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  1. - Top - End - #1
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    Gaiyamato's Avatar

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    Post The Little World [D&D 3.5]

    Starting with backups of all of the old Little World material before I collate it and work out the plans for any possible future reboot. For now these will be verbatim copy-paste. This will include material that will be discarded from the core rules and world material later.
    Current Avatar made by Pessimismrocks for the Battle for the little world - Fields of Blood game!

    Spoiler: Past Avatars
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    Awesome Avatar made by Meirnon!!!



    Quote Originally Posted by Chilingsworth View Post
    We took a thread that was supposed to be a diplomatic negotiation and first contact, and turned it into Darth Ghaeris' rampage...

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    Default Re: The Little World [D&D 3.5]

    New Recruitment Thread!

    Original Recruitment Thread

    Original Master Thread

    Crunch, mechanics, and the secrets of airship propulsion

    Current Turn: 4
    Current Season: Summer
    Current Week: 4/13/52
    Next Turn on: First Week of 2014

    Calendar Current World Events Thread

    Great Big Thread Of World Fluff!!

    Great Big Thread of World Artwork!!

    Spoiler: Resource Table for settlement civilian type
    Show

    {table] | Human | Elf | Desert Elf | Dwarf | Orc | Hobgoblin | Halfling | Drack's Undead Druids | V'K'kraan'ck | Drow | Corrupted Human | Hegeyonkai | Imaskari | Gnomes | Marruspawn
    Aquatic | 3 | 3 | 1 | 1 | 2 | 1 | 3 | 2 | 1 | 1 | 2 | | | |
    Desert | 2 | 2 | 4 | 2 | 2 | 2 | 2| 1 | 2 | 0 | 4 | | | |
    Forest | 4 | 8 | 6 | 1 | 5 | 2 | 4 | 8 | 1 | 1* | 2 | | | |
    Hill | 4 | 2 | 2 | 5 | 3 | 3 | 6 | 2 | 3 | 1 | 2 | | | |
    Marsh | 2 | 2 | 1 | 1 | 3 | 1 | 2 | 5 | 5 | 1 | 6 | | | |
    Mountain | 2 | 1 | 2 | 8 | 3 | 6 | 1 | 1 | 6 | 1 | 1 | | | |
    Plains | 6 | 3 | 4 | 2 | 2 | 4 | 8 | 1 | 6 | 1 | 4 | | | |
    Underground | 1 | 3 | 4| 4 | 4 | 5 | 1 | 4 | 5 | Varies* | 3 | 2 | 5 | 3 |
    [/table]
    * 1D5+3 for each hex - set permanently.
    * 6 if deep forest.


    Spoiler: DRAGONS!!
    Show

    These are all of the Dragons. No others exist except the Cohorts of Sid'Jax.

    Dragon Status:
    {table=head] Type | Wyrmlings | Young Adult/Adult | Location | Status
    Black | 0 | 0 | SWXXX | Moved to Jakkak - enslaved. Adult is undead (Special Undead) (Dark Empire). Wymlings mutated and turned into a horrible cross-breed.
    Blue | 5 | 1 | SWXXX | Temporarily incarcerated by the Elves for redemption. Adult is badly injured.
    Green | 0 | 0 | SWXXX | Moved to Jakkak - enslaved. Adult soon to be Undead (Dark Empire). Wymlings mutated and turned into a horrible cross-breed.
    Red | 0 | 0 | SWXXX | Extinct. Adult is undead (Skeleton) (Dark Empire). Wymlings mutated and turned into a horrible cross-breed.
    White | 5 | 1 | SWXXX | Sitting happily in their home.
    Brass | 0 | 0 | SWXXX | Extinct. Adult is undead (Skeleton) (Dark Empire). Wymlings reverted to Eggs and turned into Draconians.
    Bronze | 0 | 0 | SWXXX | Extinct. Adult soon to be Undead (Dark Empire). Wymlings reverted to Eggs and turned into Draconians.
    Copper | 5 | 1 | SWXXX | Allied with Elves.
    Gold | 5 | 1 | SWXXX | Allied with Haven.
    Silver | 0 | 0 | SWXXX | Extinct. Adult soon to be Undead (Dark Empire). Wymlings reverted to Eggs and turned into Draconians.
    Sand | 5 | 1 | SWXXX | Allied with Marru'ia
    Amethyst | 5 | 1 | UDXXX | Undiscovered
    Emerald | 5 | 1 | UDXXX | Undiscovered
    Sapphire | 5 | 1 | UDXXX | Undiscovered
    Topaz | 5 | 1 | UDXXX | Undiscovered
    Deep | 5 | 1 | UDXXX | Undiscovered
    [/table]


    Updated Gods table

    Spoiler: Divine Beings
    Show

    Core Pantheon Divine Rank: 13
    {table=head] Name | Image | Player | Race | Domains/Portfolios | Alignment | Divine Rank | Pantheon Rank
    R'ta'nakk'k the Ancient One | | NPC | V'K'kraan'ck | Pain, Thirst, Madness, Tyranny, Law, Evil, Suffering, Corruption | Lawful Evil | 6 | King of the Gods
    Sophia, the White Lady (1) | | Chilingsworth | Asimaar | Healing, Strength, Protection, Celestial, Luck | Neutral Good | 5 | Queen of the Gods
    Inautia, the Undead Lord | | Pesimismrocks | Illumian Lich | Death, Undeath, Blackwater, Watery Death, Vermin (see in homebrew section) | Lawful Neutral | 2 | God of Death, Undeath and Vermin
    Sid'Jax/Wn'uf'cew Fn'yar (1, 2, 3, 4) | | EricVale | Thri Kreen | War, Magic, Knowledge, Summoner, Courage | Chaotic Neutral | 2 | God of Magic and War
    Nansuelbda | in progress | TBA | Spirit of the Land | Plant, Animal, Balance, Sun |True Neutral | 2 | Minor God
    Eril | in progress | Dawnraven | Human |Trade, Darkness, Shadow, Travel | Neutral Good | 1 | Minor God
    Kyrrus, Lord of Chaos, Change, and Dreams | in progress | Psilulz | Doppleganger | Chaos, Dream, Transformation | Chaotic Neutral | 1 | Minor God
    [/table]

    Dwarf Pantheon Divine Rank: 5
    {table=head] Name | Image | Player | Race | Domains/Portfolios | Alignment | Divine Rank | Pantheon Rank
    Nordi the Smith, Firstdwarf, Forger of Thorunudin, Dwarf All-Father | | Demonic_Spoon | Earth Midgard Dwarf | Glory, Family, Dwarf, Destiny, Spell | Lawful Good | 5 | King of Dwarf Pantheon
    [/table]

    Spoiler: About Unity Sub-Pantheons
    Show

    These Pantheons exist because Gods are lending their power to them (often involuntarily). They are more a field of philosophy than an actual divine being. As such they do not grant miracles or answer any questions posed via commune spells/abilities. Sacrifices also similarly have no effect (either the BoVD rules or the FoB rules).

    World Speaker (Faiths of Eberron) Prestige class may be used for any of the Unity Pantheons freely.


    Evil Unity Pantheon
    {table=head] Domains/Portfolios | Alignment | Divine Rank
    Evil, Scalykind, Winter, Time, Rune, Madness, Pain | Any Evil | 8
    [/table]

    Good Unity Pantheon
    {table=head] Domains/Portfolios | Alignment | Divine Rank
    Good, Healing, Protection, Glory, Family | Any Good | 7
    [/table]

    Law Unity
    {table=head] Domains/Portfolios | Alignment | Divine Rank
    Law, Tyranny, Pain, Death, Undeath, 2 more (from Nordi) | Lawful Neutral | 9
    [/table]

    Chaos Unity
    {table=head] Domains/Portfolios | Alignment | Divine Rank
    Chaos, Luck, Transformation, Scalykind, Winter | Chaotic Neutral | 2
    [/table]

    The Great Balance (Neutral Unity)
    {table=head] Domains/Portfolios | Alignment | Divine Rank
    Balance, War, Magic, Plant, Animal, Travel, Luck | True Neutral | 4
    [/table]

    The Cult of the Darkness Below
    {table=head] Domains/Portfolios | Alignment | Divine Rank
    Cavern, Corruption, Darkness, Dragon Below, Earth, Evil, Greed, Madness, Pact, Pain, Pestilence, Summoner | Neutral Evil | 2
    [/table]

    Fallen Gods
    {table=head] Name | Image | Race | Domains/Portfolios | Alignment | Divine Rank | Pantheon Rank
    Kayros - The Damned God | | Great Abomination | Creation, Rune, Time, For Evil Only: Sin-Greed, Sin-Pride, For Neutral Only: Retribution, Wrath | Neutral Evil | 0 | Bound/Trapped God
    Tyrannus Nol Gathrik | in progress | Wyrven | Scalykind, Drow, Winter, Seafolk, Cavern | Chaotic Evil | 0 | Destroyed - Vestige only
    [/table]

    Fallen Gods are unable to grant spells unless you have the Servant of the Fallen Feat (Lost Empires of Faerun).

    Clerics of Kayros may be Neutral Evil or True Neutral only.

    Clerics of Tyrannus must be Chaotic Evil, any Chaotic Drow or any Chaotic Dragon/Dragon-kind.


    Spoiler: Divine Rank 0 Entities
    Show

    {table=head] Name | Image | Player | Race | Alignment
    Thoris Fire-Dreamer | in progress | NPC | Gold Dragon | Lawful Good
    Great Arachnid Hivemind | na | NPC | Hive Mind (Comprised of various Arachnids) | True Neutral (Tending a little evil these days...)
    R'y'all'all'eth | in progress | NPC | Elder Evil | Neutral Evil
    [/table]


    Spoiler: All Known Artifacts
    Show

    TBA


    Spoiler: Vestiges
    Show


    {table=head] Vestige Name | Short description
    Roland | Vestige of a fallen Paladin in service to Sophia. Banished by his own Goddess.
    Tyrannus | Vestige of a fractured and dead God seeking to still influence the Dragon-kind and Drow of the world.
    [/table]

    Spoiler: Roland
    Show

    Roland, The Fallen King

    Vestige Level: 3
    Binding Check: DC20

    Granted Powers: Roland grants you powers that boost your fields of blood units, and gives them great power when fighting undead.

    Today We Stand
    The binder's unit gains a +1 bonus to MaB as long as he remains within that unit. This bonus is doubled when the attack is directed against an undead unit.

    We Shall Not Falter
    While this Vestige is Bound the binder gains a +2 bonus to command and any friendly unit within 200ft of him gains a +2 bonus to morale

    Turn Undead
    Once per day if the binder's unit successfully hits an undead unit, the binder may opt to do no damage and instead cause the undead to suffer from the panicked conditions or a number of rounds equal to the binders charisma modifier

    None Escape My Grasp
    The binders unit may make a Kill them all action against any undead unit or any unit that willingly associates with any undead units without using an action. The morale DC is reduced to 15 for good units and is removed for neutral units

    Blaze Of Glory
    Whenever the Binder hp is reduced below zero or is killed by a spell, he is revived at half health. He gains a +2 bonus to str, con, dex and cha. He gains a 30ft flight speed. He gains DR 5/- and fast healing 1 and his weapon gains either the holy or unholy quality [binders choice]. He also gains the ability to smite evil [if good] or smite good [if evil] as if he were a paladin of his binder level. After a number of rounds equal to d4+cha mod he dies and his soul is shattered, leaving him unable of being revived except by a miracle spell or the gift of life divine ability.


