https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Lyrad8791&feedformat=atomD&D Wiki - User contributions [en]2024-03-28T09:18:38ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Dimidium_Troll_(3.5e_Creature)&diff=624099Dimidium Troll (3.5e Creature)2013-06-16T09:34:10Z<p>Lyrad8791: /* Dimidium Troll */</p>
<hr />
<div>===Dimidium Troll===<br />
<br />
{{3.5e Creature<br />
|creature=Trolain, 1st-Level Warrior<br />
|size=[[SRD:Medium_Size|Medium]]<br />
|type=[[SRD:Medium_Size|Medium]] [[SRD:Humanoid_Type|Humanoid]] (trolain)<br />
|hd=1d8+3<br />
|hp=7<br />
|init=+4<br />
|speed=30 ft. (6 squares), [[SRD:Climb Skill|Climb]] 20ft.<br />
|ac=12 ([[SRD:Natural_Armor|Natural]] +1, [[SRD:Dexterity|Dexterity]] +1)<br />
|touch=12<br />
|flat=11<br />
|bab=+2<br />
|grapple=+2<br />
|at= “Claws” +4 melee (1d4+2), Bite (1d4+2), Tail Whip (1d4+2)<br />
|full_at= 2 “claws” (1d4+2) and bite (1d4+2) or tail whip (1d4+2)<br />
|space=5 ft.<br />
|reach=5 ft.<br />
|sq= Prehensile Tail, [[SRD:Scent|Scent]] (Ex), [[SRD:Regeneration|Regeneration]] 1 (Ex), [[SRD:Infravision|Infravision]] 60 ft, Natural Armor +1 to 4<br />
|fort=+3<br />
|ref=+3<br />
|will=+2<br />
|str=15<br />
|dex=13<br />
|con=16<br />
|int=11<br />
|wis=12<br />
|cha=9<br />
|skills= [[SRD:Listen Skill|Listen]] +1, [[SRD:Spot Skill|Spot]] +2, and [[SRD:Climb Skill|Climb]] +5.<br />
|feats= [[SRD:Combat Reflexes|Combat Reflexes]], [[SRD:Improved Initiative|Improved Initiative]], [[SRD:Combat Expertise|Combat Expertise]]<br />
|env= Warm forests, Swamps, Marshlands.<br />
|org=Solitary, Group (2-4), Family (5-10)<br />
|cr=3<br />
|treas=Standard<br />
|adv=By character class<br />
|la= — <br />
}}<br />
The Trolain got their prehensile tail from assassin vines and cat type creatures during the experiments. <br />
<br />
The Trolain are descended from what at first were magical experiments on trolls and the mixing of other animals. These humanoids are the results. The Trolain stand between 5 ½ to 7 feet in height and usually weigh, when full grown, between 250 and 400 pounds. Unlike their Troll ancestors, they are not a truly gruesome race. While they did get some features from them, they are really a race unto their own.<br />
<br />
After the experiments went awry, the results congregated and bred themselves into further existence. Other than being as tall and heavy as they are, the Trolain have a prehensile tail half the length of their own height (which comes from the assassin vines used during the experiments) and hardened claw like nails, reminiscent of some of their ancestors, as are the scales they gain as they grow older. These scales are a means of telling ones age, given enough experience with the creatures.<br />
<br />
Because of the way these creatures were "born", they have an extremely long life lasting anywhere from 800 to 1000 years in length. While this race is not unknown to most regions, they don’t normally live in towns and cities like most humanoids, for they aren’t known for what they really are. Most seem to take them as Trolls or some other nightmarish monster. The Trolain normally live on their own, with a mate or spouse, and their family group. They generally don’t get much larger in groups than 8-10 people at one time. At this point the younger members of the group break off to form their own family. In a sense, though, these members are still part of the group, only separated by distance and relations. Several families will sometime congregate to one area and form a sort of “community” which spans the length of a several miles.<br />
<br />
[[Category:3.5e]]<br />
[[Category:Creature]]<br />
[[Category:User]]<br />
[[Category:CR3]]</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox1&diff=559383User:Lyrad8791/sandbox12012-04-12T00:07:16Z<p>Lyrad8791: /* Renewable Resources (T5) */ Minor fix</p>
<hr />
<div>===''Dimidium Troll''===<br />
<br />
{{3.5e Creature<br />
|creature=Trolain, 1st-Level Warrior<br />
|size=Medium<br />
|type=Humanoid (trolain)<br />
|hd=1d8+0<br />
|hp=4<br />
|init=+0<br />
|speed=30 ft. (6 squares), climb 20ft.<br />
|ac=11 (Natural +1)<br />
|touch=11<br />
|flat=11<br />
|bab=+2<br />
|grapple=+2<br />
|at= “Claws” +7 melee (1d4+3), Bite (1d4), Tail Whip (1d4)<br />
|full_at= 2 “claws” (1d4+3) and bite (1d4) or tail whip (1d4)<br />
|space=5 ft.<br />
|reach=5 ft.<br />
|fort=+3 (+1)<br />
|ref=+3 (+1)<br />
|will=+2<br />
|str=13 (+3)<br />
|dex=12 (+2)<br />
|con=13 (+3)<br />
|int=9 (-2)<br />
|wis=10<br />
|cha=7 (-2)<br />
|skills= The Trolain’s Class skills are Listen +1, Spot +2, and Climb +5. A Trolain’s monster levels give it 5x (Int modifier +2).<br />
|feats= 1 Bonus feats<br />
|env= Warm forests, Swamps, Marshlands.<br />
|cr=2<br />
|treas=Standard<br />
|adv=By character class<br />
|la=+3-6<br />
}}<br />
Prehensile tail came from assassin vine and cat mix during experiment<br />
The “Trolain” are descended from what at first were magical experiments on trolls and the mixing of other animals. These humanoids are the results. The Trolain stand between 5 ½ to 7 feet in height and usually weigh, when full grown, between 250 and 400 pounds. Unlike their Troll ancestors, they are not a truly gruesome looking race. While they did get some features from them, they are really a race unto their own. After the experiments went awry, the results congregated and bred themselves into further existence. Other than being as tall and heavy as they are, the Trolain have a prehensile tail half the length of their own height and hardened nails almost like claws, reminiscent of some of their ancestors, as are the scales they gain as they grow older. These scales, which are not a hindrance in any way, even when they grow over the eyes, are a means of telling ones age, if they know how. Naturally, or perhaps unnaturally if you will, because of the way these creatures were “born”, they have an extremely long life lasting anywhere from 800 to 1000 years in length. While this race is not unknown to most regions, they don’t normally live in towns and cities like most humanoids, for they aren’t known for what they really are. Most seem to take them as Trolls or some other nightmarish monster. The Trolain normally live on their own, with a mate or spouse, or with their family. They generally don’t get much larger in groups than 8-10 people at one time. At this point the younger members of the group break off to form their own family. In a sense, though, these members are still part of the group, only separated by distance and relations. Several families will sometime congregate to one area and form a sort of “village” which spans the length of a few miles.<br />
<br />
== Town Placement Charts ==<br />
Select the area around the town<br />
<br />
=== Style of Area ===<br />
<br />
(Choose your land type)<br />
<br />
Inland<br />
<br />
Archipelago<br />
<br />
Large Island<br />
<br />
Continent<br />
<br />
=== Terrain Type Chart (T1) ===<br />
<br />
(See [[User:Lyrad8791/sandbox1#Size_Chart_.28T2.29|Size Chart]])<br />
<br />
• 01-10 Mountain<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 11-20 Hill<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 21-30 Plains<br />
<br />
• 31-40 Ocean (Ship Craft)<br />
<br />
• 41-50 Island<br />
<br />
: 01-33 Single<br />
<br />
: 34-66 Group<br />
<br />
: 67-100 Series<br />
<br />
• 51-60 Forest<br />
<br />
• 61-70 Desert<br />
<br />
• 71-80 Jungle<br />
<br />
• 81-90 Marsh<br />
<br />
• 91-100 Ruins (Large Ruins)<br />
<br />
=== Size Chart (T2) ===<br />
<br />
• 01-15 Tiny <br />
: 01 - 25 1-3<br />
: 26 - 50 2-4<br />
: 51 - 75 3-5<br />
: 76 - 100 4-6<br />
• 16-25 Small <br />
: 01 - 25 5-8<br />
: 26 - 50 7-10<br />
: 51 - 75 9-12<br />
: 76 - 100 11-13<br />
• 26-75 Medium <br />
: 01 - 25 10-14<br />
: 26 - 50 13-17<br />
: 51 - 75 16-20<br />
: 76 - 100 19-23<br />
• 76-90 Large <br />
: 01 - 25 20-25<br />
: 26 - 50 23-28<br />
: 51 - 75 25-30<br />
: 76 - 100 27-32<br />
• 91-100 Huge <br />
: You determine anything passed Large Stage as needed.<br />
<br />
<br />
Terrain: Determine in miles<br />
<br />
City: Determine size in population<br />
<br />
:Population: Total number of population, 75% are male, 25% are female. (Example, population is 10, 10 multiplied by 0.75 = 7.5 which mean there are 7 males and 3 females. Always round down, Determine total number and do the same process to find children, if needed.)<br />
<br />
Landscape: Determine in feet (Either how deep, how wide, how tall, how many, etc.) or in the case of Monster Lairs, determine in miles.<br />
<br />
Natural: Determine the size in feet (see landscape) as well as clusters (are there multiples? are there veins? pools?)<br />
<br />
Renewable: Determine how many according to the type of resource, then determine by feet or population. (Bees should be in the :hundreds or thousands, sheep in the dozens, goats up to a dozen sometimes more, etc.)<br />
<br />
=== Landscape Chart (T3) ===<br />
<br />
(See [[User:Lyrad8791/sandbox1#Size_Chart_.28T2.29|Size Chart]])<br />
<br />
• 01-25 River<br />
<br />
• 26-35 Ravine<br />
<br />
• 36-45 Crater<br />
<br />
• 46-65 Ruin (Small Ruins)<br />
<br />
• 66-85 Cave<br />
<br />
• 86-100 Monster Lair<br />
<br />
=== Natural Resource Chart (T4) ===<br />
<br />
