br />
Grants the ability to speak with and understand plants. Note that non-magical plants have effectively no Int, so all that can be communicated are very vague feelings.<br />
<br />
=====Special=====<br />
<br />
This feat is only relevant if the campaign is using the [[Supernatural Languages (DnD Variant Rule)|Supernatural Languages]] variant.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Feats|Feats]] &rarr; [[DnD General Feats|General Feats]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]<br />
</div></div>Banyanhttps://www.dandwiki.com/w/index.php?title=Supernatural_Languages_(3.5e_Variant_Rule)&diff=176821Supernatural Languages (3.5e Variant Rule)2007-11-25T17:54:15Z<p>Banyan: /* New Feats */ added links to feats</p>
<hr />
<div>{{Author<br />
|author_name=Banyan<br />
|date_created=September 6th<br />
|status=Open. Please discuss.<br />
}}<br />
<br />
This variant is useful for campaigns in which language barriers are intended to be a more serious hurdle. This variant should not be used without special consideration by both the DM and the players, since it creates a hurdle players will have to more seriously consider when crafting their characters, choosing spells, etc.<br />
<br />
== Types of Languages ==<br />
<br />
Languages are divided into three types: common languages (in standard D&D rules, all languages would be common languages), uncommon languages, and supernatural languages. There is no language "common" in this variant.<br />
<br />
===Common Languages===<br />
<br />
Common languages are all languages spoken in a character's home region. Any common language may be taken as a bonus language during character creation and adding a new common language to a character's repertoire requires one rank in the <i>speak language</i> skill.<br />
<br />
===Uncommon Languages===<br />
<br />
Uncommon languages are languages which the character is unlikely to be regularly exposed to. They include dead languages and foreign languages (languages spoken outside a character's home region). Uncommon languages may not be taken as bonus languages during character creation and adding a new uncommon language to a character's repertoire requires two ranks in the <i>speak language</i> skill, unless that character has been immersed in the uncommon language, for example by moving to a region where the language is commonly used, in which case it only requires one additional rank of <i>speak language</i>.<br />
<br />
===Supernatural Languages===<br />
<br />
Supernatural languages are languages which are radically different from normally spoken languages. They include the combination of body language and sounds used by animals to communicate, the magical languages of dragons and titans, and the songs of celestials and noises of fiends. Supernatural languages are not learned in the normal way, and they do not develop dialects or change over time. Supernatural languages have no written equivalent. They can only be used by mortals by means of spells or by taking the relevant feats. Which languages are considered supernatural are at the discretion of the DM, but by default they include all languages granted by the feats listed in the New Feats section below.<br />
<br />
==Speak Language==<br />
<br />
The <i>[[Speak Language]]</i> skill can be used to gain a new common or uncommon language, as described above. It cannot be used to learn supernatural languages. Since supernatural languages have no written equivalent, there is no infernal, draconic, or celestial alphabet. Non-supernatural languages which use the draconic alphabet (ignan, for example) use the serpentine alphabet instead.<br />
<br />
'''Serpentine''': Serpentine is a new, non-supernatural language, which replaces draconic for the purpose of all races and creatures other than dragons who normally speak draconic, such as kobolds, lizardfolk, etc.<br />
<br />
==Spells==<br />
<br />
'''Supernatural Tongue''': Supernatural tongue is a new divine spell accessible as a 2nd level cleric spell which allows the recipient to speak and understand one supernatural language, other than Bestial, Critter, or Vernal for the spell's duration.<br />
<br />
'''Nature's Tongue''': Nature's tongue is a new divine spell accessible as a 1st level druid spell which allows the recipient to speak and understand Bestial, Critter, or Vernal, depending on which type of the spell was memorized. For example, if a player wants to have the ability to speak with animals and plants available, she will have to memorize nature's tongue (bestial) and nature's tongue (vernal) separately. This spell replaces the speak with animals spell.<br />
<br />
'''Comprehend Languages''': The comprehend languages spell does not grant the ability to understand supernatural languages, though it may still be cast on speakers of a supernatural language so that they can understand a non-supernatural language.<br />
<br />
'''Tongues''': The tongues spell does not grant the ability to speak or understand supernatural languages.<br />
<br />