    Spoiler: Tyrannus
    Show

    TBA




    Rulers: Ruler's OOC

    Champions: Champions OOC

    Spoiler: The Dark Empire
    Show

    Supreme Council [Everyone who sits on this council is a level 9+ Ruler or NPC]

    {table=head] Lord | Role | NPC/PC
    Gaheris | Emperor of the Dark Empire, Champion to R'ta'nakk'k, Chair and official Ruler | PC
    Darnys Eldarbane | King of Vashar Isles, Admiral of the Fleets | PC
    Narn | Duke of the North, King of the Frost Giants, Speaker of Dreams | NPC
    Vecta | Duchess of the South, Warlord of the Orcs, Priestess of the Dark Cabal, High Priestess of R'ta'nakk'k, Queen of Shades, Queen of the Draconians | PC
    Elanshai | Lord of Intelligence | PC
    Small council | The Small Council |
    [/table]

    The council counts as one "Ruler" on the Supreme Council

    Small Council The small council operates day-to-day mundane parts of the civilian population and acts as a single "seat" on the main council holding 1 vote over-all. New members of the Supreme Council are chosen from the Small Council by those who already sit on the Supreme Council should a member of the Supreme Council meet an untimely end.
    [Everyone who sits on this council is an E6 Champion or an NPC]
    {table=head] Seat Number | Lord | Role | NPC/PC
    1 | Gilgonn Arnor | Master of Assassins | PC
    2 |Matthazar Silverwood | Lord of the Wood | PC
    3 | Saera Valber | Lord of Beasts | PC
    4 | Father Ghuuthra | Cult of Decay Leader | PC
    5 | Reaver-Gnasher | King of the Trolls | PC
    6 | Udoian Greypall | another cleric? | PC
    7 | Draj | General of the Draconian Guard | PC
    8 | Oelippe | Another stealthy guy?? | PC
    9 | empty spot (never filled) | na | PC
    10 | empty spot (never filled) | na | PC
    11 | empty spot (never filled) | na | PC
    12 | empty spot (never filled) | na | PC
    13 | empty spot (never filled) | na | PC
    14 | NPC Aristocrat | Master of House Tak'nut'kk | NPC
    15 | NPC Aristocrat | Master of House Ri'tt'actk | NPC
    [/table]

    Other Notable Characters
    {table=head] Name | ECL | CR | NPC/PC
    Warlord Tarul | 12 | 11 | NPC
    Shaman Raghan | 8 | 8 | NPC
    Warlord Gruzzag The Black | 13 | 14 | NPC
    Sa'zz'ak | 16 | 12 | NPC
    [/table]


    Spoiler: Haven
    Show

    {table]The Free States of Haven | Human | 4 | Sophia | A nation of refugees and survivors fighting to take back their home.[/table]
    {table=head] Character | Race | Player | ECL | Role within Realm
    Victor Carth | Human | Deadline | 10 | Lord Protector [Ruler]
    Timu the Loyal | Kobold | Laendri | 6 | Champion of Haven [Aristocrat]
    Sir Kalen Blackwood | Human | ChaChaPanda | 6 | Champion of Haven [Military]
    [/table]

    Other Notable Characters
    {table=head] Name | ECL | CR | NPC/PC
    Oskar | 8 | ? | NPC - Victor's Cohort
    Solana | 22 | ? | NPC
    [/table]


    Spoiler: Cobolon
    Show

    {table] Cobolon | Dwarf | 1 | Nordi the Smith | Incarnum Good Dwarf Realm [/table]
    {table=head] Character | Race | Player | ECL | Role within Realm
    Harald, Son of Albreckt | Dwarf | THEChanger | 9 | King [Ruler]
    Agnar Bluehammer | Dwarf | Vedhin | 6 | Martial Champion
    Brokk the smith | Midgard Dwarf | Alihandros | 8 | Special Champion
    Durin Frostbeard | Glacier Dwarf | Warrior Poet | 6 | Religious/Caster Champion
    [/table]


    Spoiler: Mavcerith
    Show

    {table]Mavcerith|Elves|6|None|Mercantile Nomadic Elf Nation[/table]
    {table=head]Character|Race|Player|ECL|Role within Realm
    Therrik Klirson|Grey Elf|rweird|9|Leader[/table]


    Spoiler: The Darkened Grove
    Show

    {table]The Darkened Grove|the living and the dead|3|None|all at peace between life and deah[/table]
    {table=head]Character|Race|Player|ECL|Role within Realm
    The Martyr|quazi-living/dead human|drack|10|Leader[/table]


    Spoiler: Hobryn
    Show

    {table]Hobryn | Halflings| 3 |Sophia/Sid'Jax?|High magic and technology sea/air-faring Halflings[/table]
    {table=head]Character|Race|Player|ECL|Role within Realm
    Cal Cyrilli | Strongheart Halfling | Togo | 9 | Mage-King [Ruler]
    [/table]

    Other Notable Characters
    {table=head] Name | ECL | CR | NPC/PC
    Thirla | 8 | 7 | NPC
    [/table]


    Spoiler: Winter's Heart
    Show

    {table] Winter's Heart | Drow | 1 Settlement | None, with a major Tyrannus minority | Frostwrought Drow [/table]
    {table=head] Character | Race | Player | ECL | Role within Realm
    Lord Marshal Zzadek Vlon'Maldeln | Drow | Zarthrax | 9 | Ruler
    Malice T'Sar | Drow | WebTiefling | 6 | Pathfinder [Druidic Champion]
    Evk the Lame | Drow | mabn | 6 | Rallier of the Defenses [Martial Champion]
    Valza Phaefien | Drow | WarGruntw | 6 | General [Arcane Champion]
    [/table]


    Spoiler: Mahasagara
    Show

    {table=head] Realm Name | General Race | Settlements | Religion | Description
    Mahasagara | Merfolk | 1 | Eril | Merfolk [/table]
    {table=head] Character | Race | Player | ECL | Role within Realm
    Queen Maya | Merfolk | Irony | 9 | Queen [Ruler]
    [/table]


    Spoiler: Rulers
    Show
    {table] Ruler Name | Kingdom Name | Player | Race | In-game
    Nymph Queen | Fey Kingdom | NPC | Various Fey and Sentient Plants and Centaurs | Y
    Shakuraz Kaizar Dandrarhana | Imaskar | Baveboi | Imaskari | Y
    TBA| Marruspawn | Shadowfirelance | Marru'ia | Y
    Sybille | Arnil | Raunchel | Human with Undead | Y
    Ambassador Malachias | Confederation of Thorns | Pife | Human | Y
    Mintocore | "The Black Flag" Underdark Hobgoblin Kingdom| HairyGuy4 | Hobgoblins | Y
    TBA | TBA | radmelon |Hengeyokai | Y
    Karthis|"WestOrcs"|Tortor | Orcs, Goblins, Gnolls |Y
    TBA | Phaerimm | TBA | Phaerimm and Phaerlocks | N
    TBA | Underdark Gnomes | TBA | Deep Gnomes | N
    [/table]



    Mercenary Market!

    PC Mercs!
    Spoiler: Mercenaries
    Show
    {table]Name|Player|Race | Type
    http://www.myth-weavers.com/sheetview.php?sheetid=672903]Razak Ronko[/url] | The_Admiral | Human | BelTran Rebels
    Phi | Beezlebub1111 | Changeling | Assassins for hire
    Lors Ikrell | Pyksl | Ghost | Undead Pirates
    [/table]


    Spoiler: Mercenary Captains
    Show
    {table]Name | Player | Race | Mercenary Leader
    Dezered Tazzadar Dandrarhana | Baveboi/Bavette | Imaskari | Razak Ronko of the BelTran Rebels
    Kilthilan Sunbringer Anakathino | Jojomo | Goliath | Razak Ronko of the BelTran Rebels
    [/table]


    Maps

    Spoiler: Map Key
    Show




    Spoiler: Numbered Political (no details)
    Show




    Spoiler: Details Map
    Show




    Spoiler: Base Numbered Map
    Show




    Spoiler: Underdark Map
    Show




    Spoiler: Exploration Map
    Show


    Last edited by Gaiyamato; 2015-08-23 at 10:36 PM.
    Current Avatar made by Pessimismrocks for the Battle for the little world - Fields of Blood game!

    Spoiler: Past Avatars
    Show

    Awesome Avatar made by Meirnon!!!



    Quote Originally Posted by Chilingsworth View Post
    We took a thread that was supposed to be a diplomatic negotiation and first contact, and turned it into Darth Ghaeris' rampage...

    Extended Homebrewer's Signature

  3. - Top - End - #3
    Troll in the Playground
     
    Gaiyamato's Avatar

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    Default Re: The Little World [D&D 3.5]

    Spoiler: House Rules
    Show

    Quote Originally Posted by Gaiyamato
    There is a 90% chance that any summon/calling spell etc. will just fizzle.
    There is then a 90% chance that the creature is not under any control at all (should the spell work in the first place)- including the magic circle. There is therefore over-all a 1% chance on any given attempt that the spell works perfectly.

    Summon monster (etc) is the only exception to this in that it has no failure chance from level 1-5 then a 15% chance per level there-after (15 at VI, 30 at VII, 45 at VIII and 60 at IX). The creature is still not compelled to follow you as per normal chances, however it does vanish after the time period.

    Summon Nature's ally (and non-planar native variants) will always work on any level, but again they have the 90% chance to be uncontrolled (so you will need to use wild empathy really fast) as per normal. They will also remain as they are still on their native plane.
    Incantations are allowed - summoning/calling results are still subject to the cosmology rules problems.

    Taxation Roll: Rulers may chose to "roll" a 1 on the taxation D20 roll instead of rolling when selecting Light Taxes. Rulers may also opt to "roll" a 20 on heavy taxation - though this may have consequences. Rolling a 20 naturally does not have the same consequences.

    This allows the ruler to hand-wave excess taxation for the betterment of his people, or a ruler can crack down hard on tax evasion, arresting people who refuse etc.

    Banking:
    Interest from banked RPs (for those that can earn them) earn 10% interest per season.

    E6 LA Point buy

    +0 42
    +1 35
    +2 28 <- limit here for champions however
    +3 20
    +4 10
    +5 00

    Ports
    Ports only cost (50x(settlement production modifier x 2))^2 instead of the listed (500xsettlement production modifier))^2. So 10,000RP for a village instead of 250,000RPs. Everything else remains the same.

    Workers and Roads:
    Worker units can be used to build or improve roads.
    (9-worker race production for terrain type of hex) workers can be assigned to work on a road (if mixed race workers use the highest value type).
    the cost of building a road on that hex is equal to the normal cost divided by total number of assigned workers +1 (round up to nearest 5RP). So assigning 5 worker units to build a road that costs 200gp reduces it's cost to 35RP.

    Worker units can also reduce the cost of building an improvement in a settlement in the same manner. This however takes their entire action for the season.

    Build road is a free action and is now either a martial action. Upgrade Road remains unchanged in this sense.

    Worker units may assist in building temporary fortifications for Siege engineer units and Garrison units. Each worker unit provides +10% of the RP available for temporary fortifications to a maximum of +100%.

    Penal sub-type may be combined with the Worker sub-type. However the unit must take a morale check each week it spends in the field without a combat unit guarding it. If it fails then the unit will vanish entirely.
    These represent slave units and can only be recruited from the settlements of conquered races.

    Fields of Blood Espionage

    New Skill:
    Espionage (Intelligence, Wisdom or Charisma)
    Used for Espionage actions by the character.
    +5 bonus if can shapeshift or alter form.
    +2 synergy bonus if have 5 ranks in Knowledge(Politics), Knowledge(Local), Disguise, Forgery, Move Silently, Hide, or Bluff.
    +2 bonus for spymaster feat.
    +1 Bonus if possess the cover class feature, +2 instead if possess the deep cover class feature.