(See [[User:Lyrad8791/sandbox1#Size_Chart_.28T2.29|Size Chart]])<br />
<br />
01-75 roll once<br />
<br />
76-100 roll twice<br />
<br />
Re-roll as needed, if something comes up that doesn't fit. (Example, Sugar cane in the ocean, Pearls in the jungle, etc.)<br />
<br />
• 01-60 Common<br />
<br />
: 01-10 Iron<br />
<br />
: 11-25 Coal<br />
<br />
: 26-40 Copper<br />
<br />
: 41-55 Pearls<br />
<br />
: 56-60 Jade<br />
<br />
: 61-65 Granite<br />
<br />
: 66-75 Cotton<br />
<br />
: 76-80 Agate<br />
<br />
: 81-85 Quartz<br />
<br />
: 86-90 Pyrite<br />
<br />
: 91-100 Clay<br />
<br />
• 61-80 Uncommon<br />
<br />
: 01-05 Gold<br />
<br />
: 06-20 Silver<br />
<br />
: 21-30 Gems<br />
<br />
:: 01-10 Emeralds<br />
<br />
:: 11-20 Rubies<br />
<br />
:: 21-30 Sapphire <br />
<br />
:: 31-40 Jasper<br />
<br />
:: 41-50 Garnet<br />
<br />
:: 51-60 Carnelian<br />
<br />
:: 61-70 Jacinth<br />
<br />
:: 71-80 Beryl<br />
<br />
:: 81-90 Quarts<br />
<br />
:: 91-100 Agate<br />
<br />
: 31-35 Ivory<br />
<br />
: 36-50 Sugar Cane<br />
<br />
: 51-60 Amber<br />
<br />
: 61-80 Lead<br />
<br />
: 81-100 Nickel<br />
<br />
• 81-95 Rare<br />
<br />
: 01-10 Platinum<br />
<br />
: 11-20 Gems<br />
<br />
:: 01-35 Diamonds<br />
<br />
:: 36-100 Opals<br />
<br />
: 21-30 Malachite<br />
<br />
: 31-40 Cinnabar<br />
<br />
: 41-50 Vermillion<br />
<br />
: 51-60 Limestone<br />
<br />
: 61-70 Salt<br />
<br />
: 71-80 Zinc<br />
<br />
: 81-90 Marble<br />
<br />
: 91-100 Helium (Dangerous)<br />
<br />
• 96-100 Mythical<br />
<br />
: 01-75 Mithril<br />
<br />
: 76-100 Mercury<br />
<br />
=== Renewable Resources (T5) ===<br />
<br />
(See [[User:Lyrad8791/sandbox1#Size_Chart_.28T2.29|Size Chart]])<br />
<br />
<br />
01-75 roll once<br />
<br />
76-100 roll twice<br />
<br />
Re-roll as needed. (Example, Glass in the marsh, this one should only be found in or around desert or ocean type areas.)<br />
<br />
• 01-10 Bee’s Wax/Honey<br />
<br />
• 11-25 Wool<br />
<br />
• 26-35 Milk/Cheese<br />
<br />
• 36-50 Leather<br />
<br />
• 51-70 Crops<br />
<br />
: 01-20 Rice<br />
<br />
: 21-50 Wheat<br />
<br />
: 51-80 Barley<br />
<br />
: 81-100 Corn<br />
<br />
• 71-85 Herbs<br />
<br />
: 01-15 Saffron<br />
<br />
: 16-30 Mustard<br />
<br />
: 31-40 Kings foil<br />
<br />
: 41-56 Basil<br />
<br />
: 57-76 Oregano<br />
<br />
: 75-100 Parsley<br />
<br />
• 86-90 Peppers<br />
<br />
• 91-95 Steel<br />
<br />
• 96-100 Glass<br />
<br />
=== World Population coverage and Town Size ===<br />
<br />
Third Era<br />
<br />
01-10 500 + 100D10 Metropolis<br />
<br />
01-05 200 + 15D10 Huge<br />
<br />
05-15 75 + 7D10 Large<br />
<br />
15-25 50 + 5D10 Medium<br />
<br />
25-50 25 + 3D10 Small<br />
<br />
50-100 10 + 2D10 Tiny<br />
<br />
Fourth Era<br />
<br />
01-03 500 + 100D10 Metropolis (Current total: 1)<br />
<br />
04-08 200 + 15D10 Huge (Current total: 3)<br />
<br />
09-15 75 + 7D10 Large (Current total: 4)<br />
<br />
16-25 50 + 5D10 Medium (Current total: 5)<br />
<br />
26-50 35 + 4D10 Average (Current total: 6)<br />
<br />
51-75 25 + 3D10 Small (Current total: 7)<br />
<br />
76-100 10 + 2D10 Tiny (Current total: 15)<br />
<br />
Current Totals are per kingdom not total worldwide. Also, Kingdoms are for this area of the World only, not for total coverage. <br />
<br />
=== Housing and Building material ===<br />
<br />
Average material used to build or maintain the buildings in a town. Find the dominant material and multiple by a percentile roll. If the material is not likely to have been used, then consider it an imported material and adjust accordingly. <br />
<br />
01-35 Wood<br />
<br />
36-50 Sod<br />
<br />
51-70 Stone<br />
<br />
71-80 Marble<br />
<br />
81-90 Bone (Coastal, normally whale bones)<br />
<br />
91-100 Leather (Tents)</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox1&diff=541328User:Lyrad8791/sandbox12011-11-23T05:52:57Z<p>Lyrad8791: </p>
<hr />
<div>===''Dimidium Troll''===<br />
<br />
{{3.5e Creature<br />
|creature=Trolain, 1st-Level Warrior<br />
|size=Medium<br />
|type=Humanoid (trolain)<br />
|hd=1d8+0<br />
|hp=4<br />
|init=+0<br />
|speed=30 ft. (6 squares), climb 20ft.<br />
|ac=11 (Natural +1)<br />
|touch=11<br />
|flat=11<br />
|bab=+2<br />
|grapple=+2<br />
|at= “Claws” +7 melee (1d4+3), Bite (1d4), Tail Whip (1d4)<br />
|full_at= 2 “claws” (1d4+3) and bite (1d4) or tail whip (1d4)<br />
|space=5 ft.<br />
|reach=5 ft.<br />
|fort=+3 (+1)<br />
|ref=+3 (+1)<br />
|will=+2<br />
|str=13 (+3)<br />
|dex=12 (+2)<br />
|con=13 (+3)<br />
|int=9 (-2)<br />
|wis=10<br />
|cha=7 (-2)<br />
|skills= The Trolain’s Class skills are Listen +1, Spot +2, and Climb +5. A Trolain’s monster levels give it 5x (Int modifier +2).<br />
|feats= 1 Bonus feats<br />
|env= Warm forests, Swamps, Marshlands.<br />
|cr=2<br />
|treas=Standard<br />
|adv=By character class<br />
|la=+3-6<br />
}}<br />
Prehensile tail came from assassin vine and cat mix during experiment<br />
The “Trolain” are descended from what at first were magical experiments on trolls and the mixing of other animals. These humanoids are the results. The Trolain stand between 5 ½ to 7 feet in height and usually weigh, when full grown, between 250 and 400 pounds. Unlike their Troll ancestors, they are not a truly gruesome looking race. While they did get some features from them, they are really a race unto their own. After the experiments went awry, the results congregated and bred themselves into further existence. Other than being as tall and heavy as they are, the Trolain have a prehensile tail half the length of their own height and hardened nails almost like claws, reminiscent of some of their ancestors, as are the scales they gain as they grow older. These scales, which are not a hindrance in any way, even when they grow over the eyes, are a means of telling ones age, if they know how. Naturally, or perhaps unnaturally if you will, because of the way these creatures were “born”, they have an extremely long life lasting anywhere from 800 to 1000 years in length. While this race is not unknown to most regions, they don’t normally live in towns and cities like most humanoids, for they aren’t known for what they really are. Most seem to take them as Trolls or some other nightmarish monster. The Trolain normally live on their own, with a mate or spouse, or with their family. They generally don’t get much larger in groups than 8-10 people at one time. At this point the younger members of the group break off to form their own family. In a sense, though, these members are still part of the group, only separated by distance and relations. Several families will sometime congregate to one area and form a sort of “village” which spans the length of a few miles.<br />
<br />
== Town Placement Charts ==<br />
Select the area around the town<br />
<br />
=== Style of Area ===<br />
<br />
(Choose your land type)<br />
<br />
Inland<br />
<br />
Archipelago<br />
<br />
Large Island<br />
<br />
Continent<br />
<br />
=== Terrain Type Chart (T1) ===<br />
<br />
(See [[User:Lyrad8791/sandbox1#Size_Chart_.28T2.29|Size Chart]])<br />
<br />
• 01-10 Mountain<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 11-20 Hill<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 21-30 Plains<br />
<br />
• 31-40 Ocean (Ship Craft)<br />
<br />
• 41-50 Island<br />
<br />
: 01-33 Single<br />
<br />
: 34-66 Group<br />
<br />
: 67-100 Series<br />
<br />
• 51-60 Forest<br />
<br />
• 61-70 Desert<br />
<br />
• 71-80 Jungle<br />
<br />
• 81-90 Marsh<br />
<br />
• 91-100 Ruins (Large Ruins)<br />
<br />
=== Size Chart (T2) ===<br />
<br />
• 01-15 Tiny <br />
: 01 - 25 1-3<br />
: 26 - 50 2-4<br />
: 51 - 75 3-5<br />
: 76 - 100 4-6<br />
• 16-25 Small <br />
: 01 - 25 5-8<br />
: 26 - 50 7-10<br />
: 51 - 75 9-12<br />
: 76 - 100 11-13<br />
• 26-75 Medium <br />
: 01 - 25 10-14<br />
: 26 - 50 13-17<br />
: 51 - 75 16-20<br />
: 76 - 100 19-23<br />
• 76-90 Large <br />
: 01 - 25 20-25<br />
: 26 - 50 23-28<br />
: 51 - 75 25-30<br />
: 76 - 100 27-32<br />
• 91-100 Huge <br />
: You determine anything passed Large Stage as needed.<br />
<br />
<br />
Terrain: Determine in miles<br />
<br />
City: Determine size in population<br />
<br />
:Population: Total number of population, 75% are male, 25% are female. (Example, population is 10, 10 multiplied by 0.75 = 7.5 which mean there are 7 males and 3 females. Always round down, Determine total number and do the same process to find children, if needed.)<br />
<br />
Landscape: Determine in feet (Either how deep, how wide, how tall, how many, etc.) or in the case of Monster Lairs, determine in miles.<br />
<br />
Natural: Determine the size in feet (see landscape) as well as clusters (are there multiples? are there veins? pools?)<br />
<br />
Renewable: Determine how many according to the type of resource, then determine by feet or population. (Bees should be in the :hundreds or thousands, sheep in the dozens, goats up to a dozen sometimes more, etc.)<br />
<br />
=== Landscape Chart (T3) ===<br />
<br />
(See [[User:Lyrad8791/sandbox1#Size_Chart_.28T2.29|Size Chart]])<br />
<br />
• 01-25 River<br />
<br />
• 26-35 Ravine<br />
<br />
• 36-45 Crater<br />
<br />
• 46-65 Ruin (Small Ruins)<br />
<br />
