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Thread: Tellus

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    Default Tellus

    Tellus
    A homebrew setting initially intended for D&D 5e.
    Spoiler: Geography
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    The main area of Tellus lies between three major geographic features: The Eastern Mountains, to the north and east, the Sunset Sea, to the west, and the Great Elven Forest to the south. The northern section is taken up by rolling hills. The west coast is made up of rocky cliffs, with few places safe for ships to land. The southern section is swampland. In central Tellus,
    there are plains and moors. Significant landmarks are Dragon Lake in the west, volcanic Mount Vokthiss in the south, Lake Rengiir in the southeast, and the Northern Pass in the northwest.

    Spoiler: Chronology
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    Time on Tellus is measured in years. The calendar system was created by the dwarves, and measures time in VHK and NHK, or Before Holy War and After Holy War. The timeline of Tellus can be split into six periods:
    Spoiler: 0: The Time of Creation (timelessly ancient)
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    The Great Creator creates the world, the gods, dragons, elementals, humanoids, and most of the life forms present on Tellus. He gives the gods a mandate to shepherd the world and protect its people. The gods rebel against the Great Creator, and he strikes them with various flaws. The gods continue to create new life, and eventually forget about the Great Creator. Arcane magic is discovered by the Elves. Dwarves begin mining iron and making steel. Gnolls gain renown after destroying a few small towns. An early arcane experiment creates the Dragonborn.

    Spoiler: 1: The Holy Wars (until 1 NHK)
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    The gods of Tellus were young and active. They grouped into pantheons based mainly on geography, and the people worshipped them. However, as pantheons started to encounter one another, they realized that there wasn't room in the world for, say, three gods of war. Pantheons declared open war on each other, and gods clashed on battlefields across Tellus alongside legions of their faithful. During the battles, dozens of gods were slain, and the equipment of the fallen deities became the first artifacts wielded by mortals. Aecor created the Krakens to fight in the war, but they turned on him and retreated to the depths of the ocean. The war came to an end.when the few surviving gods held a peace conference, after which the remaining deities formed a new pantheon. The gods then informed their followers that they would be withdrawing from the world and taking a more passive role in it, because they had come to an agreement, that like the mortals they shepherded, they were flawed creatures, and they sought answers to the riddle of their existence.

    Spoiler: 2: The Rise of Cities (1 NHK to 447 NHK)
    Show

    The city-states that formed before and during the Holy War suddenly found themselves with a great deal of responsibility. Each city founded a government in its own manner, and began to conquer the land around its walls. Through the next 400 years, city-states competing for land and resources would engage in many border skirmishes, but few true wars. The Elves, Dwarves, and Dragonborn solidified their kingdoms based on shared culture at the same time. In 229 NHK, a ship bearing the first Orcs landed on the west coast. Goblinoids were nearly wiped out by the Dwarves, but an alliance with the Giants of the north allowed them to survive in greatly reduced numbers. An attempt at creating new Dragonborn creates Kobolds. Praelior breaks the pact of non-interference and creates the Goliaths. It comes to light that several other gods had secretly created races. Aecor had created the Tritons as a defense against Kraken attacks, Umbra made the Kenku, and Sevillak had made the Yuan-ti. The fiends reveal their existence, and begin actively tempting humans and attempting to capture souls. A botched fiendish pact leads to the creation of the first Tieflings.

    Spoiler: 3: The Great War (447 NHK to 501 NHK)
    Show

    A failed summoning attempt causes the Green Isle Disaster, opening a rift to the Realm Beyond the Stars. Aberrant entities swarmed forth from the breach, destroying, enthralling, or altering all life they came across. The aberrants sail northeast from Green Isle and land in the Northlands. They then cut south, decimating the Dragonborn Empire and reducing it to only three city-states. It is at this time that the humanoids put down their petty squabbles and form the Free Confederation of Tellus. The armies of this alliance are able to hold the aberrants at a standoff, but the bloodiest battle of the war is fought, destroying the city of Coldhearth. In the end, an elite strike force sailed to Green Isle and managed to disable the portal. Without reinforcements, the aberrations were scattered, and many went into hiding around Tellus. Many of their foot soldiers and mutants are sequestered in hidden vaults and magically placed in stasis. The Vrenta, a slave race that was brought by the invaders into Tellus, are freed.