'''Other spells''': Spells which allow a character to speak or understand languages and do not specify otherwise do not work for supernatural languages. Spells which have language relevant characteristics but do not allow a character to speak or understand the relevant languages do work for supernatural languages.<br />
<br />
==New Feats==<br />
<br />
[[Supernatural Linguist (DnD Feat)|Supernatural Linguist]]: This feat grants one rank in ''[[Speak Language]]'' and grants access to all Supernatural Language feats.<br />
<br />
[[Bestial (DnD Feat)|Bestial]]: This feat bestows the ability to understand and communicate with animals.<br />
<br />
[[Critter (DnD Feat)|Critter]]: This feat bestows the ability to understand and communicate with vermin.<br />
<br />
[[Vernal (DnD Feat)|Vernal]]: This feat bestows the ability to understand and communicate with plants.<br />
<br />
[[Draconic (DnD Feat)|Draconic]]: This feat bestows the ability to understand and communicate with dragons.<br />
<br />
[[Titanic (DnD Feat)|Titanic]]: This feat bestows the ability to understand and communicate with titans.<br />
<br />
[[Abyssal (DnD Feat)|Abyssal]]: This feat bestows the ability to understand and communicate with demons.<br />
<br />
[[Infernal (DnD Feat)|Infernal]]: This feat bestows the ability to understand and communicate with devils.<br />
<br />
[[Celestial (DnD Feat)|Celestial]]: This feat bestows the ability to understand and communicate with celestials.<br />
<br />
[[Elemental (DnD Feat)|Elemental]]: This feat bestows the ability to understand and communicate with any type of elemental.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Rules|Rules]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Supernatural_Languages_(3.5e_Variant_Rule)&diff=176820Supernatural Languages (3.5e Variant Rule)2007-11-25T17:50:51Z<p>Banyan: /* Spells */ changed it again.</p>
<hr />
<div>{{Author<br />
|author_name=Banyan<br />
|date_created=September 6th<br />
|status=Open. Please discuss.<br />
}}<br />
<br />
This variant is useful for campaigns in which language barriers are intended to be a more serious hurdle. This variant should not be used without special consideration by both the DM and the players, since it creates a hurdle players will have to more seriously consider when crafting their characters, choosing spells, etc.<br />
<br />
== Types of Languages ==<br />
<br />
Languages are divided into three types: common languages (in standard D&D rules, all languages would be common languages), uncommon languages, and supernatural languages. There is no language "common" in this variant.<br />
<br />
===Common Languages===<br />
<br />
Common languages are all languages spoken in a character's home region. Any common language may be taken as a bonus language during character creation and adding a new common language to a character's repertoire requires one rank in the <i>speak language</i> skill.<br />
<br />
===Uncommon Languages===<br />
<br />
Uncommon languages are languages which the character is unlikely to be regularly exposed to. They include dead languages and foreign languages (languages spoken outside a character's home region). Uncommon languages may not be taken as bonus languages during character creation and adding a new uncommon language to a character's repertoire requires two ranks in the <i>speak language</i> skill, unless that character has been immersed in the uncommon language, for example by moving to a region where the language is commonly used, in which case it only requires one additional rank of <i>speak language</i>.<br />
<br />
===Supernatural Languages===<br />
<br />
Supernatural languages are languages which are radically different from normally spoken languages. They include the combination of body language and sounds used by animals to communicate, the magical languages of dragons and titans, and the songs of celestials and noises of fiends. Supernatural languages are not learned in the normal way, and they do not develop dialects or change over time. Supernatural languages have no written equivalent. They can only be used by mortals by means of spells or by taking the relevant feats. Which languages are considered supernatural are at the discretion of the DM, but by default they include all languages granted by the feats listed in the New Feats section below.<br />
<br />
==Speak Language==<br />
<br />
The <i>[[Speak Language]]</i> skill can be used to gain a new common or uncommon language, as described above. It cannot be used to learn supernatural languages. Since supernatural languages have no written equivalent, there is no infernal, draconic, or celestial alphabet. Non-supernatural languages which use the draconic alphabet (ignan, for example) use the serpentine alphabet instead.<br />
<br />
'''Serpentine''': Serpentine is a new, non-supernatural language, which replaces draconic for the purpose of all races and creatures other than dragons who normally speak draconic, such as kobolds, lizardfolk, etc.<br />
<br />
==Spells==<br />
<br />
'''Supernatural Tongue''': Supernatural tongue is a new divine spell accessible as a 2nd level cleric spell which allows the recipient to speak and understand one supernatural language, other than Bestial, Critter, or Vernal for the spell's duration.<br />