• 66-85 Cave<br />
<br />
• 86-100 Monster Lair<br />
<br />
=== Natural Resource Chart (T4) ===<br />
<br />
(See [[User:Lyrad8791/sandbox1#Size_Chart_.28T2.29|Size Chart]])<br />
<br />
01-75 roll once<br />
<br />
76-100 roll twice<br />
<br />
Re-roll as needed, if something comes up that doesn't fit. (Example, Sugar cane in the ocean, Pearls in the jungle, etc.)<br />
<br />
• 01-60 Common<br />
<br />
: 01-10 Iron<br />
<br />
: 11-25 Coal<br />
<br />
: 26-40 Copper<br />
<br />
: 41-55 Pearls<br />
<br />
: 56-60 Jade<br />
<br />
: 61-65 Granite<br />
<br />
: 66-75 Cotton<br />
<br />
: 76-80 Agate<br />
<br />
: 81-85 Quartz<br />
<br />
: 86-90 Pyrite<br />
<br />
: 91-100 Clay<br />
<br />
• 61-80 Uncommon<br />
<br />
: 01-05 Gold<br />
<br />
: 06-20 Silver<br />
<br />
: 21-30 Gems<br />
<br />
:: 01-10 Emeralds<br />
<br />
:: 11-20 Rubies<br />
<br />
:: 21-30 Sapphire <br />
<br />
:: 31-40 Jasper<br />
<br />
:: 41-50 Garnet<br />
<br />
:: 51-60 Carnelian<br />
<br />
:: 61-70 Jacinth<br />
<br />
:: 71-80 Beryl<br />
<br />
:: 81-90 Quarts<br />
<br />
:: 91-100 Agate<br />
<br />
: 31-35 Ivory<br />
<br />
: 36-50 Sugar Cane<br />
<br />
: 51-60 Amber<br />
<br />
: 61-80 Lead<br />
<br />
: 81-100 Nickel<br />
<br />
• 81-95 Rare<br />
<br />
: 01-10 Platinum<br />
<br />
: 11-20 Gems<br />
<br />
:: 01-35 Diamonds<br />
<br />
:: 36-100 Opals<br />
<br />
: 21-30 Malachite<br />
<br />
: 31-40 Cinnabar<br />
<br />
: 41-50 Vermillion<br />
<br />
: 51-60 Limestone<br />
<br />
: 61-70 Salt<br />
<br />
: 71-80 Zinc<br />
<br />
: 81-90 Marble<br />
<br />
: 91-100 Helium (Dangerous)<br />
<br />
• 96-100 Mythical<br />
<br />
: 01-75 Mithril<br />
<br />
: 76-100 Mercury<br />
<br />
=== Renewable Resources (T5) ===<br />
<br />
(See [[User:Lyrad8791/sandbox1#Size_Chart_.28T2.29|Size Chart]])<br />
<br />
<br />
01-75 roll once<br />
<br />
76-100 roll twice<br />
<br />
Re-roll as need, if something comes up that doesn't fit. (Example, Glass in the marsh, this one should only be found in or around desert or ocean type areas.)<br />
<br />
• 01-10 Bee’s Wax/Honey<br />
<br />
• 11-25 Wool<br />
<br />
• 26-35 Milk/Cheese<br />
<br />
• 36-50 Leather<br />
<br />
• 51-70 Crops<br />
<br />
: 01-20 Rice<br />
<br />
: 21-50 Wheat<br />
<br />
: 51-80 Barley<br />
<br />
: 81-100 Corn<br />
<br />
• 71-85 Herbs<br />
<br />
: 01-15 Saffron<br />
<br />
: 16-30 Mustard<br />
<br />
: 31-40 Kings foil<br />
<br />
: 41-56 Basil<br />
<br />
: 57-76 Oregano<br />
<br />
: 75-100 Parsley<br />
<br />
• 86-90 Peppers<br />
<br />
• 91-95 Steel<br />
<br />
• 96-100 Glass<br />
<br />
<br />
=== World Population coverage and Town Size ===<br />
<br />
Third Era<br />
<br />
01-10 500 + 100D10 Metropolis<br />
<br />
01-05 200 + 15D10 Huge<br />
<br />
05-15 75 + 7D10 Large<br />
<br />
15-25 50 + 5D10 Medium<br />
<br />
25-50 25 + 3D10 Small<br />
<br />
50-100 10 + 2D10 Tiny<br />
<br />
Fourth Era<br />
<br />
01-03 500 + 100D10 Metropolis (Current total: 1)<br />
<br />
04-08 200 + 15D10 Huge (Current total: 3)<br />
<br />
09-15 75 + 7D10 Large (Current total: 4)<br />
<br />
16-25 50 + 5D10 Medium (Current total: 5)<br />
<br />
26-50 35 + 4D10 Average (Current total: 6)<br />
<br />
51-75 25 + 3D10 Small (Current total: 7)<br />
<br />
76-100 10 + 2D10 Tiny (Current total: 15)<br />
<br />
Current Totals are per kingdom not total worldwide. Also, Kingdoms are for this area of the World only, not for total coverage. <br />
<br />
=== Housing and Building material ===<br />
<br />
Average material used to build or maintain the buildings in a town. Find the dominant material and multiple by a percentile roll. If the material is not likely to have been used, then consider it an imported material and adjust accordingly. <br />
<br />
01-35 Wood<br />
<br />
36-50 Sod<br />
<br />
51-70 Stone<br />
<br />
71-80 Marble<br />
<br />
81-90 Bone (Coastal, normally whale bones)<br />
<br />
91-100 Leather (Tents)</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox1&diff=541327User:Lyrad8791/sandbox12011-11-23T05:51:57Z<p>Lyrad8791: </p>
<hr />
<div>===''Dimidium Troll''===<br />
<br />
{{3.5e Creature<br />
|creature=Trolain, 1st-Level Warrior<br />
|size=Medium<br />
|type=Humanoid (trolain)<br />
|hd=1d8+0<br />
|hp=4<br />
|init=+0<br />
|speed=30 ft. (6 squares), climb 20ft.<br />
|ac=11 (Natural +1)<br />
|touch=11<br />
|flat=11<br />
|bab=+2<br />
|grapple=+2<br />
|at= “Claws” +7 melee (1d4+3), Bite (1d4), Tail Whip (1d4)<br />
|full_at= 2 “claws” (1d4+3) and bite (1d4) or tail whip (1d4)<br />
|space=5 ft.<br />
|reach=5 ft.<br />
|fort=+3 (+1)<br />
|ref=+3 (+1)<br />
|will=+2<br />
|str=13 (+3)<br />
|dex=12 (+2)<br />
|con=13 (+3)<br />
|int=9 (-2)<br />
|wis=10<br />
|cha=7 (-2)<br />
|skills= The Trolain’s Class skills are Listen +1, Spot +2, and Climb +5. A Trolain’s monster levels give it 5x (Int modifier +2).<br />
|feats= 1 Bonus feats<br />
|env= Warm forests, Swamps, Marshlands.<br />
|cr=2<br />
|treas=Standard<br />
|adv=By character class<br />
|la=+3-6<br />
}}<br />
Prehensile tail came from assassin vine and cat mix during experiment<br />
The “Trolain” are descended from what at first were magical experiments on trolls and the mixing of other animals. These humanoids are the results. The Trolain stand between 5 ½ to 7 feet in height and usually weigh, when full grown, between 250 and 400 pounds. Unlike their Troll ancestors, they are not a truly gruesome looking race. While they did get some features from them, they are really a race unto their own. After the experiments went awry, the results congregated and bred themselves into further existence. Other than being as tall and heavy as they are, the Trolain have a prehensile tail half the length of their own height and hardened nails almost like claws, reminiscent of some of their ancestors, as are the scales they gain as they grow older. These scales, which are not a hindrance in any way, even when they grow over the eyes, are a means of telling ones age, if they know how. Naturally, or perhaps unnaturally if you will, because of the way these creatures were “born”, they have an extremely long life lasting anywhere from 800 to 1000 years in length. While this race is not unknown to most regions, they don’t normally live in towns and cities like most humanoids, for they aren’t known for what they really are. Most seem to take them as Trolls or some other nightmarish monster. The Trolain normally live on their own, with a mate or spouse, or with their family. They generally don’t get much larger in groups than 8-10 people at one time. At this point the younger members of the group break off to form their own family. In a sense, though, these members are still part of the group, only separated by distance and relations. Several families will sometime congregate to one area and form a sort of “village” which spans the length of a few miles.<br />
<br />
== Town Placement Charts ==<br />
Select the area around the town<br />
<br />
=== Style of Area ===<br />
<br />
(Choose your land type)<br />
<br />
Inland<br />
<br />
Archipelago<br />
<br />
Large Island<br />
<br />
Continent<br />
<br />
=== Terrain Type Chart (T1) ===<br />
<br />
(See [[User:Lyrad8791/sandbox1#Size_Chart_.28T2.29|Size Chart]])<br />
<br />
• 01-10 Mountain<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 11-20 Hill<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 21-30 Plains<br />
<br />
• 31-40 Ocean (Ship Craft)<br />
<br />
• 41-50 Island<br />
<br />
: 01-33 Single<br />
<br />
: 34-66 Group<br />
<br />
: 67-100 Series<br />
<br />
• 51-60 Forest<br />
<br />
• 61-70 Desert<br />
<br />
• 71-80 Jungle<br />
<br />
• 81-90 Marsh<br />
<br />
• 91-100 Ruins (Large Ruins)<br />
<br />
=== Size Chart (T2) ===<br />
<br />
• 01-15 Tiny <br />
: 01 - 25 1-3<br />
: 26 - 50 2-4<br />
: 51 - 75 3-5<br />
: 76 - 100 4-6<br />
• 16-25 Small <br />
: 01 - 25 5-8<br />
: 26 - 50 7-10<br />
: 51 - 75 9-12<br />
: 76 - 100 11-13<br />
• 26-75 Medium <br />
: 01 - 25 10-14<br />
: 26 - 50 13-17<br />
: 51 - 75 16-20<br />
: 76 - 100 19-23<br />
• 76-90 Large <br />
: 01 - 25 20-25<br />
: 26 - 50 23-28<br />
: 51 - 75 25-30<br />
: 76 - 100 27-32<br />
• 91-100 Huge <br />
: You determine anything passed Large Stage as needed.<br />
<br />
<br />
Terrain: Determine in miles<br />
<br />
City: Determine size in population<br />
<br />
:Population: Total number of population, 75% are male, 25% are female. (Example, population is 10, 10 multiplied by 0.75 = 7.5 which mean there are 7 males and 3 females. Always round down, Determine total number and do the same process to find children, if needed.)<br />
<br />
Landscape: Determine in feet (Either how deep, how wide, how tall, how many, etc.) or in the case of Monster Lairs, determine in miles.<br />
<br />
Natural: Determine the size in feet (see landscape) as well as clusters (are there multiples? are there veins? pools?)<br />
<br />
Renewable: Determine how many according to the type of resource, then determine by feet or population. (Bees should be in the :hundreds or thousands, sheep in the dozens, goats up to a dozen sometimes more, etc.)<br />
<br />
=== Landscape Chart (T3) ===<br />
<br />
(See [[User:Lyrad8791/sandbox1#Size_Chart_.28T2.29|Size Chart]])<br />