    Spoiler: 4: Temporary Peace (501 NHK to 1064 NHK)
    Show

    In the year 533 NHK, the Free Confederation of Tellus collapses due to infighting. The city-states of Tellus maintain an uneasy and uneventful peace for hundreds of years. In the 520s NHK, the great wizard, Thorn Uklan creates a massive fortress within Mount Vokthiss. Corrupted by a fear of death, Uklan soon becomes a lich and king of the surrounding area, but his organization mysteriously vanishes around 540 NHK. Years pass. Orcs carve out a good section of central Tellus as their territory, but civil war rapidly consumes it. In 1025, Gnolls capture Greymoor Keep, driving the resident nobles out. These Gnolls and allied cultists use the keep as a base of operations to launch raids on nearby settlements.

    Spoiler: 5: The Resurgence (1064 NHK and on)
    Show

    Sightings of aberrants suddenly become far more frequent. The Beholder-lord Vox-Vorago judges that the time is ripe for him to take control, and begins sending the few forces he has remaining to kidnap humanoids and replenish his supply of thralls. Three aberrant leaders, the entities known as Gormin, Omiz, and Charo are freed from the ice in which they were trapped, presumed dead, during the battle for Green Isle. They proceed to murder anyone who knows of their existence, to gather the sequestered troops, and to attempt to open a new rift. At the same time, gnolls are pushing outward from Greymoor Keep and forcibly indoctrinating captives into their cult.

    Spoiler: gods of Tellus
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    Deity Alignment Domain Symbol
    Aecor, god of the sea NE Tempest, War The skeleton of a fish
    Alitura, goddess of nature CN Nature A fern frond
    Ars, god of craftsmanship LN Forge A pair of crossed hammers
    Arx, god of caves and the underground LE Death, Forge A shattered human skull
    Dolus, god of trickery CG Trickery A half-closed eye
    Eosos, god of the day LG Light The sun
    Interitio, god of destruction CE Trickery, War A pair of flaming sickles
    Iter, god of travel N Knowledge, Trickery A winding road with a trail of footprints
    Kroll, god of Winter NE Death, Tempest A stylized silver and white glacier
    Malus, god of justice LG Light, War A javelin wreathed in light and flame
    Merca, goddess of luck CG Life, Trickery A die with a 6 on each face.
    Nex, goddess of crime CE Death, Trickery A droplet of blood and a gold coin
    Novo, god of invention NG Forge, Knowledge A seven-toothed cog
    Occidere, goddess of death LN Grave A gravedigger’s spade
    Peritia, goddess of knowledge LE Death, Knowledge A book with a chain around it.
    Praelior, god of war LG War A shortsword and shield
    Procella, goddess of storms CG Life, Tempest A thundercloud and lightning bolt.
    Reliquus, god of prophecy N Knowledge A hook and a ring
    Sevillak, god of poison CE Death, Nature A dagger dripping venom
    Sideralis, god of the stars LG Grave, Light A cluster of stars around a lock
    Spirabillis, god of healing NG Life A pair of cupped hands
    Tlacua, goddess of swamps and motherhood LG Life, Nature A macahuitl surrounded by wreath of brightly-colored feathers
    Umbra, goddess of the night CN Grave, Trickery The moon
    Venenarius, god of magic N Knowledge A wand surrounded by green light
    Yoron, god of commerce N Forge, Trickery A mask, half golden and half copper
    Spoiler: Demigods
    Show

    Demigods are rare on Tellus. Formed by the union of a god and a mortal, they draw life and power from their divine parent. They are utterly dependent on their godly parent for life; if they rebelled, the parent could snuff their life instantaneously. Likewise, if a god dies, their demigod children do as well. Because of this dependency, demigods are ideal servants to the gods of Tellus, and formed the bulk of armies during the Holy War. Demigods live longer than normal mortals of their race, but not forever.

    Spoiler: Races
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    Spoiler: Dragonborn
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    The Dragonborn were once one of the most widespread races, but their land was hit heavily by the Great War. They are a proud people, with a culture based around honor and justice. They control three cities in the northwest, Aarok, Tovalis, and Kell, which form a loose confederacy, but are mostly independent of each other.

    Spoiler: Dwarf
    Show

    Dwarves have the only cohesive government left in Tellus, ruled by their king from somewhere. They keep a strict isolationist policy, only allowing foreigners into the southwesternmost cities of Steinheim and Erdbrucke. They have developed magic clockwork technology, but are loath to share it with outsiders, going so far as to kidnap and imprison any non-Dwarf they find with the stuff and no permit.

    Spoiler: Elf
    Show

    Elves live in the southern forests, but a good number live elsewhere. They believe strongly in personal freedom. They have no government at all, and their cities are ruled by assemblies of the people. Vigilante justice is unfortunately common in their lands.