<br />
'''Nature's Tongue''': Nature's tongue is a new divine spell accessible as a 1st level druid spell which allows the recipient to speak and understand Bestial, Critter, or Vernal, depending on which type of the spell was memorized. For example, if a player wants to have the ability to speak with animals and plants available, she will have to memorize nature's tongue (bestial) and nature's tongue (vernal) separately. This spell replaces the speak with animals spell.<br />
<br />
'''Comprehend Languages''': The comprehend languages spell does not grant the ability to understand supernatural languages, though it may still be cast on speakers of a supernatural language so that they can understand a non-supernatural language.<br />
<br />
'''Tongues''': The tongues spell does not grant the ability to speak or understand supernatural languages.<br />
<br />
'''Other spells''': Spells which allow a character to speak or understand languages and do not specify otherwise do not work for supernatural languages. Spells which have language relevant characteristics but do not allow a character to speak or understand the relevant languages do work for supernatural languages.<br />
<br />
==New Feats==<br />
<br />
'''Supernatural Linguist''': This feat grants one rank in ''[[Speak Language]]'' and grants access to all Supernatural Language feats.<br />
<br />
'''Bestial''': This feat bestows the ability to understand and communicate with animals.<br />
<br />
'''Critter''': This feat bestows the ability to understand and communicate with vermin.<br />
<br />
'''Vernal''': This feat bestows the ability to understand and communicate with plants.<br />
<br />
'''Draconic''': This feat bestows the ability to understand and communicate with dragons.<br />
<br />
'''Titanic''': This feat bestows the ability to understand and communicate with titans.<br />
<br />
'''Abyssal''': This feat bestows the ability to understand and communicate with demons.<br />
<br />
'''Infernal''': This feat bestows the ability to understand and communicate with devils.<br />
<br />
'''Celestial''': This feat bestows the ability to understand and communicate with celestials.<br />
<br />
'''Elemental''': This feat bestows the ability to understand and communicate with any type of elemental.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Rules|Rules]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Supernatural_Languages_(3.5e_Variant_Rule)&diff=176819Supernatural Languages (3.5e Variant Rule)2007-11-25T17:48:43Z<p>Banyan: /* Spells */ changed spell to make more balanced</p>
<hr />
<div>{{Author<br />
|author_name=Banyan<br />
|date_created=September 6th<br />
|status=Open. Please discuss.<br />
}}<br />
<br />
This variant is useful for campaigns in which language barriers are intended to be a more serious hurdle. This variant should not be used without special consideration by both the DM and the players, since it creates a hurdle players will have to more seriously consider when crafting their characters, choosing spells, etc.<br />
<br />
== Types of Languages ==<br />
<br />
Languages are divided into three types: common languages (in standard D&D rules, all languages would be common languages), uncommon languages, and supernatural languages. There is no language "common" in this variant.<br />
<br />
===Common Languages===<br />
<br />
Common languages are all languages spoken in a character's home region. Any common language may be taken as a bonus language during character creation and adding a new common language to a character's repertoire requires one rank in the <i>speak language</i> skill.<br />
<br />
===Uncommon Languages===<br />
<br />
Uncommon languages are languages which the character is unlikely to be regularly exposed to. They include dead languages and foreign languages (languages spoken outside a character's home region). Uncommon languages may not be taken as bonus languages during character creation and adding a new uncommon language to a character's repertoire requires two ranks in the <i>speak language</i> skill, unless that character has been immersed in the uncommon language, for example by moving to a region where the language is commonly used, in which case it only requires one additional rank of <i>speak language</i>.<br />
<br />
===Supernatural Languages===<br />
<br />
Supernatural languages are languages which are radically different from normally spoken languages. They include the combination of body language and sounds used by animals to communicate, the magical languages of dragons and titans, and the songs of celestials and noises of fiends. Supernatural languages are not learned in the normal way, and they do not develop dialects or change over time. Supernatural languages have no written equivalent. They can only be used by mortals by means of spells or by taking the relevant feats. Which languages are considered supernatural are at the discretion of the DM, but by default they include all languages granted by the feats listed in the New Feats section below.<br />
<br />
==Speak Language==<br />
<br />