<br />
• 01-25 River<br />
<br />
• 26-35 Ravine<br />
<br />
• 36-45 Crater<br />
<br />
• 46-65 Ruin (Small Ruins)<br />
<br />
• 66-85 Cave<br />
<br />
• 86-100 Monster Lair<br />
<br />
=== Natural Resource Chart (T4) ===<br />
<br />
(See [[User:Lyrad8791/sandbox1#Size_Chart_.28T2.29|Size Chart]])<br />
<br />
01-75 roll once<br />
<br />
76-100 roll twice<br />
<br />
Re-roll as needed, if something comes up that doesn't fit. (Example, Sugar cane in the ocean, Pearls in the jungle, etc.)<br />
<br />
• 01-60 Common<br />
<br />
: 01-10 Iron<br />
<br />
: 11-25 Coal<br />
<br />
: 26-40 Copper<br />
<br />
: 41-55 Pearls<br />
<br />
: 56-60 Jade<br />
<br />
: 61-65 Granite<br />
<br />
: 66-75 Cotton<br />
<br />
: 76-80 Agate<br />
<br />
: 81-85 Quartz<br />
<br />
: 86-90 Pyrite<br />
<br />
: 91-100 Clay<br />
<br />
• 61-80 Uncommon<br />
<br />
: 01-05 Gold<br />
<br />
: 06-20 Silver<br />
<br />
: 21-30 Gems<br />
<br />
:: 01-10 Emeralds<br />
<br />
:: 11-20 Rubies<br />
<br />
:: 21-30 Sapphire <br />
<br />
:: 31-40 Jasper<br />
<br />
:: 41-50 Garnet<br />
<br />
:: 51-60 Carnelian<br />
<br />
:: 61-70 Jacinth<br />
<br />
:: 71-80 Beryl<br />
<br />
:: 81-90 Quarts<br />
<br />
:: 91-100 Agate<br />
<br />
: 31-35 Ivory<br />
<br />
: 36-50 Sugar Cane<br />
<br />
: 51-60 Amber<br />
<br />
: 61-80 Lead<br />
<br />
: 81-100 Nickel<br />
<br />
• 81-95 Rare<br />
<br />
: 01-10 Platinum<br />
<br />
: 11-20 Gems<br />
<br />
:: 01-35 Diamonds<br />
<br />
:: 36-100 Opals<br />
<br />
: 21-30 Malachite<br />
<br />
: 31-40 Cinnabar<br />
<br />
: 41-50 Vermillion<br />
<br />
: 51-60 Limestone<br />
<br />
: 61-70 Salt<br />
<br />
: 71-80 Zinc<br />
<br />
: 81-90 Marble<br />
<br />
: 91-100 Helium (Dangerous)<br />
<br />
• 96-100 Mythical<br />
<br />
: 01-75 Mithril<br />
<br />
: 76-100 Mercury<br />
<br />
=== Renewable Resources (T5) ===<br />
<br />
(See [[User:Lyrad8791/sandbox1#Size_Chart_.28T2.29|Size Chart]])<br />
<br />
<br />
01-75 roll once<br />
<br />
76-100 roll twice<br />
<br />
Re-roll as need, if something comes up that doesn't fit. (Example, Glass in the marsh, this one should only be found in or around desert or ocean type areas.)<br />
<br />
• 01-10 Bee’s Wax/Honey<br />
<br />
• 11-25 Wool<br />
<br />
• 26-35 Milk/Cheese<br />
<br />
• 36-50 Leather<br />
<br />
• 51-70 Crops<br />
<br />
: 01-20 Rice<br />
<br />
: 21-50 Wheat<br />
<br />
: 51-80 Barley<br />
<br />
: 81-100 Corn<br />
<br />
• 71-85 Herbs<br />
<br />
: 01-15 Saffron<br />
<br />
: 16-30 Mustard<br />
<br />
: 31-40 Kings foil<br />
<br />
: 41-56 Basil<br />
<br />
: 57-76 Oregano<br />
<br />
: 75-100 Parsley<br />
<br />
• 86-90 Peppers<br />
<br />
• 91-95 Steel<br />
<br />
• 96-100 Glass<br />
<br />
<br />
== World Population coverage and Town Size ==<br />
<br />
Third Era<br />
<br />
01-10 500 + 100D10 Metropolis<br />
<br />
01-05 200 + 15D10 Huge<br />
<br />
05-15 75 + 7D10 Large<br />
<br />
15-25 50 + 5D10 Medium<br />
<br />
25-50 25 + 3D10 Small<br />
<br />
50-100 10 + 2D10 Tiny<br />
<br />
Fourth Era<br />
<br />
01-03 500 + 100D10 Metropolis (Current total: 1)<br />
<br />
04-08 200 + 15D10 Huge (Current total: 3)<br />
<br />
09-15 75 + 7D10 Large (Current total: 4)<br />
<br />
16-25 50 + 5D10 Medium (Current total: 5)<br />
<br />
26-50 35 + 4D10 Average (Current total: 6)<br />
<br />
51-75 25 + 3D10 Small (Current total: 7)<br />
<br />
76-100 10 + 2D10 Tiny (Current total: 15)<br />
<br />
Current Totals are per kingdom not total worldwide. Also, Kingdoms are for this area of the World only, not for total coverage. <br />
<br />
== Housing and Building material ==<br />
<br />
Average material used to build or maintain the buildings in a town. Find the dominant material and multiple by a percentile roll. If the material is not likely to have been used, then consider it an imported material and adjust accordingly. <br />
<br />
01-35 Wood<br />
<br />
36-50 Sod<br />
<br />
51-70 Stone<br />
<br />
71-80 Marble<br />
<br />
81-90 Bone (Coastal, normally whale bones)<br />
<br />
91-100 Leather (Tents)</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox2&diff=540403User:Lyrad8791/sandbox22011-11-08T01:47:28Z<p>Lyrad8791: /* Taint, and its properties */</p>
<hr />
<div>=== The World of Peroan ===<br />
<br />
About 2,000 years ago, a small meteor (known around the world as a chunk of a star) hit the planet. This wiped out a large portion of the population. Those who wanted to leave the Island that it was going towards did so in many fleets. Only one entire fleet survived the voyage across the ocean. Since then, the kingdom from the island has split into many kingdoms and has minor strife between each other. For the most part, people live in peace with each other. Most of the races in DnD (Elves, Dwarves, Gnomes, and so on.) Are believed to be either myths or to have died off in the Cataclysm. The truth isn't that far off. Most of the other races where decimated as much as, if not more then, the human race. Few times have any from these races been seen, and the few times most have, it was thought of as a fluke or an illusion by some mage. Despite the lack of these other races being seen, there is ample proof that some other races lived before the humans settled the current area of the world. There are many wonders that defy logic and reason, The Floating Island is likely the most popular and hardest to believe. That aside, there is much to do to finish rebuilding the empires. <br />
<br />
<br />
<br />
==The Kingdoms==<br />
<br />
There are currently 5 different kingdoms (kingdoms being of a single race of humans or people who live within the same type of region). These are as follows: <br />
<br />
Kepp [kep], The mountain and hill kingdom, is comprised of warriors and smiths, which many lean toward being called barbarians in many ways. <br />
<br />
Jarn [jarn], the plains and fields kingdom, is comprised of nomads and small tribes of barbarians. Each nomadic tribe provides for itself, and chooses its leader according to who is best at the time. Sometimes, a leader can last in place for years, at other times, this leader is only leader for as long as they are in the same area or situation. Generally speaking, the leader is the one who is most fit for the job at the time, and gets replaced if the situation changes and someone else is more fit for the place.<br />
<br />
Krael [cray-ol], the jungle and forest kingdom, is comprised mostly of rangers, druids, and bandits, hermits also fall within this kingdom if they are within the confines of a forest. The leader among this kingdom is not one person, but two. Depending on what the circumstances are, you might talk to or have to deal with one, the other, or both people in charge. These people are known as The Negotiator, which is normally an elder, possibly a druid or hermit of good standing with other kingdoms as well as their own, is the one who speaks on behalf of the kingdom and settles kingdom wide debates; the Warlord, which is the person who rules the bands movements and hostile forces when needed, also the one who tends to lead the hunts when large hunting parties are formed. There are two versions of these leaders, the kingdom wide Warlord and Negotiator as well as the local Warlord and Negotiator.<br />
<br />
Saelk [sale-k], the kingdom of sea and shore, is comprised of water villages, small islands and fishermen. These people tend to be the leading merchants in certain types of product. Just as you would want to go to a mountain kingdom dealer for Iron, you would go to the Sea kingdom for Salt. Obviously, some kingdoms have a monopoly on certain products while other products can be found through multiple kingdoms. This kingdom is ruled by a council of elders and highly experienced people. This council does not dictate the everyday life of its people, but pools their knowledge and resources into providing better lifestyle for all. Sometimes this is in information on a new place to find a certain fish, sometimes it is in the knowledge to the younger generation on weather currents, and the likely hood of storms. <br />
<br />
Magus [may-jus], the kingdom of mages, is comprised solely of mages and sorcerers. While this kingdom is comprised completely of two types of magical people, it also encompasses all the other kingdoms as well as its own. This kingdom does not dictate other kingdoms, but its people must follow their rules in addition to the kingdom they live within. For instance, a mage is born in the Forest kingdom. At a certain point, they will be taken into the Magus kingdom and trained to be, what is considered by the ruling factions in the kingdom, what a proper mage should be. After they reach a certain level they are taken back to where they came from and are let loose upon the world. While this may sound neglectful, you must remember that, the mage must abide by the rules set upon them by BOTH kingdoms, not just one. Otherwise, they will be punished by both. Sometimes, this is just a small matter, while in other cases, the person involved will become exiled from their birth kingdom and put into a service of some sort within the Magus kingdom. More about this kingdom will be posted later on. The leader of the Magus kingdom is actually dependent upon who you talk to. While there is no leader for the kingdom as a whole, each section (or school, town, what-have-you) has their own leader. Much like the Plains kingdom runs, these schools do the same. Only these leaders last until they either decide to step down, or the die. Often times, these leaders are overthrown by up and coming mages who are more powerful. These leaders tend to last only a little amount of time before they step down due to the large amount of work required to maintain their place.<br />