    Feat:
    Spymaster
    Requires: Realm Authority, Int or Wis, and Cha 13+.
    A Ruler gains a free Regeant or Martial espionage action each week.
    Champions give their Ruler an additional Martial Espionage action each week.
    The free Martial actions count as directed and gain either +Int or +Wis bonus on the rolls for the acting spy.
    +2 Bonus on Espionage skill checks for this character.

    Expert Counterspy
    Prerequisites: Espionage 5 or more ranks.
    Benefit: Add 3/4 of your espionage bonus to counterspying instead of 1/2.

    Master counter-Agent
    Prerequisites: Espionage 8 or more ranks, Expert Counterspy, Spymaster
    Benefit: Add your full espionage bonus to counterspying instead of 3/4

    Expert <Action>
    Prerequisites: Espionage 5 or more ranks.
    Benefit: +2 To <Action> checks.
    Special: Each time this is taken chose a different action.

    ------------------

    Replacing all current espionage actions with the following:
    Regeant/Kingdom action: Hire Spy
    Standard Action.
    Recruits a spy at a cost of 150*(CR-(1/2HD)+2) RP. Minimum cost is 150RP.
    Maximum CR is Ruler HD+6. Maximum HD is Ruler HD+8.
    Champions who bring a free Gang as their bonus count as a free Spy unit.
    The spy appears in the capital and cannot act on the same week their are recruited on. Upkeep is 1/2 cost.

    If the spy is high enough HD to also count as a FoB unit then add it's purchase cost as a unit to it's spy cost, and add it's unit upkeep to it's spy upkeep.

    Martial Action: Activate spy.
    Standard Action. Each spy can only be activated once a week.
    Allows a Spy to perform one of these actions:

    Infiltrate
    Requires a hired spy that is not currently Infiltrated and has been moved to the target settlement. Note: An army in the field or garrisoned castle/etc. in a hex also counts as a "settlement" but with a production bonus of 0.
    Round up settlement modifiers that are not whole numbers


    Make an Espionage check to succeed. DC is 1D20+Settlement production modifier+ 1/2 Espionage skill bonus for any counterspying spies.
    If it is your own settlement subtract the settlement modifier instead of adding it.
    Failure indicates spy is caught. If your own settlement and there are no opposing spies then nothing happens.

    Report Information (requires infiltrated spy)
    Spy can send back a report of up to 250 words to it's side's capital.
    Make an Espionage check to succeed. DC is 10+1/2 Espionage skill bonus for any counterspying spies.
    Failure indicates spy is caught by enemy spy or opposing settlement forces.

    Steal (requires infiltrated spy)
    Steal RPs from the target nation's Kingdom bank.
    Spy must have infiltrated the Capital.
    Make an Espionage check and subtract the highest counterspying espionage skill score. Subtract 1 for each defending unit. This is the % of stored RPs the spy successfully steals. Maxmimum volume taken is 50% of stored RPs.
    These RPs are added to the Kingdom bank in the stealing spies side's capital.

    Failure (a negative or zero score) indicates spy is caught by enemy spy or opposing settlement forces.

    Sabotage (requires infiltrated spy)
    Destroy target building in settlement or siege equipment in army.

    Make an Espionage check to succeed. DC is 12+Settlement production modifier (1 for field fortifications or siege equipment)+ 1/2 Espionage skill bonus for any counterspying spies, +1 for each 6 units present.
    Success by 10 or more above DC destroys target. Success of less than 10 above DC renders it unusable for 1D4+1 weeks.
    Failure indicates spy is caught by enemy spy or opposing settlement/army forces.
    A building with levels is only downgraded by 1 level. If merely rendered unusable this level is simply suppressed for the noted time instead of being removed.

    Assassinate (requires infiltrated spy)
    Option 1:
    Initiate 1v1 combat with the requested target in the province.
    Make an Espionage check to succeed. DC is 8+1/2 Espionage skill bonus for any counterspying spies+1/4 Spot check bonus for target+1/4 Listen check bonus for target.
    Failure indicates spy is caught by enemy spy or opposing settlement forces/guards etc. Success begins DnD combat with only the two characters. Spy has 1 surprise round if succeeds by 5 or more above DC.

    Option 2:
    Poison food (force target for make relevant save), using Ingested poison (spy must have relevant poison in item list first).
    Make an Espionage check to succeed. DC is 10+1/2 Espionage skill bonus for any counterspying spies+1/2 Spot check bonus for target. +4 if unit with the Personal sub-type associated with target is present.
    Failure indicates spy is caught by enemy spy or opposing settlement forces/guards etc.

    Misinform (requires infiltrated spy)
    Alters a piece of IC information on a particular topic for targeted player (negotiate with DM).
    Make an Espionage check to succeed. DC is 5+1/2 Espionage skill bonus for any counterspying spies+1/2 target's sense motive skill bonus.
    Failure indicates that the given indication allows a knowledge check to test authenticity. A natural 1 indicates that the spy is caught by enemy spy or opposing settlement forces in the attempt.
    Target must be present in infiltrated settlement/army.

    Incite (requires infiltrated spy)
    Attempt to incite province settlement to rebel and form a new neutral faction.
    Three successes are required over 3 weeks (1 each week). If all three are made then 1D3+1 Commoner Irregular units armed with irregular melee weapons will attempt to seize the settlement. The spy may attempt to lead them, using his/her command to control the force. If successful in taking the settlement the settlement forms a new NPC nation friendly to the Ruler controlling the spy. If it fails the spy must immediately attempt to withdraw with a -5 Penalty to the check.
    To attempt an incite success make an Espionage check to succeed. DC is 12+1/2 Espionage skill bonus for any counterspying spies+1/2 rulers Command bonus. Ruler does not need to be present. If it is the Capital then add +5 to DC.
    Failure indicates spy is caught by enemy spy or opposing settlement forces.

    Counterspy (requires infiltrated spy)
    Spy adds it's espionage rolls to oppose the actions of enemy spies in the province.
    Make an Espionage check to succeed. DC is 12+1/2 Espionage skill bonus for any counterspying spies. Failure indicates spy is caught by enemy spy or opposing settlement forces if in an enemy settlement. If your own settlement and there are no opposing spies then this roll auto succeeds.

    Withdraw
    Infiltrated spy exits settlement and appears in any adjacent hex.
    Make an Espionage check to succeed. DC is 10+1/2 Espionage skill bonus for any counterspying spies. Failure indicates spy is caught by enemy spy or opposing settlement forces. If your own settlement and there are no opposing spies then nothing happens and this roll is automatic regardless of check result.

    Failure
    Each failed attempt in an enemy province increases the DC of any further actions against the same Realm by +5 for each failure.

    A captured spy may be tortured. If they break all infiltrated spies must re-make their Infiltration check or be caught. these checks do not count as Espionage actions. Spies that pass may still act.
    ---------------

    Buildings

    Gang
    Gangs add their level to DC of all actions in target province.

    Mob
    As Gang but adds 1/2 it's level to all smaller provinces in the Realm. Up to one Mob/Gang bonus can be added to any action.
    A Mob adds it's bonus to infiltration rolls against enemy realms.

    Cartel
    As Mob but it adds it's bonus to all actions in foreign realms.
    Mercenary rules remain as normal.



    Spoiler: Rulings
    Show

    Map hexes are 93.5 Sq Mi in size

    We need [and already have] worshipers or we cease to exist, worshipers exist in all nations, but are more prominent in regions were rulers like us.

    Except for the divine communication ability [TLSR: talk to anyone we can sense using our sense ability], we can only answer prayers/conversation from worshipers through subtle portfolio based means.

    We only have general knowledge of our worshipers outside of our sensing. Exception for those who pray for spells or powers [I believe that's RAW pray like clerics/paladins, not a evil warlock who prays anyway and believes it helps], we have greater awareness of them [the limits are not defined, but I assume it's less than sense unless they have our likeness or something]

    No planeshifting/use of other planes, it doesn't work because we're in a dream realm. This only has a stated effect on transport both intra-inter planar [they don't work/sometimes fizzle], not planar binding/ally [I assume they're also blocked] and summon monster.
    Edit: ^ Has ruling from recruitment, they work normally but can't leave and are uncontrolled when spell ends... If I read it right. - That all depends really... (Gai)

    All Capitals come Garrisoned for free - meaning you can train troops freely in them.

    PC's act as scouts.

    If Deities have overlapping domains, said domains power is weakend [details are a little soft]

    All deities are starting in the mountain in the middle of the map.

    Can summon outsiders normally, but they get stuck and outside your influence.

    Groups of 100 Identical followers can be made into units that are free.

    Free Garrison in Capital doesn't increase upkeep by 25%, it does however increase upgrade costs by 25%

    We can freely refluff almost everything

    Outsiders/etc cannot be bannished.

    [LG] Paladin rulers can work with evil rulers should it be in the best interests of their nation. Similar would apply to other alignment varients of Paladins.

    Spymaster feat can use Int, Wis or Cha

    Followers above level 6 + Cohorts use normal classes, but can be capped at a E value for bonus feats.
    You can take monsters as followers as normal.

    Planar ally (and some similar) currently doesn't work, and wont work until the gods do the appropriate quest.

    Units have a maximum level of 5 [or Champion cap -1, if such changes]

    Battle Map sizes will vary depending on the circumstances IC-wise leading up to the battle. Standard field battles will be either 18x10 or 10x10. Larger battles may be up to 20x20 in size. Sieges will be 30x30 or larger in size. Small skirmishes will be as small as 5x5 in size if it is called for.


    Spoiler: FAQ
    Show

    Quote Originally Posted by Gaiyamato View Post
    Shock factor rules:

    Shock Factor is CR-5 +/- other modifiers on the table.

    Dragon Frightful presence is +5, as is any other similar fear effect.

    For units without a known CR:

    CR = ECL+(CR mod of any templates), +1 if Gestalt, +1 for every 3 feats earned via E6 method (don't count bonus class feats or feats for level).


    Current Allowed Homebrew Listings

    Base classes:

    Eldritch Fragments Warlock ACF

    Gladiator

    Entomologist

    Dreg Knight (Followers of R'ta'nakk'k the Ancient One only!)

    Vile Plague Lord

    Psionic Tantrist

    Prestige Classes
    Frostwrought Mage

    Frostbringer

    Eldritch Scholar.

    Templar of Roland

    Imaskar Guardian Forgemaster

    Tormentor

    Fleshlord

    Monsters

    Dreg Golem (Caster level 14)

    Greater Dreg Golem (Caster level 20)

    Dreg Colossus (Requires caster level 25 and Epic spellcasting...)

    Dreg Titan (Requires caster level 35 and Epic spellcasting...)

    Equipment

    Dreg Venom

    Skills
    Dreamscape Conjuring (Cha, Trained):
    When using a summoning or conjuring spell that calls a creature to aid you in any manner, make a Dreamscape Conjuring roll. DC is 10+CR of the creature being summoned/called. Success means the spells goes as normal. Failure means the spell fizzles. Summoned/called creatures are still uncontrolled.
    This is not a class skill for any class.
    No one may assist with the roll.

    Oneironmany feat (Heroes of Horror) gives a +2 bonus to the roll.
    5 or more ranks in Spellcraft gives a +2 synergy bonus.
    5 or more ranks in Knowledge(The Planes) gives a +2 synergy bonus.

    Feats
    Dreamscape Summoner [GENERAL]:
    Prerequisities: Augment Summoning
    Benefits: +3 to Dreamscape Conjuring checks.