    Spoiler: Goliath (rare race)
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    Goliaths share the mountains with dwarves, leading to squabbles over resources and general tense relations. They live in simple tribes on the peaks.

    Spoiler: Half-Elf
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    Half elves use their general likeability to fit in everywhere except with dwarves and orcs. They tend to be travelling merchants, as they are better at it.

    Spoiler: Halfling
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    Halflings have small, tight-knit farming communities scattered throughout central Tellus. They are often afflicted with wanderlust, an issue which divides families, as a halfling who leaves without warning may find themselves disowned.

    Spoiler: Half-Orc
    Show

    Orc bands occupy a northern portion of central Tellus. They occasionally interbreed with humans, which creates half-orcs.

    Spoiler: Human (or VHuman)
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    Humans are the generic race that they are in most fantasy settings. They are scattered about Tellus and run most of the cities.

    Spoiler: Kenku (rare race)
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    Unlike in standard lore, Kenku are not weird uncreative bird people. They are highly religious, following various gods of nature and trickery.

    Spoiler: Lizardfolk (rare race)
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    Lizardfolk live in swamps to the south. They have strictly organized communities of hunters and woodslizardmen. It's rare, but not unheard of to see them further north.

    Spoiler: Tiefling (rare race)
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    Tieflings don't fit in anywhere, thanks to their fiendish blood. They tend to be found on the fringes of civilization, as they aren't always treated with kindness.

    Spoiler: Triton (rare race)
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    Tritons come from the depths of the western sea, living in small villages under martial law. Occasionally, one will be exiled or simply go exploring, and find themselves on the surface


    Custom or Modified races (documents are here!)
    Spoiler: Half-Troll (rare race)
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    Half-Trolls are formed when the spilled blood of a troll mingles with that of a humanoid. The blood sometimes regenerates and results in a purple-skinned, brutish humanoid.
    Document

    Spoiler: Kobold
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    Kobolds are small, crafty humanoids who live underground, often in caves or ruins. They are quick to worship creatures that are stronger than them, and this often leads to their being manipulated by evil beings.
    Document

    Spoiler: Vrent (rare race)
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    Vrenta are highly unusual humanoids brought to Tellus as a slave race by Mind Flayers. When the Illithids were driven out, the Vrenta remained. They are strange, having grey or coppery skin, blue-green hair, and large, brightly-colored eyes.
    Document


    Spoiler: Classes
    Show

    Classes amd subclasses which do not have significant accompanying lore are excluded from this list.
    Spoiler: Barbarian
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    Zealot barbarians are empowered by one or more gods to carry out divine will in a similar, but more violent, way to a cleric. They are usually treated with similar reverence to a priest of their god, but a little more caution.

    Spoiler: Bard
    Show
    Bards draw their power from the essence of deceased gods of music. Each bardic college is tied to a different god, although the names of the gods the bards serve are kept a deep secret.

    Spoiler: Cleric
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    Since Clerics are the most common way a god promotes their agenda on Tellus, there are a large number of them. Most towns or villages have a temple to at least one god, and some have many more. Some clerics choose to seek after the Great Creator instead of a lesser god. Their life is devoted to searching for the true nature of the entity which created the gods. Any domain except Death is valid for such a cleric.

    Spoiler: Monk
    Show
    Monks don't exist in Tellus. The culture, geography, and politics are based of Europe (although in different time periods) and a fist fighter empowered by self-actualization doesn't really fit in.

    Spoiler: Paladin
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    Most paladins are trained in an order of knights who operate forts scattered throughout Tellus. Each knightly order is associated with a color and a paladin oath.
    Color Oath of
    White Devotion
    Green The Ancients
    Black Vengeance
    Red Conquest
    Gold Redemption
    Blue Extermination
    The Oath of Extermination is a homebrew oath I have in the works right now.

    Spoiler: Sorcerer
    Show
    Sorcerers draw their power from a variety of sources. A Wild Magic sorcerer has power stemming from the Feywild or the Far Realm. They may have a fae being in their ancestry, or the stars may have been aligned perfectly at their birth to give them a touch of the Far Realm's power. Divine Souls have an extra dose of godly blood in their veins, and are usually descended from one or more powerful demigods.

    Spoiler: Warlock
    Show
    Warlocks, regardless of their patrons, are distrusted by almost everyone. At best, shopkeeps keep their weapons close to hand, at worst, an angry mob will seek out warlocks to burn them at the stake. Warlocks of the Fiend are never considered good or even neutral, as the cost for such power is to sell your soul, and a person without a soul will always be evil. Similarly, many Great Old Ones also ask for a soul in exchange for power, but not all. Hexblades are bestowed power by either the spear, Slayer, in the possession of the Order of the Blue Knights, the Sword, Starbane, which is long lost, or the Bow, Oblivion, the hereditary weapon of the ancient elven kings, now belonging to an elvish noble house.