<br />
==The Cities==<br />
<br />
Ion [i-on], which lies within the Kingdom of Kepp, is nestled into a small mountain valley. Its main export is iron, while it also has a smaller export of coal. This town, while small, boasts an impressive amount of militaristic force when the need arises. Unlike many towns, this one does not have a local guardhouse from which it relies upon for defense. Instead, this town has trained itself with basic weapons; such as a mining pick and blacksmith hammer. This town is often attacked by marauding Orcs and other goblinoids. It is also near one of the only suspected dragon hoards remaining in this region.<br />
<br />
The Island of Penn is a small island, which is named after a sailor who died upon its shores, after the Island was nearly submerged. This sailor was Drigor Penn, who was known for his skill while maneuvering through storms and similar weather upon the ocean. The main exported product here is whale oil, often used as an exotic fuel for lamps as well as being used for cooking. Many people go miles just to taste something cooked in the whale oil produced by the Sea kingdom.<br />
<br />
Hiloja [hil-oh-ja], is a town within, living, hollowed out trees, which span hundreds of feet into the air. These trees that are used for housing tend to be solid white, and appear to be some kind of Oak. The exact age of these trees, or the forest they dwell within, is not known, but they have been around at least a few thousand years. They are a primary source of high quality hides and leathers from larger animals such as bears and elk.<br />
<br />
Ferael [fer-ale], a small nomadic village, made primarily of tents and small removable houses on the plains. The village stays in a single place for no more then a few weeks before going to a new designated area. The main export that is produced, by this and many other villages like it, is its goat cheese. Since these villages often have small to medium sized herds of goats (around 5-10 goats in total). This is one of the many reasons why the villages move so often. Some of these villages herd sheep and export wool instead of goats, since the sparse vegetation can sustain sheep much longer then it can goats. While few and far between, some even herd cattle. Although they are not rare, they take far more time and maintenance then either of the other two options, as well as being the most likely to be stolen or killed for their meat.<br />
<br />
Example Cities for size vs population:<br />
<br />
Merdame<br />
<br />
Town Size: Metropolis<br />
<br />
Town Population: 1022<br />
<br />
== Magical Diseases ==<br />
<br />
Two different magical diseases that look a lot alike until after death. First is "The Wasting" and second is "The Taint" (currently under name revision) both were created through a alchemical process. The wasting was created as a botched attempt to control the size and weight change through a potion. The second was a potion, taken once per day, to extend a persons life span. The Wasting causes the victims tissue to break down and rot, as well as making their bones shrink through a painful process. (This process is, the bones chip and splinter of sections constantly until they are all but gone, the reverse is also possible although far more rare.) There are some known cases where a victim of this disease has gained massive amounts of growth and continued to grow until their body could no longer support their larger size. History for the two disease will be written at a later time and posted under its own sub-heading.<br />
<br />
(Under name revision, as well as more information upon the effects of the disease itself.)<br />
An undead disease, that spreads slowly through "poisoned" water, is spreading across vast expanses of land. Sea water seems highly resistant, if not completely immune, to the effects. The animals that die, or have been dead for less than a weeks time, rise within one week after death as undead creatures. Animals that survive here become tainted and can spread the disease to any they bite. If infected by this disease, a week after initial infection the creature begins to turn pale, go rabid (or dire), as well as beginning to rot from the inside out, without the penalties for doing so (this disease does not cause death in this fashion). They exhibit similar symptoms and can pass on the taint in the same manner they got it themselves. As before, one week after death, the creature will rise as an undead. Due to this, the taint is also spread by the death of an infected creature. In this method, an infected creature can cause a Taint to grow in a region which is untainted. This disease can also be caught through eating the corpse or drinking its fluids. If the infected creature is not buried but is burned instead, there is little to no chance of the taint spreading. The only known way to fight the taint is to burn it away. Removal of the tainted area will not work unless the area is made of stone. After an animal or creature has risen from the dead by this method, they will continue to decay at a rapid speed. Often times, the creature affected by the disease, will rise from the dead a week after death. After this point, they will wonder as a zombie or skeleton creature with the formers conscience until the body is completely decomposed and turns to dust. This process can take anywhere from a day to several months. The current method to know how long they have is to know the former creatures con score. This number multiplied by their modifier gives you the approximate lifetime of the creature in "undeath" if the creature makes a successful will save ( DC equaling their con score) they can survive for double the normal length of time. If the creature continues to do this, eventually they can become a permanently "living" undead creature. These are few and far between, at least from this disease, and tend to become a liche after a long enough period. This origin of this disease is thought to be in an ancient set of ruins in an old mountain valley. More on this set of ruins in its own location.<br />
<br />
== City Information ==<br />
<br />
Unusual Cities:<br />
<br />
Villages are sometimes known to lock their gates and not let in people for several days in some regions. These places are well known for their animal products, whether they are leather, meat, or some other product like cheese. The reason behind this is that the villages that do this are generally infected (or in some cases, blessed) with lycanthropy. While there are some villages that are like this, there are others that are notorious for people disappearing in and reappearing months or even years later, as a member of the village or a nearby village that has sprung up since then. These places, like the previous type of village, are infected with lycanthropy. The difference being that one sections itself off to keep from infecting others while the other draws people in to increase their numbers. The second type of village often has large gambling houses and brothels to draw in the weary and easily deceived.<br />
<br />
== Random Idea List ==<br />
<br />
Idea one: Towns that die on the night of the full moon, and then rise the next morning, as if nothing had happened. This only happens within the town, and any who are in the town when it happens might get killed by the "undead" people running around. If this happens, then they too join with the town, and are connected to it until they can remove the "curse" attached to them. Those who are cursed cannot go a certain distance from where they died, and if they do, they die and will "awaken" again where they originally died. Those who are killed by the person after death pass on the "curse" in the same fashion.<br />
<br />
== The World's "Magical" Outlook ==<br />
<br />