    Master Summoner
    [GENERAL]:
    Prerequisities: Caster level of 6+, Dreamscape Summoner, at least 8 ranks in Dreamscape Conjuring. Dieties have unlocked and completed the well of secrets quest.
    Benefits: Creatures you summon with a Conjuration spell are controlled as per the normal rules for the spell.

    List of Shadow/Undead themed E6 Feats [WIP]

    Domains

    Vermin
    Gain the ability to Rebuke Vermin as an evil cleric rebukes undead
    1. Spider Hand
    2. Scorpion Tail
    3. Wall of Vermin
    4. Armoured Vermin
    5. Mass Fly
    6. Aura of Terror
    7. Mass Invisibility
    8. Spider Plague
    9. Antipathy

    Poisons and Positoxins
    {table=head]name|type|DC|delivery|Initial | Secondary | Craft DC
    Deadman's Dreaming|Positoxin|Fort 20|contact (usually aerosol)|incap (treat as paralysis) for 1 hour | none | ?
    Guards' Friend|Poison|Fort 20|inhalation or contact (usually aerosol)|unconsciousness 1 hour | none | ?[/table]
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    Quote Originally Posted by Chilingsworth View Post
    We took a thread that was supposed to be a diplomatic negotiation and first contact, and turned it into Darth Ghaeris' rampage...

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    Default Re: The Little World [D&D 3.5]

    Spoiler: Settlements
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    Merchants

    Each settlement spawns 1D2-1+(Settlement production mod rounded down) Merchants a week who travel to a random settlement on the map. Merchants will not chose to travel to a settlement that their nation of origin is at war with.
    All of the merchant guards etc. are same race as the current chosen race for the settlement they departed from.

    If spawned by land they will consist of several wagons and a single unit of Mercenary guards.
    If spawned in an ocean/coastal hex/settlement with a port they will gain a single Merchant ship and a unit of sailors/guards.

    All merchants always travel by the shortest route, avoiding difficult terrain and enemy forces. Roads are always preferred where possible.

    Merchants traveling from the same source to the same destination will all travel together and work as one force (RP rolls are still separate).

    For each Merchant that successfully completes their journey the settlement of origin gains 2D5-2 RP in Merchant taxation at the start of the week after the merchant completes their journey.

    A merchant that trades with a Realm that has a Trade agreement with the Realm of origin doubles the RP bonus. (Merchants will auto prefer this option, with a higher chance of this happening on the random roll)

    Market places add +1 to the RP roll for a successful merchant trade. Both destination and arrival may add this bonus.

    Merchants will prefer to trade with any current Trade Fairs. Gaining the x2 bonus even if the target Realm does not hold a trade agreement with the Realm of origin, x3 if they do.

    A chapel to the God of Trade in either location will add +1D6 to the total (after multiplication).

    The RP gain is rolled on departure and kept until they succeed. If looted, three times this value of Trade Goods (Arms & Equipment guide) in gp is looted.

    PC Merchants
    PC's may be merchants. Champions and Mercenaries may not be Merchants unless they have a level in Merchant Prince. Rulers can never be Merchants.

    PC's must travel just as an NPC trade caravan. However they control the route, must hire their own guards etc.
    They may make a "running a business roll" each time they arrive at their destination and trade, instead of each month.

    A PC merchant reduces the random settlement merchant spawning for that week, for the settlement they depart from, by 1 when they depart (to a minimum of 0).

    ---------------------------------------

    New Buildings

    Underdark Connection
    Cost - 50RPs
    Benefit - Links a road into the underdark province below this province. Only one is allowed per Realm (unless you capture a second etc.).
    Upkeep- None
    Restriction- Controlled province only.

    Deep Mine

    Mithral Mine

    Gold Mine

    Gemstone Mine

    Quarry

    Salt Panniers:
    Cost - Equal to seasonal base production
    Benefit - Province produces 25% more RPs.
    Upkeep- None
    Restriction - Desert hex with Salt flats only.

    Artificial Port:
    Cost- Equal to twice seasonal base production
    Benefit - Allows a Fish Market and Fishing fleet to be built as normal. Allows trade via the port to other Provinces with a port (allows nations to make trade agreements)
    Upkeep- 10% increase in upkeep cost for Settlement in province.
    Restriction: Non-coastal hex that has at least two ocean hexes adjacent, and no coastal hexes adjacent. Village or larger only.

    Horse Ranch

    Cattle Ranch

    Merchant Quarter

    Public Bank

    Trade Outpost

    Psionic Grove

    Psionic Monastery

    Psionic Tower

    Hex Special Resources:

    Light Horses (Plains, Hills): Light horses (and Light warhorses) recruited here add 1/4 their cost to cavalry units instead of 1/2 their cost.

    Heavy Horses (Plains, Hills): Heavy horses (and Heavy warhorses) recruited here add 1/4 their cost to cavalry units instead of 1/2 their cost.

    Native Grains (Plains): Building Crop Rotation here costs 1/2 the usual amount.

    Natural Irrigation (Plains): Building Irrigation here costs 1/2 the usual amount.

    Abundant trees (Forest, Hills, Plains, Mountains): If in a forest a Logging Camp cost 1/2 the amount to build. Hills Plains and Mountains allows a Logging Camp to be constructed at the usual cost. This does not allow a Sawmill unless in a forest hex.

    Salt Flats (Desert): Allows a Salt Panier to be built.

    Golden Sand (Desert): Larger than normal traces of gold in the sand provides a +5% bonus to income for any settlement or camp here.

    Topaz Flats (Desert): Allows a mine to be constructed. Does not allow a smelter.

    Vital Herbs (Swamp): Reduces upkeep of any settlement here by 10%.

    Abundant Fish (Coastal, Ocean): Fishing fleets here produce 60% more RPs. If in an Ocean hex ships may attempt to harvest the fish for bonus RP. (See fishing rules under Ruling Kingdoms: Martial Actions below)

    Whales (Ocean): Ships may attempt to harvest the Whales, whales provide twice the normal income from fishing. (See fishing rules under Ruling Kingdoms: Martial Actions below)



    Spoiler: Units
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    TBA


    Spoiler: Ruling Kingdoms
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    Kingdom Actions
    Settle Nomads: Full Turn Action. No cost.
    All Nomad camps become permanent settlements and the kingdom transitions from Nomad to Barbarian. Camps convert to settlements:
    Small Camp -> Thorpe
    Medium Camp -> Village
    Large Camp -> Small Town

    Martial Actions
    Go Fishing: Free. No cost.
    Up to two Ships in a single hex may attempt to fish the hex. The crew on board the ships make up to 5 ranged attack rolls against AC 14 (+2 for Whales). For each success they earn 1D3*5 RPs. If Abundant Fish are in the hex the it is 1D3*10 for each success. If there are Whales in the hex it is 1D3*20 per success.
    This uses 5MPs from each ship.



    Spoiler: Combat
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    Surprise Combat
    Should an enemy force stumble into a hidden force without first sending scouts in, the defending force gains a +5 bonus to it's Command check when determining initiative. It may also deploy up to two inches (two battle map squares) out of it's deployment zone when deploying.


    Spoiler: Magic
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    TBA
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    Quote Originally Posted by Chilingsworth View Post
    We took a thread that was supposed to be a diplomatic negotiation and first contact, and turned it into Darth Ghaeris' rampage...

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    Default Re: The Little World [D&D 3.5]

    Leadership Responsibilities


    Each Realm may assign leadership positions within the Realm. In order to gain the bonuses for their Role, the character must spend a total of 4 weeks each Season dedicated to their task. A character is only allowed 1 Role.

    A new leader may be assigned to a role by using one of the Realm's Martial actions for the week and paying the given amount of RPs. The new leadership role is active after the completion time has passed.

    Each Role may only be assigned to one character at a time.

    Ruler
    Titles: King, Queen, Emperor, Emperess, Autocrat, Tsar/Czar/Csar/Tzar, Caesar/Kaiser, Basileus, Cheif, Shah, Samraat
    Requirements: Must be the Ruler of the Realm.
    Benefit: Grants the standard 2 Regeant and 2 Kingdom actions on the first week of each season. Without a Ruler you get no Regeant or Kingdom actions and suffer from a lack of leadership (See FoB for other effects).
    Note: This is not granting extra effects, this just grants what you already get.

    Cost to assign: 200RP. Completion: 13 weeks.

    Consort
    Titles: Queen, Emperess, Dutchess, Mistress. A male might be called Consort.
    Benefit: May maintain Ruler's roles should the Ruler be incapacitated. Should they do this they require twice the time a Ruler must dedicate for the first season in order to 'get the hang of the job'.

    Cost to assign: 50RP. Completion: 1 week.

    Heir
    Can either a natural Heir (child) or appointed.
    Benefit: May assume the Ruler position immediately (if able) should the Ruler be indisposed or slain. Should they do this they require twice the time a Ruler must dedicate for the first season in order to 'get the hang of the job'.

    Cost to assign: 30RP. Completion: 1 week.

    Special: If the kingdom has both a Consort and an Heir and the Ruler dies they may work together each spending only the normal time dedicating themselves to the Ruler position. Children who are not of age yet will be ruled by the Consort if any or another appointee from another position must take the Consort role.

    Grand Diplomat
    Requirement: Hold a title granted to you within a Realm. Diplomacy 9, Bluff 9, Knowledge(Nobility) 9, Knowledge(Local) 6.
    Benefit: The Grand Diplomat may perform one of the following actions per week. This requires the Diplomat to dedicate himself to the task for that entire week. Clearly any of these actions will require discussion with the Realm Ruler before hand.

    Actions:
    Declare War
    Declare Peace
    Forge Alliance
    Trade

    In addition a Grand Diplomat receives a +5 bonus on Diplomacy, Sense Motive and Bluff Checks when negotiating for the Realm.

    Cost to assign: 100RP. Completion: 2 weeks.

    ------------------------------------------------------

    Titles of Nobility
    Lots of options.

    Titles of Nobility can be given out to any PC or noteworthy NPC loyal to the Realm. These serve little purpose other than they may immediately fill a vacancy should one open up without needing to spend any time or money on the process. Aristocrats may select a title for free when making their character.

    Cost to assign: 10RP. Completion: 1 week.

    Spoiler: New Feat
    Show

    Note: Feats that grant a Realm an additional action only count once per Realm. Should more than one character hold the same feat, it's effects only apply once.

    Dedicated Ruler
    Requirement: Hold the Ruler title to a Realm. Spend 2 additional weeks per season tending to Ruler duties.
    Benefit: Your Realm gains an additional Regeant action at the start (during week 1) of each Season.

    Involved Mistress/Master
    Requirement: Hold the Consort title to a Realm. Knowledge(Nobility & Royalty) 8
    Benefit: If the Ruler is killed you may fulfill the role as normal. You require only to spend 1 week less than normal learning the new Leadership roles (so 5, not 6 each season). While the Ruler is alive you must spend 1 week working with them on Ruling the Realm each month. This feat qualifies you for the Dedicated Ruler Feat.
    Note: The Dedicated Ruler feat will have no effect unless you are the Ruler.

    The Power Behind the Throne
    Requires: Hold a title granted to you within a Realm. Gather Information 8, Espionage 8. Dedicated Marshal, Spymaster.
    Benefit: You have spies everywhere, everyone knows your name and whispers it with dread. Every settlement in your Realm counts as having you personally counterspying with a penalty of 1 per settlement the Realm controls to your Espionage Skill bonus to a minimum of 1.

    Dedicated Marshal
    Requirement: Hold a title granted to you within a Realm. BAB 5+. Command 9
    Benefit: Your Realm gains an additional Martial action every 4 turns (so weeks 1, 5, 9 and 13).