    Spoiler: Technology and Magic
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    Tellus has an early renaissance level of technology. The first guns have been created, but they are still less effective than crossbows.
    Tellus is a high magic world. Magic items are available for purchase.

    Spoiler: Heroes of Tellus
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    This section covers the former PCs that had significant impact on the world.
    Spoiler: The Three
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    The Three was a group of adventurers. They began their careers in the village of Elyorac near Mt. Vokthiss. They recovered valuable medicine that had been stolen by Kobolds, and discovered a huge underground fortress in the mountain which once belonged to the lich king Thorn Uklan. While exploring, they found that a beholder named Vox Vorago was trapped in the lich's palace for 500 years, and that the containment was weakening. They resolved to confront Vorago and collected the four runestones needed to open the gate to his lair. After slaying the beholder king and his force of cultists, they turned the mountain fortress over to the silver dragon living above it and the myconids living below. They also founded the adventurers' guild of Desarke and the actors' and assassins' guilds of Roaringwater. The party was Euclid, half elf wild sorcerer, Arboreas, wood elf assassin, and Kothar, lizardfolk paladin.

    Spoiler: City-states, Kingdoms, and Governments
    Show

    Spoiler: Rengiir
    Show
    The unofficial capital of Tevrus and the largest city, Rengiir is located on the southeast shore of Lake Rengiir in the eastern part of Tevrus. Rengiir is ruled by the Red Queen. It is dominated by its impressive lakeside fortress, created by a wizard in a bygone age. Rengiir mints gold and silver coins, called Goats and Fish, and they also officially use older electrum coins called Guildens, from a ruined city nearby.



    I will update this periodically with new info, but the setting is already done. It just takes time to input info. Also, I am lazy.

    Any comments?
    Last edited by bc56; 2018-09-04 at 09:51 PM. Reason: Added technology section
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    Default Re: Tellus

    So I've done a quick readthrough of what you've posted and it all seems solid enough. (The suggestion that trolls have a variety of non-sexual reproductive methods has a bunch of fun implications, for example.)

    What's possibly why you haven't had replies until now is because you're not providing context for any kind of way to shape how we're supposed to be looking at Telus.

    What are your goals with the setting? What kind of stories do you want to tell within it? Should people expect to be able to team up with your

    How much of your story/ stories are going to hinge upon providing setting appropriate specificity for the moments of common D&D backstory that you've included? (The Dawn War, creation of the dragonborn, incursion of the far realm.)
    As an extension of that: What "standard" character behaviours are you intending to encourage through how you're framing say, an Orcs or a Wizards place in the world?

    You've given us a fairly extensive pantheon of gods here: Is there a unique way they interact with their worshipers? Are they active or passive? Can anybody make an offering to any god for some specific, small benifit whileotherwise never making themselves known, for example?
    If there isn't a unique quirk to the systems around people's relationships with the divine: What does each god stand for? How do they accomplish that?
    If you don't know the answer to either of those questions or they are heavily dependant on the specifics of any given story you're telling within your setting; would this imply that you've created a group of NPC's or factions that are largely unmotivated? If that's not true: Why not?

    And most importantly: Is there anything you're specifically asking for feedback about?

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    Default Re: Tellus

    Quote Originally Posted by S_A_M I AM View Post
    So I've done a quick readthrough of what you've posted and it all seems solid enough. (The suggestion that trolls have a variety of non-sexual reproductive methods has a bunch of fun implications, for example.)
    Let's just say that adventurers better burn EVERY bit of the troll that they killed. Otherwise, it just grows into more trolls, one from each pool of blood or severed limb. The process does take about a month though, and the reproductive nature and vulnerability to flame of trolls is commonly known.
    Quote Originally Posted by S_A_M I AM View Post
    What's possibly why you haven't had replies until now is because you're not providing context for any kind of way to shape how we're supposed to be looking at Telus.

    What are your goals with the setting? What kind of stories do you want to tell within it? Should people expect to be able to team up with your
    The setting is intended to just be my take on the traditional D&D world, there isn't much different from the standard setting. The big stories are the Great War, the Holy War, and probably the first emergence of fiends.

    The big point of the setting is that it will update itself. I am planning to add a "Heroes of Tellus" section, which will contain the PCs and significant NPCs that appeared during campaigns, if they made a significant impact on the world.