The <i>[[Speak Language]]</i> skill can be used to gain a new common or uncommon language, as described above. It cannot be used to learn supernatural languages. Since supernatural languages have no written equivalent, there is no infernal, draconic, or celestial alphabet. Non-supernatural languages which use the draconic alphabet (ignan, for example) use the serpentine alphabet instead.<br />
<br />
'''Serpentine''': Serpentine is a new, non-supernatural language, which replaces draconic for the purpose of all races and creatures other than dragons who normally speak draconic, such as kobolds, lizardfolk, etc.<br />
<br />
==Spells==<br />
<br />
'''Supernatural Tongue''': Supernatural tongue is a new divine spell accessible as a 2nd level cleric spell which allows the recipient to speak and understand one supernatural language, other than Bestial, Critter, or Vernal for the spell's duration.<br />
<br />
'''Nature's Tongue''': Nature's tongue is a new divine spell accessible as a 2nd level druid spell which allows the recipient to speak and understand Bestial, Critter, or Vernal, at the spell-caster's discretion. If this spell is used in a campaign, the "speak with animals" spell should not be permitted.<br />
<br />
'''Comprehend Languages''': The comprehend languages spell does not grant the ability to understand supernatural languages, though it may still be cast on speakers of a supernatural language so that they can understand a non-supernatural language.<br />
<br />
'''Tongues''': The tongues spell does not grant the ability to speak or understand supernatural languages.<br />
<br />
'''Other spells''': Spells which allow a character to speak or understand languages and do not specify otherwise do not work for supernatural languages. Spells which have language relevant characteristics but do not allow a character to speak or understand the relevant languages do work for supernatural languages.<br />
<br />
==New Feats==<br />
<br />
'''Supernatural Linguist''': This feat grants one rank in ''[[Speak Language]]'' and grants access to all Supernatural Language feats.<br />
<br />
'''Bestial''': This feat bestows the ability to understand and communicate with animals.<br />
<br />
'''Critter''': This feat bestows the ability to understand and communicate with vermin.<br />
<br />
'''Vernal''': This feat bestows the ability to understand and communicate with plants.<br />
<br />
'''Draconic''': This feat bestows the ability to understand and communicate with dragons.<br />
<br />
'''Titanic''': This feat bestows the ability to understand and communicate with titans.<br />
<br />
'''Abyssal''': This feat bestows the ability to understand and communicate with demons.<br />
<br />
'''Infernal''': This feat bestows the ability to understand and communicate with devils.<br />
<br />
'''Celestial''': This feat bestows the ability to understand and communicate with celestials.<br />
<br />
'''Elemental''': This feat bestows the ability to understand and communicate with any type of elemental.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Rules|Rules]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Supernatural_Languages_(3.5e_Variant_Rule)&diff=176818Supernatural Languages (3.5e Variant Rule)2007-11-25T17:46:46Z<p>Banyan: /* Speak Language */</p>
<hr />
<div>{{Author<br />
|author_name=Banyan<br />
|date_created=September 6th<br />
|status=Open. Please discuss.<br />
}}<br />
<br />
This variant is useful for campaigns in which language barriers are intended to be a more serious hurdle. This variant should not be used without special consideration by both the DM and the players, since it creates a hurdle players will have to more seriously consider when crafting their characters, choosing spells, etc.<br />
<br />
== Types of Languages ==<br />
<br />
Languages are divided into three types: common languages (in standard D&D rules, all languages would be common languages), uncommon languages, and supernatural languages. There is no language "common" in this variant.<br />
<br />
===Common Languages===<br />
<br />
Common languages are all languages spoken in a character's home region. Any common language may be taken as a bonus language during character creation and adding a new common language to a character's repertoire requires one rank in the <i>speak language</i> skill.<br />
<br />
===Uncommon Languages===<br />
<br />
Uncommon languages are languages which the character is unlikely to be regularly exposed to. They include dead languages and foreign languages (languages spoken outside a character's home region). Uncommon languages may not be taken as bonus languages during character creation and adding a new uncommon language to a character's repertoire requires two ranks in the <i>speak language</i> skill, unless that character has been immersed in the uncommon language, for example by moving to a region where the language is commonly used, in which case it only requires one additional rank of <i>speak language</i>.<br />
<br />
===Supernatural Languages===<br />
<br />