    Expert Researcher
    Requires: Hold a title granted to you within a Realm. Caster Level 6+. Spellcraft 9, Knowledge(Arcana) 9
    Benefit: May undertake dedicated research on large magical realm-wide topics. Either unlocking a major idea/concept or developing a new Arcane Realm Spell. Each week of dedication to the task allows 1 roll (rules TBA).

    Enigmatic Prosthelytizer
    Requires: Hold a title granted to you within a Realm. Religious Leader. Knowledge(Religion) 9.
    Benefit: Your Realm gains 1 additional Preach Faith Action every 4 turns (so weeks 1, 5, 9 and 13).

    Energetic inquisitor
    Requires: Hold a title granted to you within a Realm. Savvy Inquisitor. Knowledge(Religion) 9.
    Benefit: Your Realm gains 1 additional Quash Faith Action every 4 turns (so weeks 1, 5, 9 and 13).

    Magical Priest
    Requires: Hold a title granted to you within a Realm. Able to cast at least 3rd level Divine spells. Spellcraft 9.
    Benefit: Chose Divine or Druid Realm spells when taking this feat. If chosing Divine spells you must be able to cast spells from the Cleric or Paladin lists. If chosing Druid spells you must be able to cast spells from the Druid list.
    When your Realm is using an Action to cast a Realm spell, your Realm may count it's buildings as 1 level higher for 1 Spell cast within that week.
    Each character with this feat may apply it to a separate Realm Spell being cast only. The level increases never stack.

    Economic Diplomat
    Requires: Hold a title granted to you within a Realm. At least 1 level of Aristocrat Class. Business Savvy. Diplomacy 8, Profession(Merchant) 8.
    Benefit: Trade agreement implementation costs are halved for your Realm. This may only be counted once for your Realm. This does not affect the costs for other Realms building Trade Routes to your Realm.


    Realm Government Ideology and Styles Structure


    In addition to Government style realms have a basic underlying Ideology in the way they approach solving problems within the realm, and who is seen as the ruling class of the society. This Ideology style can be easily changed at the start of any season by the current Ruler for free. Though at DM discretion it may result in some civil strife.
    All options other than "none" increase settlement base upkeep (not improvement upkeep however) by 10%.

    Styles

    None
    Mercantilist - Decreases the cost of Assets by 10%, +1 Trade Caravan from the Capital per turn.
    Technocratic - Decreases the cost of Guilds and Assets by 10%
    Aristocratic - Raising Elite Units costs 10% less. This affects their upkeep costs also.

    More can be added if you think of any to put here.

    Total options for Realms:

    Civilization
    Nomad (Cannot select Technocrat style)
    Barbarian
    Cultured
    Civilized

    Government
    Despot
    Warlord
    Noble
    Neutral (Must select none for Secular/Theocratic Religious Ideology)
    None (Must select none for Secular/Theocratic Religious Ideology and Style)

    Style
    None
    Mercantilist
    Technocratic
    Aristocratic

    Religious Ideology
    None
    Secular
    Theoractic

    Secular and Theocratic governments
    Secular Governments do not have a favoured religion and do not need to reserve 10% of Religion Slots to dedicate to any faith, spreading slots evenly instead when founding settlements. Chapels and improvements, cost 25% more.

    Theocratic Governments must chose one favoured religion. All Quash Faith actions must "violently" (through denial of civil rights/civil justice etc., does not need to be literally violent) persecute faiths that differ from the national faith. All standard spread religion rolls each turn are treated as a Quash Faith action in addition to the normal roll, against all religions other than the selected religion. Noble Theocratic Realms only trigger violent persecution when actively performing the action, and not during normal rolls each week, though normal rolls still count as a Quash Faith action roll.
    Chapels etc. cost 10% less and provide double the bonus to spread religion rolls for the settlement.

    COMPLETE DIVINE RULES

    Religions Available:
    {table=head] Num | Religion | Max Slots that can be allotted to a new settlement | Available as National Faith?
    1 | Core Pantheon combined | any | yes
    2 | R'ta'nakk'k the Ancient One | any | yes
    3 | Sophia, the White Lady | any | yes
    4 | Inautia, the Undead Lord | any | yes
    5 | Sid'Jax/Wn'uf'cew Fn'yar | any | yes
    6 | Nansuelbda (to be renamed?) | any | yes
    7 | Eril (Yes.. this will be happening in week 4 so he is selectable) | 1 (too new). If Chosen national faith up to 10% of total slots plus +2 is allowed. | yes
    8 | Kyrrus, Lord of Chaos, Change, and Dreams | any | yes
    9 | Dwarf Pantheon | 1 (Rarely bothered with). +1 Slot for each 5 assigned to Nordi. | no
    10 | Nordi the Smith, Firstdwarf, Forger of Thorunudin, Dwarf All-Father | any if dominant race is Dwarf, else 1. | yes
    11 | Evil Unity Pantheon | any | yes
    12 | The Dark Cabal | 1 (obscure). +4 slots for each 5 slots assigned to the Evil Unity Pantheon. | no
    13 | Good Unity Pantheon | any | yes
    14 | Cult of Solana | 1 (too new). +1 slot for each 5 slots assigned to Good Unity Pantheon. +1 slot for each 5 slots assigned to Sophia. | no
    15 | Law Unity | any | yes
    16 | Chaos Unity | any | yes
    17 | The Changer of Ways | 1 (obscure). +1 Slot for each 5 assigned to Chaos Unity. | no
    18 | The Great Balance (Neutral Unity) | any | yes
    19 | The Cult of the Darkness Below | 1 (Obscure). If more than 5 slots are assigned to the Dark Cabal then may assign up to 5 slots instead. | no
    20 | Kayros - The Damned God (Evil) | 1 (Obscure). +1 Slot if more than 1 slot assigned to Evil Unity. | no
    21 | Kayros - The Damned God (Neutral) | 1 (Obscure). +1 Slot if more than 1 slot assigned to The Great Balance. | no
    22 | Tyrannus Nol Gathrik | Any in Drow, or any Draconic race or Frostfell native race. Else 1 (Obscure). +1 Slot if more than 1 slot assigned to Evil Unity. | yes for Drow, or any Draconic race or Frostfell native race only. Else no.
    23 | Thoris Fire-Dreamer | 1 If the realm has an Arcane Tower of level 3 or better, or if Draconic race. Else no slots. +1 Slot if more than 1 slot assigned to Good Unity. | No.
    24 | Great Arachnid Hivemind | Any if Arachnid race. Else no slots. 1 Slot allowed to non-Arachnid race if more than 5 slots are assigned to The Great Balance or Evil Unity. | Yes if Arachnid race. Else no.
    25 | R'y'all'all'eth | None unless assign a slot to The Cult of the Darkness Below, then 1 max on a D% roll of 10 or less. | no
    26 | Cult of Thanifex | None unless assign a slot to The Cult of the Darkness Below, then 1 max on a D% roll of 10 or less. | no
    27 | Distrust the Gods/Dislike the Gods | Any, must always be assigned last unless national "Religion". May be chosen second if Atheism is the national "Religion". | yes
    28 | Atheist (Gods don't exist) | 2, must always be assigned last unless national "Religion". If national "Religion" then max slots are 8. -1 max Slot if any slots assigned to The Cult of the Darkness Below. May be chosen second if Distrust the Gods/Dislike the Gods is the national "Religion". | yes
    [/table]

    Population Centres
    {table=head]Population Centre Type | Production Modifier | Max Units | Pop Slots | Religion Slots | Slot weight | Max Caster level available
    Thorpe | 0.25 | 5 | 7 | 63 | 1 | 3
    Hamlet | 0.5 | 8 | 12 | 96 | 1 | 6
    Village | 1 | 12 | 24 | 168 | 1 | 9
    Small town | 2 | 16 | 48 | 288 | 1 | 12
    Large Town | 2.5 | 24 | 84 | 420 | 1 | 15
    Small City | 3 | 36 | 144 | 504 | 1 | 17
    Large City | 4 | 50 | 250 | 750 | 1 | 20
    Metropolis | 5 | 100 | 600 | 1200 | 1 | 20
    Small Camp | 1 | 14 | 28 | 84 | 2 | 3 +2 for Druid
    Medium Camp | 1.5 | 21 | 43 | 86 | 3 | 9 + 3 for Druid
    Large Camp | 2 | 30 | 90 | 90 | 5 | 16 + 4 for Druid
    [/table]

    Religion Slots: These represent a portion of the population who worship a particular faith. Each different religious belief option (including none and all of the main pantheon) is assigned a slot with all new settlements. Remaining slots are then assigned by the Ruler who founded the settlement. These directly influence how much power each God has.

    When assigning slots 10% of the total slots first go to the national religion. Then assign slots 1 at a time until all religions are assigned 1 slot (in any chosen order. Ignore religions you cannot assign slots to ie: because you have reached the maximum number of slots in that religion already), then repeat until all slots are allotted (using the same order you began in) until all slots are assigned.

    A Ruler may chose 5 Religions before assigning slots. These Religions are reduced to a maximum of 1 slot each (so only need to be assigned once).

    Spread Religion Roll: As each new week is declared by the GM, the GM rolls a D20 for every religion for every settlement in the game against a DC of 10. Failure indicates that that faith is waning. Success indicates a gain for that faith. The GM will rank the results with highest at the top and lowest at the bottom. Those who succeeded on a result of 10-15 are removed from the table. Then those who failed will lose 1 slot, working upward and awarding a slot to the Faiths who succeeded, working downward and removing each one as processed from the top and bottom. Excess faiths who failed/succeeded are ignored for this week without change.

    Modifiers
    {table=head] Modifier | Bonus/Penalty | Applies on..
    God personally appeared within the last month | +3 | Standard rolls and Quash rolls
    God blessed Realm this month | +2 | Standard rolls and Quash rolls
    National Faith | +2 | All rolls.
    Already has more than 10% of slots within settlement | +1 | Standard rolls
    Chapel or better dedicated to faith in settlement | +1 | All rolls.
    Faith was actively spread last week | +1 | Standard rolls
    Faith present in another settlement within 2 hexes | +1 | Standard rolls and Quash rolls
    Grew on last roll made | +1 | All rolls
    Shrunk on last roll made | -1 | All rolls
    Faith not present in any settlement within 2 hexes | -1 | Standard rolls and Quash rolls
    Faith was actively Quashed last week | -1 | Standard rolls
    God acted against followers | -3 | All rolls.
    God has died or been banished | -5 | All rolls.
    [/table]

    Nomad Camps: Each time a God is assigned slots it must be assigned half of the current remaining Religion Slots. So the first God takes 50%, the second 25%, the third 12.5% etc. until the final slot is assigned.

    Spoiler: New Actions
    Show

    Regeant

    Preach Faith
    Type: Standard
    Cost: 10 times the Production modifier of the selected settlement
    Effect:
    The GM rolls a spread religion effect on the settlement with a +2 modifier for your religion.

    Quash Faith
    Type: Standard
    Cost: 5 times the Production modifier of the selected settlement. Chance of population decrease.
    Effect:
    Select a religion that you do not follow and is not the national religion for the Realm the settlement belongs to. The GM rolls a spread religion effect for the settlement, ignoring any potential increase for the chosen religion, and ignoring a decrease for any other religion.

    You may also opt to violently persecute the followers of the selected faith. Noble Governments may not select this option. If you have a unit with the Garrison type within the city it may spend this week hunting down and arresting or executing followers of the selected faith. 1 Slot of the chosen faith is eliminated entirely (assigned instead to faith with highest followers).