In the world magical children are stolen away into the night when they are detected to private communities where they are raised with new magical families. These children remember light to none of their past life with their non magical families and friends. These children are taught at home and through secret groups the magical arts and are raised to see non magical people as less then themselves. Although there are many out there who do not agree with this. In some places they have gotten together and made there own communities and taught their own version of the non magical people. On how they should help them and guide them as only they can. Though the two groups are nearly identical in their methods their reasoning does divide them into seemingly two groups. Neither are evil or good, just two sides of another coin. On the other hand. These groups never manage to find all of the magical children so there are those who grew up with non magical people and see themselves differently. Sometimes they see themselves as gods and lord it over everyone until one of these groups brings them into their fold, one of the groups assassinates the offending person, or they are ignored altogether. Sometimes these children eventually find their own way into these groups, becoming part of neither and navigate between the two, learning what they can before they go on to enjoy their own life. These groups rarely if ever force their own laws or views upon the world at large, only their own separate little communities. While this is generally the case, the world at large isn’t in the dark about the magical children and people around them, they have learned over centuries that it is an uncommon ability that some are born with. Once every year or so, they groups take a small portion of children, normally in their younger years of teen hood, out into the non magical communities to learn stuff other then that which is magical. They often apprenticed to blacksmiths, huntsmen, leatherworkers and so on to learn these crafts. They eventually go on to becoming specialists in their crafts making many magical items the world has today. These people are also those who generally open school to teach these crafts to younger people later in their life. Sometimes, some of these people find themselves in places of power, governing a small village or sometimes even becoming a common person people seek for answers to problems. There is no end to the amount that these people are involved in most peoples everyday life and many don’t realize the gift these people have. Not only do these people learn these crafts and have these magical abilities, they also have a much longer lifespan and are often times the common adventurer in the local tavern. It is believed by some that these people are proof or offspring of gods, while not a direct child of any one god but a manifestation of a gods power in the populace of the world.<br />
<br />
== World Population coverage and Town Size ==<br />
<br />
'''Third Era'''<br />
<br />
01-10 500 + 100D10 Metropolis<br />
<br />
01-05 200 + 15D10 Huge<br />
<br />
05-15 75 + 7D10 Large<br />
<br />
15-25 50 + 5D10 Medium<br />
<br />
25-50 25 + 3D10 Small<br />
<br />
50-100 10 + 2D10 Tiny<br />
<br />
'''Fourth Era'''<br />
<br />
01-03 500 + 100D10 Metropolis (Current total: 1)<br />
<br />
04-08 200 + 15D10 Huge (Current total: 3)<br />
<br />
09-15 75 + 7D10 Large (Current total: 4)<br />
<br />
16-25 50 + 5D10 Medium (Current total: 5)<br />
<br />
26-50 35 + 4D10 Average (Current total: 6)<br />
<br />
51-75 25 + 3D10 Small (Current total: 7)<br />
<br />
76-100 10 + 2D10 Tiny (Current total: 15)<br />
<br />
Current Totals are per kingdom not total worldwide. Also, Kingdoms are for this area of the World only, not for total coverage.<br />
<br />
== Last updated ==<br />
<br />
01:50, 26 October 2011 (MDT)</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox2&diff=539098User:Lyrad8791/sandbox22011-10-26T07:50:57Z<p>Lyrad8791: /* Last updated */</p>
<hr />
<div>=== The World of Peroan ===<br />
<br />
About 2,000 years ago, a small meteor (known around the world as a chunk of a star) hit the planet. This wiped out a large portion of the population. Those who wanted to leave the Island that it was going towards did so in many fleets. Only one entire fleet survived the voyage across the ocean. Since then, the kingdom from the island has split into many kingdoms and has minor strife between each other. For the most part, people live in peace with each other. Most of the races in DnD (Elves, Dwarves, Gnomes, and so on.) Are believed to be either myths or to have died off in the Cataclysm. The truth isn't that far off. Most of the other races where decimated as much as, if not more then, the human race. Few times have any from these races been seen, and the few times most have, it was thought of as a fluke or an illusion by some mage. Despite the lack of these other races being seen, there is ample proof that some other races lived before the humans settled the current area of the world. There are many wonders that defy logic and reason, The Floating Island is likely the most popular and hardest to believe. That aside, there is much to do to finish rebuilding the empires. <br />
<br />
<br />
<br />
==The Kingdoms==<br />
<br />
There are currently 5 different kingdoms (kingdoms being of a single race of humans or people who live within the same type of region). These are as follows: <br />
<br />
Kepp [kep], The mountain and hill kingdom, is comprised of warriors and smiths, which many lean toward being called barbarians in many ways. <br />
<br />
Jarn [jarn], the plains and fields kingdom, is comprised of nomads and small tribes of barbarians. Each nomadic tribe provides for itself, and chooses its leader according to who is best at the time. Sometimes, a leader can last in place for years, at other times, this leader is only leader for as long as they are in the same area or situation. Generally speaking, the leader is the one who is most fit for the job at the time, and gets replaced if the situation changes and someone else is more fit for the place.<br />
<br />
Krael [cray-ol], the jungle and forest kingdom, is comprised mostly of rangers, druids, and bandits, hermits also fall within this kingdom if they are within the confines of a forest. The leader among this kingdom is not one person, but two. Depending on what the circumstances are, you might talk to or have to deal with one, the other, or both people in charge. These people are known as The Negotiator, which is normally an elder, possibly a druid or hermit of good standing with other kingdoms as well as their own, is the one who speaks on behalf of the kingdom and settles kingdom wide debates; the Warlord, which is the person who rules the bands movements and hostile forces when needed, also the one who tends to lead the hunts when large hunting parties are formed. There are two versions of these leaders, the kingdom wide Warlord and Negotiator as well as the local Warlord and Negotiator.<br />
<br />
Saelk [sale-k], the kingdom of sea and shore, is comprised of water villages, small islands and fishermen. These people tend to be the leading merchants in certain types of product. Just as you would want to go to a mountain kingdom dealer for Iron, you would go to the Sea kingdom for Salt. Obviously, some kingdoms have a monopoly on certain products while other products can be found through multiple kingdoms. This kingdom is ruled by a council of elders and highly experienced people. This council does not dictate the everyday life of its people, but pools their knowledge and resources into providing better lifestyle for all. Sometimes this is in information on a new place to find a certain fish, sometimes it is in the knowledge to the younger generation on weather currents, and the likely hood of storms. <br />
<br />
Magus [may-jus], the kingdom of mages, is comprised solely of mages and sorcerers. While this kingdom is comprised completely of two types of magical people, it also encompasses all the other kingdoms as well as its own. This kingdom does not dictate other kingdoms, but its people must follow their rules in addition to the kingdom they live within. For instance, a mage is born in the Forest kingdom. At a certain point, they will be taken into the Magus kingdom and trained to be, what is considered by the ruling factions in the kingdom, what a proper mage should be. After they reach a certain level they are taken back to where they came from and are let loose upon the world. While this may sound neglectful, you must remember that, the mage must abide by the rules set upon them by BOTH kingdoms, not just one. Otherwise, they will be punished by both. Sometimes, this is just a small matter, while in other cases, the person involved will become exiled from their birth kingdom and put into a service of some sort within the Magus kingdom. More about this kingdom will be posted later on. The leader of the Magus kingdom is actually dependent upon who you talk to. While there is no leader for the kingdom as a whole, each section (or school, town, what-have-you) has their own leader. Much like the Plains kingdom runs, these schools do the same. Only these leaders last until they either decide to step down, or the die. Often times, these leaders are overthrown by up and coming mages who are more powerful. These leaders tend to last only a little amount of time before they step down due to the large amount of work required to maintain their place.<br />
<br />
==The Cities==<br />
<br />
Ion [i-on], which lies within the Kingdom of Kepp, is nestled into a small mountain valley. Its main export is iron, while it also has a smaller export of coal. This town, while small, boasts an impressive amount of militaristic force when the need arises. Unlike many towns, this one does not have a local guardhouse from which it relies upon for defense. Instead, this town has trained itself with basic weapons; such as a mining pick and blacksmith hammer. This town is often attacked by marauding Orcs and other goblinoids. It is also near one of the only suspected dragon hoards remaining in this region.<br />
<br />