Supernatural languages are languages which are radically different from normally spoken languages. They include the combination of body language and sounds used by animals to communicate, the magical languages of dragons and titans, and the songs of celestials and noises of fiends. Supernatural languages are not learned in the normal way, and they do not develop dialects or change over time. Supernatural languages have no written equivalent. They can only be used by mortals by means of spells or by taking the relevant feats. Which languages are considered supernatural are at the discretion of the DM, but by default they include all languages granted by the feats listed in the New Feats section below.<br />
<br />
==Speak Language==<br />
<br />
The <i>[[Speak Language]]</i> skill can be used to gain a new common or uncommon language, as described above. It cannot be used to learn supernatural languages. Since supernatural languages have no written equivalent, there is no infernal, draconic, or celestial alphabet. Non-supernatural languages which use the draconic alphabet (ignan, for example) use the serpentine alphabet instead.<br />
<br />
'''Serpentine''': Serpentine is a new, non-supernatural language, which replaces draconic for the purpose of all races and creatures other than dragons who normally speak draconic, such as kobolds, lizardfolk, etc.<br />
<br />
==Spells==<br />
<br />
'''Supernatural Tongue''': Supernatural tongue is a new divine spell accessible as a 2nd level cleric spell which allows the recipient to speak and understand one supernatural language for the spell's duration.<br />
<br />
'''Nature's Tongue''': Nature's tongue is a new divine spell accessible as a 1st level druid spell which allows the recipient to speak and understand Bestial, Critter, or Vernal, at the spell-caster's discretion. This spell's existence renders the speak with animals spell irrelevant.<br />
<br />
'''Comprehend Languages''': The comprehend languages spell does not grant the ability to understand supernatural languages, though it may still be cast on speakers of a supernatural language so that they can understand a non-supernatural language.<br />
<br />
'''Tongues''': The tongues spell does not grant the ability to speak or understand supernatural languages.<br />
<br />
'''Other spells''': Spells which allow a character to speak or understand languages and do not specify otherwise do not work for supernatural languages. Spells which have language relevant characteristics but do not allow a character to speak or understand the relevant languages do work for supernatural languages.<br />
<br />
==New Feats==<br />
<br />
'''Supernatural Linguist''': This feat grants one rank in ''[[Speak Language]]'' and grants access to all Supernatural Language feats.<br />
<br />
'''Bestial''': This feat bestows the ability to understand and communicate with animals.<br />
<br />
'''Critter''': This feat bestows the ability to understand and communicate with vermin.<br />
<br />
'''Vernal''': This feat bestows the ability to understand and communicate with plants.<br />
<br />
'''Draconic''': This feat bestows the ability to understand and communicate with dragons.<br />
<br />
'''Titanic''': This feat bestows the ability to understand and communicate with titans.<br />
<br />
'''Abyssal''': This feat bestows the ability to understand and communicate with demons.<br />
<br />
'''Infernal''': This feat bestows the ability to understand and communicate with devils.<br />
<br />
'''Celestial''': This feat bestows the ability to understand and communicate with celestials.<br />
<br />
'''Elemental''': This feat bestows the ability to understand and communicate with any type of elemental.<br />
<br />
<br />
----<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Rules|Rules]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Transformational Variant Rule]]</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Supernatural_Languages_(3.5e_Variant_Rule)&diff=176816Supernatural Languages (3.5e Variant Rule)2007-11-25T17:45:49Z<p>Banyan: /* New Feats */ changed vermin and bestial so they aren't stupid</p>
<hr />
<div>{{Author<br />
|author_name=Banyan<br />
|date_created=September 6th<br />
|status=Open. Please discuss.<br />
}}<br />
<br />
This variant is useful for campaigns in which language barriers are intended to be a more serious hurdle. This variant should not be used without special consideration by both the DM and the players, since it creates a hurdle players will have to more seriously consider when crafting their characters, choosing spells, etc.<br />
<br />
== Types of Languages ==<br />
<br />
Languages are divided into three types: common languages (in standard D&D rules, all languages would be common languages), uncommon languages, and supernatural languages. There is no language "common" in this variant.<br />
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===Common Languages===<br />
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Common languages are all languages spoken in a character's home region. Any common language may be taken as a bonus language during character creation and adding a new common language to a character's repertoire requires one rank in the <i>speak language</i> skill.<br />