    Quote Originally Posted by S_A_M I AM View Post
    How much of your story/ stories are going to hinge upon providing setting appropriate specificity for the moments of common D&D backstory that you've included? (The Dawn War, creation of the dragonborn, incursion of the far realm.)
    As an extension of that: What "standard" character behaviours are you intending to encourage through how you're framing say, an Orcs or a Wizards place in the world?
    There aren't significant changes in roles in the game. There are some new roles for Vrenta and Half-Trolls to play. The biggest changes are clerics and paladins, but I am going to explain that with the gods.
    Quote Originally Posted by S_A_M I AM View Post
    You've given us a fairly extensive pantheon of gods here: Is there a unique way they interact with their worshipers? Are they active or passive? Can anybody make an offering to any god for some specific, small benifit whileotherwise never making themselves known, for example?
    The gods in this world are very hands-off. After they nearly destroyed themselves and the world by warring with each other, they made a pact of non-interference, which is more or less binding. The limits of their power are very small because of this, and the main (only allowed) way of interaction with the world is through the clerics and paladins that worship them. These are the only mortals they are allowed to communicate with.

    The pact was broken by several gods who wanted races of their own, which prompted stricter enforcement of the rules. The punishment for unlawful interference is destruction, enforced by all the other gods. The other way the pact is broken is in the creation of demigod children, but a lone demigod is easier to conceal than an entire race.
    Quote Originally Posted by S_A_M I AM View Post
    If there isn't a unique quirk to the systems around people's relationships with the divine: What does each god stand for? How do they accomplish that?
    If you don't know the answer to either of those questions or they are heavily dependant on the specifics of any given story you're telling within your setting; would this imply that you've created a group of NPC's or factions that are largely unmotivated? If that's not true: Why not?
    I did, at one point, have a list of goals each god had, ideologies the wanted to promote. I didn't include it because it wouldn't fit well in the table, but I may make a separate post for it.
    Quote Originally Posted by S_A_M I AM View Post
    And most importantly: Is there anything you're specifically asking for feedback about?
    Not specifically, any thing you want to PEaCH is good. I really just wanted to record my ideas.
    Last edited by bc56; 2018-01-22 at 07:27 PM.
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    Default Re: Tellus

    The documents for the homebrew races have been added!
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

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    Default Re: Tellus

    I've got nothing against posts that are just to share cool stuff one has done. But, it's best to state that just as one might state questions, otherwise readers (like me) are left thinking "Yeah, and...?"

    Anyway, it looks fine, with one quibble. As I opened the spoiler for gods I immediately thought "Oh, my, there are a lot of them." And then "Wow, there are lots and lots of repeats in the domains." If you want so many gods, I'd have more domains so that there are not, for example, eight gods of trickery.
    -- Joe
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    Default Re: Tellus

    The fact that the main threat to Tellus are aberrations is very cool, I've always considered the aberrations and anything that comes from the farplane as the big bosses.

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    Default Re: Tellus

    Interesting setting! I particularly like the gods' acknowledgement of their own flaws; it's a welcome departure from the usual "divine" attitudes.

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    Default Re: Tellus

    Classes section is up.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

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    Default Re: Tellus

    So should people play spontaneous clerics for staying in line with the low poly-valence of the other classes from the list?
    (clerics are prepared casters picking among dozens of spells while a sorcerer have low amount of choice of spells)
    Last edited by noob; 2018-06-13 at 05:29 AM.

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    Default Re: Tellus

    Quote Originally Posted by noob View Post
    So should people play spontaneous clerics for staying in line with the low poly-valence of the other classes from the list?
    (clerics are prepared casters picking among dozens of spells while a sorcerer have low amount of choice of spells)
    I don't understand the question. What is a spontaneous cleric?
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    Default Re: Tellus

    Quote Originally Posted by bc56 View Post
    What is a spontaneous cleric?
    A spontaneous casting cleric; X is to Cleric as Sorcerer is to Wizard.
    -- Joe
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    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
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    Default Re: Tellus

    Quote Originally Posted by jqavins View Post
    A spontaneous casting cleric; X is to Cleric as Sorcerer is to Wizard.
    I understand now.

    The classes on the list here are not the only classes. The other classes also exist, but without accompanying setting lore that would impact characters of those classes. The only class removed is Monk.
    Awesome avatar (Kothar, paladin of Tlacua) by Linkele!

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    Default Re: Tellus

    Quote Originally Posted by bc56 View Post
    I understand now.

    The classes on the list here are not the only classes. The other classes also exist, but without accompanying setting lore that would impact characters of those classes. The only class removed is Monk.
    Ok so the setting is not a setting supposed to have no prepared casting.

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