The Island of Penn is a small island, which is named after a sailor who died upon its shores, after the Island was nearly submerged. This sailor was Drigor Penn, who was known for his skill while maneuvering through storms and similar weather upon the ocean. The main exported product here is whale oil, often used as an exotic fuel for lamps as well as being used for cooking. Many people go miles just to taste something cooked in the whale oil produced by the Sea kingdom.<br />
<br />
Hiloja [hil-oh-ja], is a town within, living, hollowed out trees, which span hundreds of feet into the air. These trees that are used for housing tend to be solid white, and appear to be some kind of Oak. The exact age of these trees, or the forest they dwell within, is not known, but they have been around at least a few thousand years. They are a primary source of high quality hides and leathers from larger animals such as bears and elk.<br />
<br />
Ferael [fer-ale], a small nomadic village, made primarily of tents and small removable houses on the plains. The village stays in a single place for no more then a few weeks before going to a new designated area. The main export that is produced, by this and many other villages like it, is its goat cheese. Since these villages often have small to medium sized herds of goats (around 5-10 goats in total). This is one of the many reasons why the villages move so often. Some of these villages herd sheep and export wool instead of goats, since the sparse vegetation can sustain sheep much longer then it can goats. While few and far between, some even herd cattle. Although they are not rare, they take far more time and maintenance then either of the other two options, as well as being the most likely to be stolen or killed for their meat.<br />
<br />
Example Cities for size vs population:<br />
<br />
Merdame<br />
<br />
Town Size: Metropolis<br />
<br />
Town Population: 1022<br />
<br />
== Taint, and its properties ==<br />
<br />
(Under name revision, as well as more information upon the effects of the disease itself.)<br />
An undead disease, that spreads slowly through "poisoned" water, is spreading across vast expanses of land. Sea water seems highly resistant, if not completely immune, to the effects. The animals that die, or have been dead for less than a weeks time, rise within one week after death as undead creatures. Animals that survive here become tainted and can spread the disease to any they bite. If infected by this disease, a week after initial infection the creature begins to turn pale, go rabid (or dire), as well as beginning to rot from the inside out, without the penalties for doing so (this disease does not cause death in this fashion). They exhibit similar symptoms and can pass on the taint in the same manner they got it themselves. As before, one week after death, the creature will rise as an undead. Due to this, the taint is also spread by the death of an infected creature. In this method, an infected creature can cause a Taint to grow in a region which is untainted. This disease can also be caught through eating the corpse or drinking its fluids. If the infected creature is not buried but is burned instead, there is little to no chance of the taint spreading. The only known way to fight the taint is to burn it away. Removal of the tainted area will not work unless the area is made of stone. After an animal or creature has risen from the dead by this method, they will continue to decay at a rapid speed. Often times, the creature affected by the disease, will rise from the dead a week after death. After this point, they will wonder as a zombie or skeleton creature with the formers conscience until the body is completely decomposed and turns to dust. This process can take anywhere from a day to several months. The current method to know how long they have is to know the former creatures con score. This number multiplied by their modifier gives you the approximate lifetime of the creature in "undeath" if the creature makes a successful will save ( DC equaling their con score) they can survive for double the normal length of time. If the creature continues to do this, eventually they can become a permanently "living" undead creature. These are few and far between, at least from this disease, and tend to become a liche after a long enough period. This origin of this disease is thought to be in an ancient set of ruins in an old mountain valley. More on this set of ruins in its own location.<br />
<br />
== City Information ==<br />
<br />
Unusual Cities:<br />
<br />
Villages are sometimes known to lock their gates and not let in people for several days in some regions. These places are well known for their animal products, whether they are leather, meat, or some other product like cheese. The reason behind this is that the villages that do this are generally infected (or in some cases, blessed) with lycanthropy. While there are some villages that are like this, there are others that are notorious for people disappearing in and reappearing months or even years later, as a member of the village or a nearby village that has sprung up since then. These places, like the previous type of village, are infected with lycanthropy. The difference being that one sections itself off to keep from infecting others while the other draws people in to increase their numbers. The second type of village often has large gambling houses and brothels to draw in the weary and easily deceived.<br />
<br />
== Random Idea List ==<br />
<br />
Idea one: Towns that die on the night of the full moon, and then rise the next morning, as if nothing had happened. This only happens within the town, and any who are in the town when it happens might get killed by the "undead" people running around. If this happens, then they too join with the town, and are connected to it until they can remove the "curse" attached to them. Those who are cursed cannot go a certain distance from where they died, and if they do, they die and will "awaken" again where they originally died. Those who are killed by the person after death pass on the "curse" in the same fashion.<br />
<br />
== The World's "Magical" Outlook ==<br />
<br />
In the world magical children are stolen away into the night when they are detected to private communities where they are raised with new magical families. These children remember light to none of their past life with their non magical families and friends. These children are taught at home and through secret groups the magical arts and are raised to see non magical people as less then themselves. Although there are many out there who do not agree with this. In some places they have gotten together and made there own communities and taught their own version of the non magical people. On how they should help them and guide them as only they can. Though the two groups are nearly identical in their methods their reasoning does divide them into seemingly two groups. Neither are evil or good, just two sides of another coin. On the other hand. These groups never manage to find all of the magical children so there are those who grew up with non magical people and see themselves differently. Sometimes they see themselves as gods and lord it over everyone until one of these groups brings them into their fold, one of the groups assassinates the offending person, or they are ignored altogether. Sometimes these children eventually find their own way into these groups, becoming part of neither and navigate between the two, learning what they can before they go on to enjoy their own life. These groups rarely if ever force their own laws or views upon the world at large, only their own separate little communities. While this is generally the case, the world at large isn’t in the dark about the magical children and people around them, they have learned over centuries that it is an uncommon ability that some are born with. Once every year or so, they groups take a small portion of children, normally in their younger years of teen hood, out into the non magical communities to learn stuff other then that which is magical. They often apprenticed to blacksmiths, huntsmen, leatherworkers and so on to learn these crafts. They eventually go on to becoming specialists in their crafts making many magical items the world has today. These people are also those who generally open school to teach these crafts to younger people later in their life. Sometimes, some of these people find themselves in places of power, governing a small village or sometimes even becoming a common person people seek for answers to problems. There is no end to the amount that these people are involved in most peoples everyday life and many don’t realize the gift these people have. Not only do these people learn these crafts and have these magical abilities, they also have a much longer lifespan and are often times the common adventurer in the local tavern. It is believed by some that these people are proof or offspring of gods, while not a direct child of any one god but a manifestation of a gods power in the populace of the world.<br />
<br />
== World Population coverage and Town Size ==<br />
<br />
'''Third Era'''<br />
<br />
01-10 500 + 100D10 Metropolis<br />
<br />
01-05 200 + 15D10 Huge<br />
<br />
05-15 75 + 7D10 Large<br />