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===Uncommon Languages===<br />
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Uncommon languages are languages which the character is unlikely to be regularly exposed to. They include dead languages and foreign languages (languages spoken outside a character's home region). Uncommon languages may not be taken as bonus languages during character creation and adding a new uncommon language to a character's repertoire requires two ranks in the <i>speak language</i> skill, unless that character has been immersed in the uncommon language, for example by moving to a region where the language is commonly used, in which case it only requires one additional rank of <i>speak language</i>.<br />
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===Supernatural Languages===<br />
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Supernatural languages are languages which are radically different from normally spoken languages. They include the combination of body language and sounds used by animals to communicate, the magical languages of dragons and titans, and the songs of celestials and noises of fiends. Supernatural languages are not learned in the normal way, and they do not develop dialects or change over time. Supernatural languages have no written equivalent. They can only be used by mortals by means of spells or by taking the relevant feats. Which languages are considered supernatural are at the discretion of the DM, but by default they include all languages granted by the feats listed in the New Feats section below.<br />
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==Speak Language==<br />
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The [[Speak Language]] skill can be used to gain a new common or uncommon language, as described above. It cannot be used to learn supernatural languages. Since supernatural languages have no written equivalent, there is no infernal, draconic, or celestial alphabet. Non-supernatural languages which use the draconic alphabet (ignan, for example) use the serpentine alphabet instead.<br />
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'''Serpentine''': Serpentine is a new, non-supernatural language, which replaces draconic for the purpose of all races and creatures other than dragons who normally speak draconic, such as kobolds, lizardfolk, etc.<br />
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==Spells==<br />
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'''Supernatural Tongue''': Supernatural tongue is a new divine spell accessible as a 2nd level cleric spell which allows the recipient to speak and understand one supernatural language for the spell's duration.<br />
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'''Nature's Tongue''': Nature's tongue is a new divine spell accessible as a 1st level druid spell which allows the recipient to speak and understand Bestial, Critter, or Vernal, at the spell-caster's discretion. This spell's existence renders the speak with animals spell irrelevant.<br />
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'''Comprehend Languages''': The comprehend languages spell does not grant the ability to understand supernatural languages, though it may still be cast on speakers of a supernatural language so that they can understand a non-supernatural language.<br />
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'''Tongues''': The tongues spell does not grant the ability to speak or understand supernatural languages.<br />
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'''Other spells''': Spells which allow a character to speak or understand languages and do not specify otherwise do not work for supernatural languages. Spells which have language relevant characteristics but do not allow a character to speak or understand the relevant languages do work for supernatural languages.<br />
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==New Feats==<br />
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'''Supernatural Linguist''': This feat grants one rank in ''[[Speak Language]]'' and grants access to all Supernatural Language feats.<br />
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'''Bestial''': This feat bestows the ability to understand and communicate with animals.<br />
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'''Critter''': This feat bestows the ability to understand and communicate with vermin.<br />
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'''Vernal''': This feat bestows the ability to understand and communicate with plants.<br />
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'''Draconic''': This feat bestows the ability to understand and communicate with dragons.<br />
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'''Titanic''': This feat bestows the ability to understand and communicate with titans.<br />
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'''Abyssal''': This feat bestows the ability to understand and communicate with demons.<br />
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'''Infernal''': This feat bestows the ability to understand and communicate with devils.<br />