    There is a chance that when violently persecuting a faith it will chose to fight back. Roll 1D20+number of slots dedicated to oppressed religion. DC is 19. For each success a unit of Commoners of the same race as the settlement with the light infantry Irregular type armed with Irregular weapons rises up. For every 4 units of commoners 1 unit of cult leaders rises up. Treat this unit as a unit of monk light infantry regulars armed with light weapons. These units will fight against any forces present in the selected settlement in an attempt to seize the settlement. If they win they form a new NPC Realm with their faith as the dominant religion. If they lose 1 slot per unit that rose up is removed and added per the results of the spread religion roll.

    Should this result in a change to the oppressed religion greater than Total Religion Slots/Total Population Slots after rolling the spread religion roll then the settlement decreases by 1 size to a minimum of a Thorpe.


    Spoiler: New Feats
    Show

    Religious Leader [DIVINE]
    Requires: True Believer.
    Benefits: When founding a Thorpe if you are the Ruler you may move one slot of your choice and assign it to any faith. As a Champion or Ruler you may take the "Preach Faith" action as a Martial action instead of a Regeant Action.

    Crush the Heresy [DIVINE]
    Requires: Religious Leader and Investigator.
    Benefits: You may take the action "Quash Faith" as a Martial action instead of a Regeant Action. You must spend the week performing this action personally and can take no other actions.

    Savvy Inquisitor [DIVINE]
    Requires: Crush the Heresy. Int, Wis and Cha 13+
    Benefits: Increase the DC for violently persecuted faiths to rise up by 2.
    You may take this feat multiple times.

    Enemy of the Cabals [EXALTED] [DIVINE]
    Requires: Good alignment, Crush the Heresy.
    Benefits: When taking the Quash Faith action on a settlement with any slots dedicated to the Dark Cabal or The Cult of the Darkness Below, an additional slot is always removed. You may chose to violently persecute even if a member of a Noble government.

    Destroyer of the Light [VILE] [DIVINE]
    Requires: Evil alignment, Crush the Heresy.
    Benefits: When taking the Quash Faith action on a settlement with any slots dedicated to the Sophia or the Cult of Solana, an additional slot is always removed. You may chose to violently persecute even if a member of a Noble government.

    Throw off the shackles!
    Requires: Atheist/Hatred of the Gods, Ruler
    Benefits: When assigning slots to a new settlement reserve slots as if it were a nomad camp. If it is a Nomad camp then 60% of the slots at each stage are assigned instead of 50%. Your first two choices must always be Atheist and Distrust/Dislike. You may never assign slots to The Cult of the Darkness Below unless forced to do so (you have a LOT of slots to assign).

    God Slayer
    Requires: Throw off the shackles!, Godsight (Godsight only requires CHA 13+), BAB 9+
    Benefit: You may add half your HD to saving throws against divine spells. If you have the Apostate feat then combined they allow your full HD.
    Your attacks all count as EPIC for overcoming Damage Reduction and preventing fast healing granted by the Divine Template (but not from other sources).

    Destroyer of the Divine [VILE]
    Requires: God Slayer, Harvester of Souls, BAB 12+
    Benefit: If you have successfully inflicted damage to a character with Divine Rank of 0+ with a melee weapon in the previous round of combat, you may chose to make a Coup-de-grace attack as a full-round action that does not provoke Attacks of Opportunity against the previously damaged target. If you attempt fails the target is treated as having 1 less divine rank (minimum 0 divine rank) for 1 round per 4 HD you possess.

    Cult Infiltrator
    Requires: Spymaster, Expert Counterspy
    Benefit: When performing the counterspy action in a settlement all spread religion rolls provide a bonus equal to your Espionage skill ranks to benefit your own faith, or to penalise a faith of your choice (chose at the start of each week you commence the counterspy action).


    -------------------------------------

    Divine Points
    Any being with a divine rank of at least 0 gains divine points per week. Excess points left at the end of each week do not carry over.

    A deity who reduces themselves to 0 Divine Points must sleep within 1D3+Divine Rank minutes of being reduced to 0 points, until the start of the following week. This ignores the normal rules for deities not requiring sleep. A sleeping deity is instantly transported to their private realm/fortress (at a location of their chosing).

    Gaining Divine Points
    Add up all non-Atheist, non Pantheon speficic, non Distrust the Gods/Dislike the Gods slots.

    Add up all of the Pantheon slots.

    Add 1/4 Distrust the Gods/Dislike the Gods slots to every Pantheon slots total.

    Add 1/2 Pantheon slots to each God within the Panthon and add these to the total pool also.

    Determine what % of the total pool each God now holds and refer to the table below:
    {table=head] % of total slots | Divine Points granted
    <1 | 0
    1 | 20
    2 | 30
    3 | 35
    4 | 50
    5 | 55
    6 | 65
    7 | 80
    8 | 90
    9 | 110
    10 | 130
    11-13 | 160
    14-15 | 190
    16-20 | 230
    21-30 | 300
    31-40 | 400
    41-50 | 500
    51-70 | 700
    71-90 | 1000
    91-100 | Infinite
    [/table]

    -------------------------------------

    Gaining the Divine Ranks
    May spend acquired Divine Points on gaining a single rank once per month. The noted volume of Divine Points are lost from each weekly total for 4 weeks after gaining the rank (1 month, but it crosses over seasons etc.).

    {table=head] Current Divine Rank | Points Cost to gain 1 Rank
    None | 20
    0 | Prev*1.4 = 28
    1 | Prev*1.35 = 37
    2 | Prev*1.35 = 49
    3 | Prev*1.3 = 63
    4 | Prev*1.3 = 81
    5 | Prev*1.25 = 101
    6 | Prev*1.25 = 126
    7 | Prev*1.25 = 157
    8 | Prev*1.2 = 188
    9 | Prev*1.2 = 225
    10 | Prev*1.2 = 270
    11-20 | Previous DPs required *1.1
    [/table]

    Ruling or Co-Ruling a Pantheon adds +4 Divine ranks.
    A Pantheon Ruler gains +1 rank for each 10 Gods (or part-thereof) in it, maximum of +2.

    Abstracted cults/unified pantheons/philosophies etc. cannot gain ranks. their ranks are the result of the ranks possessed by the Gods that allow them to exist.

    Losing Divine Ranks
    If your Divine points per week falls below the number required to raise you to your current divine rank (So your current rank-1 cost to raise to your current rank) then you lose 1 rank. If you are Divine Rank 0 you cannot cease to have a Divine Rank. Instead you begin to fade away into a vestige or a lost God (your choice) over 1D3 weeks unless you chose to become mortal (losing your Divine Rank of 0) or your points increase again.

    Chosing Mortality does not lose levels or Gestalt/Tristalt etc. tracks.

    Divine Template
    Anything not listed here does not change.

    Hit Points
    Deities receive maximum hit points for each Hit Die. They also gain bonus hit points per Hit Dice equal to their Divine Rank.

    Speed
    Deities multiply all movement modes by half their divine rank plus 2 (round down). [(DvR+2)/2]

    Bypassing Damage Reduction
    As outsiders with alignment subtypes, the natural attacks of deities, as well as any weapons they wield, are considered aligned the same as the deity for the purposes of bypassing damage reduction.
    In addition deities of Rank 2 or greater treat all attacks with weapons, natural attacks and unarmed attacks as being EPIC to bypass damage reduction.

    Regeneration
    All Deities gain Regeneration at a rate equal to their Divine Rank-1 (min 0, a deity with 0 Regeneration lack Regeneration until they gain a sufficient divine rank).
    Only EPIC damage type may prevent this. A Deity who has been destroyed without receiving EPIC damage may chose to have their body rebuild itself in any location they may normally manifest to. If this is on the Prime Material plane they must pay Divine Points to Manifest upon reaching 1 hp if they normally should do so (See Blow).

    Fast Healing
    All Deities gain Fast Healing equal to their Divine Rank, plus any other sources of fast healing they possess. EPIC Damage prevents fast healing for 1 round, no other method can prevent this healing. This healing stacks with Regeneration healing (they both heal you each round).

    Salient Divine Abilities
    All deities have 1 Salient divine ability they qualify for, and +1 bonus for each 5 ranks.

    Domain Powers
    A deity of rank 1 or higher can use any domain power it can grant a number of times per day equal to its divine rank for a cost of 1 Divine Point each use (if the power normally can be used more often than that, the deity gets the greater number of uses). If a domain power is based on a cleric’s level (or one-half a cleric’s level), a deity with no cleric levels has an effective cleric level equal to the deity’s divine rank (or one-half the deity’s divine rank) for this purpose. Passive powers (such a bonuses to skills or bonus feats etc.) cost no points. Clarification: Deities do gain the passive abilities of Domains.

    Spell-Like Abilities
    A deity can use any domain spell it can grant as a spell-like ability a number of times per day equal to its divine rank for a cost of 3, +1 per level of the spell, Divine Points. The deity’s effective caster level for such abilities is 10 + the deity’s divine rank. The saving throw DC for such abilities is 10 + the spell level + the deity’s Charisma/Intelligence/Wisdom (deity may chose which applied to all of their domains) bonus (if any) + the deity’s divine rank.

    Remote Sensing
    As a standard action that costs 3 Divine Points, a deity of rank 1 or higher can perceive everything within a radius of one mile per rank around single Hex containing any of its worshipers, holy sites, or other objects or locales sacred to the deity. This supernatural effect can also be centered on any place where someone speaks the deity’s name or title for up to 1 hour after the name is spoken, and at any location when an event related to the deity’s portfolio occurs. The remote sensing power can cross planes and penetrate any barrier except a divine shield (described in Salient Divine Abilities) or an area otherwise blocked by a deity of equal or higher rank. Remote sensing is not fooled by misdirection or nondetection or similar spells, and it does not create a magical sensor that other creatures can detect. A deity can extend its senses to two or more remote locations at once (depending on divine rank) and still sense what’s going on nearby.

    Once a deity chooses a remote location to sense, it automatically receives sensory information from that location until it chooses a new location to sense, or until it can’t sense the location.

    A deity can act normally while remote sensing.

    {table=head] Divine Rank | Remote Locations
    1-8 | 2
    9-16 | 3
    17+ | 5
    [/table]

    Block Sensing
    As a standard action that costs 2 Divine Points, a deity of rank 1 or higher can block the sensing ability of other deities of its rank or lower. This power extends to the hex currently containing the deity, or within any hex containing a chapel/temple or other locale sacred to the deity, or any hex(s) containing a portfolio-related event. The deity can block one remote location, plus the hex containing itself. The blockage lasts 1 hour per divine rank, but may be renewed through expending 1 more Divine Point for another hour before the effect ends.

    A deity can act normally while blocking remote sensing.

    Create Magic Items
    A deity of rank 1 or higher can create magic items related to its portfolio without any requisite item creation feat, provided that the deity possesses all other prerequisites for the item by expending Divine Points. The maximum item value a deity can create is a function of its divine rank (see table). The item’s cost and creation time remain unchanged, but the deity is free to undertake any activity when not laboring on the item.

    If a deity has the item creation feat pertaining to the item it wishes to create, the cost (in gold and XP) and creation times are halved if it expends the Divine Points noted on the table below. Deities with the required creation feats are not limited to a maximum market price as noted below.

    {table=head] Divine Rank | Maximum Market Price | Divine Points Cost
    1 | 4,500 gp | 4
    2-4 | 9,000gp | 3
    5-8 | 30,000 gp | 3
    9-11 | 100,000gp (including artifact) | 3
    12-15 | 200,000 gp (including artifact) | 3
    16+ | No maximum (including artifact) | 2
    [/table]
    Creating an Artifact without the Create Artifact feat requires ten times the Divine Point cost.