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'''Celestial''': This feat bestows the ability to understand and communicate with celestials.<br />
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'''Elemental''': This feat bestows the ability to understand and communicate with any type of elemental.<br />
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[[Category:DnD]]<br />
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[[Category:Transformational Variant Rule]]</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Bestial_(3.5e_Feat)&diff=176814Bestial (3.5e Feat)2007-11-25T17:45:17Z<p>Banyan: changed to all animals</p>
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|author_name=banyan<br />
|date_created=24.11.07<br />
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<dplc><br />
|{{Feat Description<br />
|Bestial|<br />
|Grants the ability to speak with and understand animals.<br />
|}}</dplc><br />
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===Bestial [General]===<br />
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Grants the ability to speak with and understand animals.<br />
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=====Prerequisite=====<br />
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[[Supernatural Linguist (DnD Feat)|Supernatural Linguist]]<br />
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=====Benefit=====<br />
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Grants the ability to speak with and understand animals.<br />
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=====Special=====<br />
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This feat is only relevant if the campaign is using the [[Supernatural Languages (DnD Variant Rule)|Supernatural Languages]] variant.<br />
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Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Feats|Feats]] &rarr; [[DnD General Feats|General Feats]]<br />
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</div></div>Banyanhttps://www.dandwiki.com/w/index.php?title=Talk:Bestial_(3.5e_Feat)&diff=176813Talk:Bestial (3.5e Feat)2007-11-25T17:44:51Z<p>Banyan: /* Int problem */</p>
<hr />
<div>== Int problem ==<br />
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No creature of the animal type can have an int higher than 2. If it has an int of 3 or higher, it's a magical beast. --[[User:Daniel Draco|Daniel Draco]] 10:48, 24 November 2007 (MST)<br />
:You're right, of course. I don't know what I was thinking. I've changed this feat to all animals and changed "Critter" to all vermin. Thanks for the comment. --[[User:Banyan|Banyan]] 10:44, 25 November 2007 (MST)</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Critter_(3.5e_Feat)&diff=176810Critter (3.5e Feat)2007-11-25T17:43:39Z<p>Banyan: switched to only vermin</p>
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<div>__NOTOC__<br />
<div class="supplement">{{author<br />
|author_name=banyan<br />
|date_created=24.11.07<br />
|status=<br />
}}<br />
<dplc><br />
|{{Feat Description<br />
|Critter|<br />
|Grants the ability to speak with and understand vermin.<br />
|}}</dplc><br />
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===Critter [General]===<br />
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Grants the ability to speak with and understand vermin.<br />
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=====Prerequisite=====<br />
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[[Supernatural Linguist (DnD Feat)|Supernatural Linguist]]<br />
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=====Benefit=====<br />
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Grants the ability to speak with and understand vermin.<br />
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=====Special=====<br />
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This feat is only relevant if the campaign is using the [[Supernatural Languages (DnD Variant Rule)|Supernatural Languages]] variant.<br />
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Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Feats|Feats]] &rarr; [[DnD General Feats|General Feats]]<br />
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</div></div>Banyanhttps://www.dandwiki.com/w/index.php?title=Talk:Critter_(3.5e_Feat)&diff=176808Talk:Critter (3.5e Feat)2007-11-25T17:42:54Z<p>Banyan: </p>
<hr />
<div>== Idea ==<br />
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I think that it should only affect animals (of intelligence up to 5), and you should have a seperate feat for all vermin. --[[User:Sam Kay|Sam Kay]] 11:56, 24 November 2007 (MST)<br />
:After a cursory look at how many animals this would otherwise include, you're totally right. I'm changing the "Bestial" feat to all animals and "Critter" to all vermin. Thanks for the comment. --[[User:Banyan|Banyan]] 10:42, 25 November 2007 (MST)</div>Banyanhttps://www.dandwiki.com/w/index.php?title=Critter_(3.5e_Feat)&diff=176569Critter (3.5e Feat)2007-11-24T17:28:15Z<p>Banyan: New page: __NOTOC__ <div class="supplement">{{author |author_name=banyan |date_created=24.11.07 |status= }} <dplc> |{{Feat Description |Critter| |Grants the ability to speak with and understand anim...</p>
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<dplc><br />
|{{Feat Description<br />
|Critter|<br />
|Grants the ability to speak with and understand animals or vermin with Int less than 3.<br />
|}}</dplc><br />
===Critter [General]===<br />
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Grants the ability to speak with and understand animals and vermin of Int 1 or 2.<br />
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=====Prerequisite=====<br />
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[[Supernatural Linguist (DnD General Feat)|Supernatural Linguist]]<br />
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=====Benefit=====<br />
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Grants the ability to speak with and understand animals and vermin of Int 1 or 2.<br />
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=====Special=====<br />
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This feat is only relevant if the campaign is using the [[Supernatural Languages (DnD Variant Rule)|Supernatural Languages]] variant.<br />
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Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Feats|Feats]] &rarr; [[DnD <!-- subcategory --> Feats|<!-- subcategory --> Feats]]<br />
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</div></div>Banyanhttps://www.dandwiki.com/w/index.php?title=Bestial_(3.5e_Feat)&diff=176568Bestial (3.5e Feat)2007-11-24T17:26:47Z<p>Banyan: New page: __NOTOC__ <div class="supplement">{{author |author_name=banyan |date_created=24.11.07 |status= }} <dplc> |{{Feat Description |Bestial| |Grants the ability to speak with and understand anim...</p>
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|author_name=banyan<br />
|date_created=24.11.07<br />
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<dplc><br />
|{{Feat Description<br />
|Bestial|<br />
|Grants the ability to speak with and understand animals of at least Int 3.<br />
|}}</dplc><br />
===Bestial [General]===<br />
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Grants the ability to speak with and understand animals of at least Int 3.<br />
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=====Prerequisite=====<br />
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[[Supernatural Linguist (DnD General Feat)|Supernatural Linguist]]<br />
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=====Benefit=====<br />
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Grants the ability to speak with and understand animals of at least Intelligence 3.<br />
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=====Special=====<br />
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This feat is only relevant if the campaign is using the [[Supernatural Languages (DnD Variant Rule)|Supernatural Languages]] variant.<br />
<br />
Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Feats|Feats]] &rarr; [[DnD <!-- subcategory --> Feats|<!-- subcategory --> Feats]]<br />
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</div></div>Banyanhttps://www.dandwiki.com/w/index.php?title=Supernatural_Linguist_(3.5e_Feat)&diff=176567Supernatural Linguist (3.5e Feat)2007-11-24T17:17:46Z<p>Banyan: New page: __NOTOC__ <div class="supplement">{{author |author_name=banyan |date_created=24.11.07 |status= }} <dplc> |{{Feat Description |Supernatural Linguist| |Grants one rank in Speak Language and ...</p>
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|author_name=banyan<br />
|date_created=24.11.07<br />
|status=<br />
}}<br />
<dplc><br />
|{{Feat Description<br />
|Supernatural Linguist|<br />
|Grants one rank in Speak Language and grants access to all Supernatural Language feats<br />
|}}</dplc><br />
===Supernatural Linguist [General]===<br />
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Grants one rank in Speak Language and grants access to all Supernatural Language feats..<br />
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=====Prerequisite=====<br />
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-<br />
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=====Benefit=====<br />
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Grants one rank in Speak Language, and thus proficiency in one common language. This feat is also the prerequisite for all feats which grant the ability to speak and understand a Supernatural Language.<br />
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=====Special=====<br />
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This feat is only relevant if the campaign is using the [[Supernatural Languages (DnD Variant Rule)|Supernatural Languages]] variant.<br />
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Back to [[Main Page]] &rarr; [[Dungeons and Dragons]] &rarr; [[DnD Character Options|Character Options]] &rarr; [[DnD Feats|Feats]] &rarr; [[DnD <!-- subcategory --> Feats|<!-- subcategory --> Feats]]<br />
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