    Remote Communication
    As a standard action costing 2 Divine Points, a deity of rank 1 or higher can send a communication to a remote location. The deity can speak to any of its own worshipers, and to anyone within one mile per rank away from a site dedicated to the deity, or within one mile per rank away from a statue or other likeness of the deity. The creature being contacted can receive a telepathic message that only it can hear. Alternatively, the deity’s voice can seem to issue from the air, the ground, or from some object of the deity’s choosing (but not an object or locale dedicated to another deity of equal or higher rank than the deity who is speaking). In the latter case, anyone within earshot of the sound can hear it. The deity can send a manifestation or omen instead of a spoken or telepathic message. The exact nature of this communication varies with the deity, but it usually is some visible phenomenon. A deity’s communication power can cross planes and penetrate any barrier. Once communication is initiated, the deity can continue communicating as a free action until it decides to end the communication. A deity can carry on as many remote communications at one time as it can remote sense at one time.

    Godly Realm
    Scrapped.

    Travel
    A deity of rank 1 or higher can use greater teleport as a spell-like ability at will at a cost of 2 Divine Points, as the spell cast by a 20th-level character, except that the deity can transport only itself and up to 100 pounds of objects per divine rank. A deity of rank 2 or higher also can use plane shift as a spell-like ability at will at a cost of 10 Divine Points, as the spell cast by a 20th-level character, except that the deity can only transport itself and up to 100 pounds of objects. If the deity has a familiar, personal mount, or personal intelligent weapon, the creature can accompany the deity in any mode of travel if the deity touches it. The creature’s weight counts against the deity’s weight limit.
    Plane Shift is subjected to planar spell failure. Roll a D%. 90+ indicates success. Less than 10 by not 1 indicates that the deity has shifted to a random point in a random accessible plane instead. A result of a 1 banishes the deity to the far realms and the deity becomes a vestige unless rescued.

    Manifestation in the Prime
    Violating the Prime plane of the little world takes effort. Personally Manifesting requires 5 Divine Points and drains 1 point per 10 minutes present.
    Gods who are not part of the Core Pantheon instead must spend 2 Divine Points when entering a new hex, but do not spend points per minute unless outside of their home hex or any surrounding adjacent hex.


    Prophecy
    Use Communication rules.

    Perform Miracle
    Allow a Miracle spell to exceed it's normal requirements by expending 2000xp or 15 Divine Points.

    Spoiler: New Feats
    Show

    Dedicated to small deeds
    Through paying close attention to the minor daily needs of their followers the God gains a more stable following across the entire world.

    Prerequisite: Divine Rank 1+, At least 1 Religion Slot dedicated to worship anywhere in the world.

    Benefit: Standard Weekly Spread Religion rolls anywhere in the world for your faith gain +1 for each 5 Divine Ranks you possess. Any Pantheons or sub-Pantheons you are part of gain +1 also (eg: Core, Law and Evil for Vile).

    Special: The first or last week (your choice when you take this feat) of each month must be dedicated to paying attention to your followers. Failure to do this negates the bonus until you are able to dedicate your time once more (must be only one the week you chose when taking the feat).

    Bonus Divine
    Requires: Divine Rank 0+
    Benefit: You have 3 bonus Divine Points to spend each week. These points cannot be used to raise you a Divine Rank and will not prevent you losing a Divine Rank. Should you ever become mortal this feat ceases to function until you gain Divine Rank 0+ again.
    This feat may be taken multiple times.

    Divine Fuel [INCARNUM]
    Requires: An Essentia pool, Divine Rank 0+
    Benefit: You may invest Essentia up to to half your Divine Rank +1 into this feat. Each point of invested Essentia grants you +2 bonus Divine Points to spend each week. You must reassign the same amount of Essentia each day into the feat as you chose at the start of the week. You cannot reassign this essentia through any means. These points cannot be used to raise you a Divine Rank and will not prevent you losing a Divine Rank. Should you ever become mortal this feat ceases to function until you gain Divine Rank 0+ again.
    This feat grants 1 bonus essentia.

    Forever After
    Requires: Avatar, Bonus Divine.
    Benefit: Should you ever be at Divine Rank 0 and lose your followers you may continue as a Divine Rank 0 "mortal", maintaining all benefits of having a Divine Rank of 0. You lose any Divine Realm you may have been granted and are cast out to the world below. This feat, and any feat requiring a divine rank does not ever cease to function.

    Gestalt Track
    Requires: Divine Rank 0+, must have completed a quest set by GM or enacted some great event as discussed by GM
    Benefit: Gain a Gestalt track
    Note: If you already have a Gestalt track then you count as having this feat.

    Tristalt Track [EPIC]
    Requires: Divine Rank 6+, Any mental score above 29, must be Gestalt. Forever After. GM approval required.
    Benefit: Gain an additional Track and become Tristalt.

    Quadsalt Track [EPIC]
    Requires: Divine Rank 9+, Any two mental scores above 35, Tristalt Track. GM approval required.
    Benefit: Gain an additional Track and become Quadsalt.

    Extra Remote Sensing [EPIC]
    Requires: Divine Rank 1+
    Benefit: You may sense 1 additional Hex when using Remote Sensing.
    You may take this feat multiple times.

    Anathematic Secrecy [EPIC]
    Requires: Divine Rank 6+, Charisma 25+, Wisdom 25+, Obscure Personal Truename
    Benefit: You are immune to all divine divination spell effects and divine sensing is blocked within the hex you are currently within - except for the hall of the Gods - from any God of any Divine Rank. You may lower and raise this effect at will.

    Create Hex Cluster [EPIC]
    Requires: Divine Rank 6+, Alter Hex, Destroy Empty Hex, 100+ Divine Points per week.
    Benefit: Once per month you may trigger the GM to generate a cluster of 7 Hexes with random terrain types. This cluster attaches randomly from any direction onto the world. This drains all of your Divine Points for the week.

    Alter Hex [EPIC]
    Requires: Divine Rank 3+
    Benefit: You may change one uncontrolled hex to any available terrain type by expending 55 Divine Points.

    Destroy Empty Hex [EPIC]
    Requires: Divine Rank 3+
    Benefit: You may destroy one uncontrolled hex from the edge of the map by expending 55 Divine Points. This is a VERY Evil act.


    Spoiler: Divine FAQ
    Show

    Enemy of the Cabals, Destroyer of the Light, Throw off the shackles! - Players may design a version of these feats specific to other religions. Subject to DM approval.
    Current Avatar made by Pessimismrocks for the Battle for the little world - Fields of Blood game!

    Spoiler: Past Avatars
    Show

    Awesome Avatar made by Meirnon!!!



    Quote Originally Posted by Chilingsworth View Post
    We took a thread that was supposed to be a diplomatic negotiation and first contact, and turned it into Darth Ghaeris' rampage...

    Extended Homebrewer's Signature

  6. - Top - End - #6
    Troll in the Playground
     
    Gaiyamato's Avatar

    Join Date
    May 2009
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    Default Re: The Little World [D&D 3.5]

    Somewhere out in the farthest realms of space and time there is a primordial soup where new Prime Material planes are born from nothingness. Pieced together like a puzzle as they slowly grow. These planes are rocked by war, the footsteps of Gods tread heavy upon the new fertile soil as they battle for supremacy in order to wield the power to shape an entire new plane!

    ------------------------------------------------------------

    This is the new ongoing recruitment thread for the Fields of Blood Battle of the Realms game.

    The current Master Thread for the game is worth a look to gauge the sheer size of this game.

    Character sheets hosted at Myth-weavers or similar. Make a post with any Fields of Blood specific stuff you may need in spoilers or PM me the data.

    Can everyone please put their exact giantitp username as the player name on sheets for me!!! Else I lose track of everything!

    There are five levels a player can apply for.
    Divine Being - Gestalt level 20 Divine rank God.
    Divine Big 16 - 1 Positions NEEDED URGENTLY!!!
    Spoiler: Divine Big 16
    Show

    1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
    DnD 3.5 Using the Fields of Blood book.

    2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
    Fields of Blood and Deities and Demigods.

    3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
    1 for this level.
    Spoiler: Chose from one of the Following
    Show

    I need a replacement player for the God of Nature!!!


    4. What's the gaming medium (OOTS, chat, e-mail etc.)?
    Giantitp forums and email when required.

    5. What is the characters' starting status (i.e. experience level)?
    Level 20 Gestalt, using E6 rules for epic advancement by feats.
    Divine Rank of 1.

    6. How much gold or other starting funds will the characters begin with?
    1 Masterwork item of your choice.

    7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
    Only already approved homebrew or homebrew you made yourself may be used. Feel free to ask, but also feel free for me to say no.
    Other than that knock yourself out.

    8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
    Any race with a listed LA of 10 or less. God's can throw away RHD if they want to.

    9. By what method should Players generate their attributes/ability scores and Hit Points?
    42 Point buy. Max HP all levels.

    10. Does your game use alignment? What are your restrictions, if so?
    Yep, normal DnD alignment.

    11. Do you allow multi-classing, or have any particular rules in regards to it?
    Multiclass away.

    12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
    Roll on the forums.

    13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
    See the Master Thread. Subscribe to the Master Thread.

    14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
    Not really, you were just born. You can fluff yourself out a little if you like though.

    15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
    I really don't know.. Whatever comes up comes up. Very sandboxish. A lot of hack and slash can occur.

    16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
    No, but there is a list of things that are fine out of the box, everything else needs to be asked for.


    Ruler - Level 9 standard character who is the Ruler of a Realm
    Ruler Big 16 - 1 Position remaining!!!
    Spoiler: Ruler Big 16
    Show

    1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
    DnD 3.5 Using the Fields of Blood book.

    2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
    Fields of Blood.

    3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
    1 for this level.
    Spoiler: Chose from one of the following Kingdoms to take over
    Show

    Phaerimm - Underdark - 1 village.


    4. What's the gaming medium (OOTS, chat, e-mail etc.)?
    Giantitp forums and email when required.

    5. What is the characters' starting status (i.e. experience level)?
    Level 9 standard DnD character.

    6. How much gold or other starting funds will the characters begin with?
    Standard WBL + A starting Kingdom

    7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
    Only already approved homebrew or homebrew you made yourself may be used. Feel free to ask, but also feel free for me to say no.
    Other than that knock yourself out.

    8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
    Same race as your Kingdom race.

    9. By what method should Players generate their attributes/ability scores and Hit Points?
    42 Point buy. Max HP all levels.

    10. Does your game use alignment? What are your restrictions, if so?
    Yep, normal DnD alignment.

    11. Do you allow multi-classing, or have any particular rules in regards to it?
    Multiclass away.

    12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
    Roll on the forums.

    13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
    See the Master Thread. Subscribe to the Master Thread.

    14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
    As much as you feel like.

    15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
    I really don't know.. Whatever comes up comes up. Very sandboxish. A lot of hack and slash can occur.

    16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
    No, but there is a list of things that are fine out of the box, everything else needs to be asked for.


    Spoiler: Ruler Specific stuff
    Show

    NOTE: All Capitals come Garrisoned for free - meaning you can train troops freely in them. The free Garrison building does not increase the upkeep of your capital.

    Note: Rulers and Champions should note that I am sticking with the default that 100 gp = 1 RP and 1RP = 100gp. Feel free to pump your WBL into starting RPs. You may keep excess RPs gained this way in your "coffers".

    Champion - Level 6 E6 champion who serves a Ruler in some capacity.
    For Recruitment details please refer to the chosen Ruler!
    Spoiler: Champion Specifics
    Show

    Champions may only be recruited by ACTIVE Rulers into the game. You may apply to be a Champion and remain in a queue until someone wants you. You might be waiting a while though.

    You will play a character unit under the control of one of the Rulers. You believe in the ruler utterly and are 100% loyal.

    Spoiler: Champion Realm Bonus
    Show

    • A combat/leadership role character may bring one unit with them. This is your personal field unit. The Unit is a Regular military unit, at full strength. fighting style will be the same as the Champion. It begins with the Personal subtype for free. It also begins with the Unbreakable Feat for free. Upkeep is still required. The unit cost should be capped at 1000RPs.
    • A caster erects a free level 1 building of their appropriate type in the Capital. (Stone Circle for Druids, Arcane Tower for Arcane casters, Chapel for Clerics/Paladin's). If the Capital already has this building it gains a level for free. Upkeep is still required.
    • A character using Aristocrat 5 and 1 level of an Aristocrat Prc (See Quintessential Aristocrat book), or approved thematic Prc (or 6 levels of Aristocrat) brings a free Thorpe of their own with them and 200 RPs of their own. They are a sworn vassal of their Ruler and not a Ruler in their own right.
    • A character dedicated to Spying or Rogue-like activity (playing a Rogue will assure you this option) adds a free level 1 Gang in the capital. Upkeep is still required. Swashbucklers, Aristocrats, Ninjas etc. can all qualify for this easily with the right feats and prestige class choices.
    • A character with a single level of Merchant prince (See Powers of Faerun Book) gains access to up to two Resources added to the Capital. In addition I will convert profits made from the businesses being run by the champion into RPs for the Champion to use how they wish (and to be more easily taxed by the ruler....)

    Note: I am pretty flexible on some of this. We can work out what would suit you best.


    Mercenary Leader - Level 6 E6 leader of their own warband.
    Mercenary Captain - Level 3 E6 Captain serving a Mercenary Leader
    E6 Big 16 - Infinite Positions available!!!
    Spoiler: E6 Big 16
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    1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
    DnD 3.5 Using the Fields of Blood book.

    2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
    Fields of Blood.

    3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
    Anyone may join as a Mercenary at any time. Kingdoms are limited to 3 Champions per Ruler.

    4. What's the gaming medium (OOTS, chat, e-mail etc.)?
    Giantitp forums and email when required.

    5. What is the characters' starting status (i.e. experience level)?
    Level 6 E6 Character.
    Level 3 if starting as a Captain to a mercenary band (limit of 2 per band).


    Epic 6 Rules Here


    6. How much gold or other starting funds will the characters begin with?
    Standard WBL for your level (3 or 6).

    7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
    Only already approved homebrew or homebrew you made yourself may be used. Feel free to ask, but also feel free for me to say no.
    Other than that knock yourself out.

    8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
    Same race as your Kingdom race if a Champion, or any applicable alternative race if listed by me.

    Mercenaries and Merc Captains may be ANY Race.
    Max racial LA +2 unless otherwise noted by me.

    Racial LA adjusts point buy points:
    +0 42
    +1 35
    +2 28
    +3 20
    +4 10
    +5 00


    9. By what method should Players generate their attributes/ability scores and Hit Points?
    42 Point buy. Max HP all levels.

    10. Does your game use alignment? What are your restrictions, if so?
    Yep, normal DnD alignment.

    11. Do you allow multi-classing, or have any particular rules in regards to it?
    Multiclass away.

    12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
    Roll on the forums.

    13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
    See the Master Thread. Subscribe to the Master Thread.

    14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
    As much as you feel like.

    15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
    I really don't know.. Whatever comes up comes up. Very sandboxish. A lot of hack and slash can occur.

    16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
    No, but there is a list of things that are fine out of the box, everything else needs to be asked for.

    Spoiler: Mercenary Specifics
    Show

    Check out the Mercenary Market for some of the extra rules for Mercenaries.

    Mercenary bands start with 1 unit for each PC, plus any units that can be formed form Leadership troops.


    Spoiler: Other important details
    Show

    This will be a small scale sand-box game using the Fields of Blood - Book of War by Eden Studios. EDIT: Obtain the Fields of blood pdf legally for $7.50.
    Outside of anything in the SRD and standard Core books for D&D 3.5, plus the Fields of Blood book (required!! A player MUST have the SRD (available online for free....) + Fields of Blood book in order to play as a Ruler or Champion.) the following books are allowed by default:

    • Book of Erotic Fantasy (limited given the rules for this forum. But some classes and feats are useful and can apply.)
    • Book of Exalted Deeds
    • Book of Vile Darkness (broken rules/classes wont be used)
    • All of the Complete Books
    • Deities and Demigods
    • Elder Evils
    • Frostburn
    • Heroes of Battle (Some of the feats and prestige classes and equipment only. The rest of it is not compatible)
    • Heroes of Horror (Not using Taint rules however - anything that requires Taint is unsable)
    • Libris Mortis
    • Lords of Madness
    • Magic of Incarnum
    • All of the Monster Manuals (though much of the playable races wont be allowed)
    • Planar Handbook
    • Player's Handbook II
    • All of the "Races of" books except Races of the Dragon (Really.. no player Dragons please. :P)
    • Sandstorm
    • Stormwrack
    • Tome of Battle
    • Tome of Magic
    • Weapons of Legacy (Encouraged! Nothing like a ruler with a mighty weapon. I am willing to work with players if they wish to design their own weapons. )


    Special note: Any of the 3.5 Compatible Quintessential Guide books are also allowed. However some things I will say no to. I WILL be using the Quintessential Aristocrat, but you are not required to do so yourselves.

    I am willing to use any actual published book so long is does not break anything and fits fine with the Fields of Blood rules.

    Anything on this page is usable.

    The Quintessential Aristocrat book is freely available in html format here.


    NOTE: Merchant Prince prestige class (Powers of Faerun) does not require the Guild feat for entry.

    -----------------------------------------------

    Note: This table needs a lot of updating right now..
    Champion Recruitment Threads - if none is listed that simply means they are not running their own thread!!
    {table=head] Thread Link | Race/Nation | Concept | Champion slots remaining
    Dark Empire | The Dark Empire | BBEG. Super Evil. Super bad. Super tough. | 5
    Cobolon | Dwarf Kingdom | Dwarves!! | 0
    Winter's Heart | Drow of the Underdark | Frozen land of the Drow, perched on the edge of the world | 0
    Haven | Humans of Haven | Refugees from the Dark empire form a nation of good to fight back! | 1
    Western Orcs | Orcs of the West | Kill all Elves, Dwarves.. just about anything! | 0
    Hobgoblin Rebels | Underdark Hobgoblins | Muskets in the underdark | 1
    None | The Grove | Undead Druids and the ultimate in tightrope balancing acts | 3
    Wizards of yore, answer your King! | Imaskar | Imaskari | 1
    None | Marru'ia | Marruspawn - YES Marruspawn!!!!, Special rules are needed for Champions | 3
    None | Arnil | Humans and Undead | 1
    None | Confederation of Thorns | Humans and Aquatic Elves and Merfolk | 2
    Halflings!! | Nation of Hobyrn | Halflings | 0
    None | Mavcerith | Elves | 3
    None | TBA | Hengeyokai - Rats | 2 (or maybe 3), contact radmelon and get him to send me a sheet!!
    None | TBA | Phaerimm and Phaerlock | 3 when they have a ruler with an approved sheet
    None | TBA | Underdark Gnomes - any Gnomes really | 3 when they have a ruler with an approved sheet
    Merfolk | Mahasagara | Merfolk | 3
    [/table]
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    Quote Originally Posted by Chilingsworth View Post
    We took a thread that was supposed to be a diplomatic negotiation and first contact, and turned it into Darth Ghaeris' rampage...

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    Default Re: The Little World [D&D 3.5]

    Mercenaries here can be contacted either through direct contact on the field, or via succeeding in sending them a message by passing a Gather Information check, DC 10+Merc Level. If available they will respond. PCs may determine their own responses.

    Merc level = ECL of highest level character, +1 if leader is a spellcaster, +1 per unit. +1 extra if contains elite unit or war machines etc..

    Make the rolls here. But PM me who you are attempting to contact.

    {table=head]Name/Leader|Player|Race | Merc Level | Type | Available | Restrictions
    http://www.myth-weavers.com/sheetview.php?sheetid=672903]Razak Ronko[/url] | The_Admiral | Human | 9 | BelTran Rebels | No | Sophia/Sid'Jax supporters against the Dark Empire only.
    Phi | Beezlebub1111 | Changeling | 6 |Assassins for hire | No | Any enemies non-allies of the Dark Empire
    Lors Ikrell | Pyksl | Ghost | 8 | Undead Pirates | No | None
    Torug "The Black" | NPC | Ogre Mage| 20 | Necromancer Ogre-Mage | No | None
    Gorusun's (Deathstep's) Slayers | NPC | Tierfling | 8 | Human Slayers | No | Evil only.
    Hearth-helm's Defenders | NPC | Halfling | 6 | Halfing Bowmen | No | Non-evil only.
    Gutter's Goblin Riders | NPC | Goblin | 9 | Goblin Cavalry | No | Orc/Gob/Hobgoblin only.
    Sie'si'tyll'erion's Knives | NPC | Drow | 14 | Drow battlefield assassins | Yes! | Underdark non-good only.
    Tallik 'the many' | NPC | Illumian | 19 | Just.. ewwww... | No | none
    Ghihariss - Ogre Lord | NPC | Ogre+Ogre-Mage | 17 | Ogre Mercenary Band | No | none
    Maggahass the terror in the dark | NPC | Ghouls + Ghast leader | 19 | Ghoul Warband | No | none
    Tarkus' "Bone-Crushers" | NPC | Troll | 20 | Troll Mercenary Band | No | none
    Devalia Winsome | NPC | Aasimar | 19 | Aasimar Merc Warband | No | Non-Evil only.
    Sikkaan | NPC | V'K'kraan'ck Huecuva | 15 | Dark Empire Rebels | No | Cannot be hired, only contacted.
    [/table]

    Generic Mercs
    {table=head]Name/Leader|Player|Race | Merc Level | Type | Available | Restrictions
    Generic Human Spearmen (medium armor, long light weapons, shield, regular medium infantry, mercenary, no feats) | NPC | Human | 3(lvl 3 fighter)+1 per unit (min 1, max 5) Human Mercenary band | Generic Human warband | ∞ | anyone, comes at cost. 1D20+3 DC 15 to turn.
    Generic Human bowmen (light armor, light weapons, medium composite bows, regular light infantry, mercenary, archer, no feats) | NPC | Human | 3(lvl 3 Scout)+1 per unit (min 1, max 5) Human Mercenary band | Generic Human warband | ∞ | anyone, comes at cost. 1D20+3 DC 15 to turn.
    Generic Human Cavalry (Heavy Armor, Heavy Long weapons, shield, elite heavy infantry, cavalry (heavy warhorse), mercenary, Disciplined) | NPC | Human | 3(lvl 3 Knight)+2 per unit (min 1, max 3) Human Mercenary band | Generic Human warband | ∞ | anyone, comes at cost. 1D20+3 DC 18 to turn.
    [/table]

    Spies/Assassins
    {table=head]Name/Leader|Player|Race | Merc Level | Type | Available | Restrictions
    tba
    [/table]

    Many many more will be added.
    Current Avatar made by Pessimismrocks for the Battle for the little world - Fields of Blood game!

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    Awesome Avatar made by Meirnon!!!



    Quote Originally Posted by Chilingsworth View Post
    We took a thread that was supposed to be a diplomatic negotiation and first contact, and turned it into Darth Ghaeris' rampage...

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