<br />
15-25 50 + 5D10 Medium<br />
<br />
25-50 25 + 3D10 Small<br />
<br />
50-100 10 + 2D10 Tiny<br />
<br />
'''Fourth Era'''<br />
<br />
01-03 500 + 100D10 Metropolis (Current total: 1)<br />
<br />
04-08 200 + 15D10 Huge (Current total: 3)<br />
<br />
09-15 75 + 7D10 Large (Current total: 4)<br />
<br />
16-25 50 + 5D10 Medium (Current total: 5)<br />
<br />
26-50 35 + 4D10 Average (Current total: 6)<br />
<br />
51-75 25 + 3D10 Small (Current total: 7)<br />
<br />
76-100 10 + 2D10 Tiny (Current total: 15)<br />
<br />
Current Totals are per kingdom not total worldwide. Also, Kingdoms are for this area of the World only, not for total coverage.<br />
<br />
== Last updated ==<br />
<br />
01:50, 26 October 2011 (MDT)</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox2&diff=539087User:Lyrad8791/sandbox22011-10-26T01:53:03Z<p>Lyrad8791: /* The Cities */</p>
<hr />
<div>=== The World of Peroan ===<br />
<br />
About 2,000 years ago, a small meteor (known around the world as a chunk of a star) hit the planet. This wiped out a large portion of the population. Those who wanted to leave the Island that it was going towards did so in many fleets. Only one entire fleet survived the voyage across the ocean. Since then, the kingdom from the island has split into many kingdoms and has minor strife between each other. For the most part, people live in peace with each other. Most of the races in DnD (Elves, Dwarves, Gnomes, and so on.) Are believed to be either myths or to have died off in the Cataclysm. The truth isn't that far off. Most of the other races where decimated as much as, if not more then, the human race. Few times have any from these races been seen, and the few times most have, it was thought of as a fluke or an illusion by some mage. Despite the lack of these other races being seen, there is ample proof that some other races lived before the humans settled the current area of the world. There are many wonders that defy logic and reason, The Floating Island is likely the most popular and hardest to believe. That aside, there is much to do to finish rebuilding the empires. <br />
<br />
<br />
<br />
==The Kingdoms==<br />
<br />
There are currently 5 different kingdoms (kingdoms being of a single race of humans or people who live within the same type of region). These are as follows: <br />
<br />
Kepp [kep], The mountain and hill kingdom, is comprised of warriors and smiths, which many lean toward being called barbarians in many ways. <br />
<br />
Jarn [jarn], the plains and fields kingdom, is comprised of nomads and small tribes of barbarians. Each nomadic tribe provides for itself, and chooses its leader according to who is best at the time. Sometimes, a leader can last in place for years, at other times, this leader is only leader for as long as they are in the same area or situation. Generally speaking, the leader is the one who is most fit for the job at the time, and gets replaced if the situation changes and someone else is more fit for the place.<br />
<br />
Krael [cray-ol], the jungle and forest kingdom, is comprised mostly of rangers, druids, and bandits, hermits also fall within this kingdom if they are within the confines of a forest. The leader among this kingdom is not one person, but two. Depending on what the circumstances are, you might talk to or have to deal with one, the other, or both people in charge. These people are known as The Negotiator, which is normally an elder, possibly a druid or hermit of good standing with other kingdoms as well as their own, is the one who speaks on behalf of the kingdom and settles kingdom wide debates; the Warlord, which is the person who rules the bands movements and hostile forces when needed, also the one who tends to lead the hunts when large hunting parties are formed. There are two versions of these leaders, the kingdom wide Warlord and Negotiator as well as the local Warlord and Negotiator.<br />
<br />
Saelk [sale-k], the kingdom of sea and shore, is comprised of water villages, small islands and fishermen. These people tend to be the leading merchants in certain types of product. Just as you would want to go to a mountain kingdom dealer for Iron, you would go to the Sea kingdom for Salt. Obviously, some kingdoms have a monopoly on certain products while other products can be found through multiple kingdoms. This kingdom is ruled by a council of elders and highly experienced people. This council does not dictate the everyday life of its people, but pools their knowledge and resources into providing better lifestyle for all. Sometimes this is in information on a new place to find a certain fish, sometimes it is in the knowledge to the younger generation on weather currents, and the likely hood of storms. <br />
<br />
Magus [may-jus], the kingdom of mages, is comprised solely of mages and sorcerers. While this kingdom is comprised completely of two types of magical people, it also encompasses all the other kingdoms as well as its own. This kingdom does not dictate other kingdoms, but its people must follow their rules in addition to the kingdom they live within. For instance, a mage is born in the Forest kingdom. At a certain point, they will be taken into the Magus kingdom and trained to be, what is considered by the ruling factions in the kingdom, what a proper mage should be. After they reach a certain level they are taken back to where they came from and are let loose upon the world. While this may sound neglectful, you must remember that, the mage must abide by the rules set upon them by BOTH kingdoms, not just one. Otherwise, they will be punished by both. Sometimes, this is just a small matter, while in other cases, the person involved will become exiled from their birth kingdom and put into a service of some sort within the Magus kingdom. More about this kingdom will be posted later on. The leader of the Magus kingdom is actually dependent upon who you talk to. While there is no leader for the kingdom as a whole, each section (or school, town, what-have-you) has their own leader. Much like the Plains kingdom runs, these schools do the same. Only these leaders last until they either decide to step down, or the die. Often times, these leaders are overthrown by up and coming mages who are more powerful. These leaders tend to last only a little amount of time before they step down due to the large amount of work required to maintain their place.<br />
<br />
==The Cities==<br />
<br />
Ion [i-on], which lies within the Kingdom of Kepp, is nestled into a small mountain valley. Its main export is iron, while it also has a smaller export of coal. This town, while small, boasts an impressive amount of militaristic force when the need arises. Unlike many towns, this one does not have a local guardhouse from which it relies upon for defense. Instead, this town has trained itself with basic weapons; such as a mining pick and blacksmith hammer. This town is often attacked by marauding Orcs and other goblinoids. It is also near one of the only suspected dragon hoards remaining in this region.<br />
<br />
The Island of Penn is a small island, which is named after a sailor who died upon its shores, after the Island was nearly submerged. This sailor was Drigor Penn, who was known for his skill while maneuvering through storms and similar weather upon the ocean. The main exported product here is whale oil, often used as an exotic fuel for lamps as well as being used for cooking. Many people go miles just to taste something cooked in the whale oil produced by the Sea kingdom.<br />
<br />
Hiloja [hil-oh-ja], is a town within, living, hollowed out trees, which span hundreds of feet into the air. These trees that are used for housing tend to be solid white, and appear to be some kind of Oak. The exact age of these trees, or the forest they dwell within, is not known, but they have been around at least a few thousand years. They are a primary source of high quality hides and leathers from larger animals such as bears and elk.<br />
<br />
Ferael [fer-ale], a small nomadic village, made primarily of tents and small removable houses on the plains. The village stays in a single place for no more then a few weeks before going to a new designated area. The main export that is produced, by this and many other villages like it, is its goat cheese. Since these villages often have small to medium sized herds of goats (around 5-10 goats in total). This is one of the many reasons why the villages move so often. Some of these villages herd sheep and export wool instead of goats, since the sparse vegetation can sustain sheep much longer then it can goats. While few and far between, some even herd cattle. Although they are not rare, they take far more time and maintenance then either of the other two options, as well as being the most likely to be stolen or killed for their meat.<br />
<br />
Example Cities for size vs population:<br />
<br />
Merdame<br />
<br />
Town Size: Metropolis<br />
<br />
Town Population: 1022<br />
<br />
== Taint, and its properties ==<br />
<br />
(Under name revision, as well as more information upon the effects of the disease itself.)<br />
An undead disease, that spreads slowly through "poisoned" water, is spreading across vast expanses of land. Sea water seems highly resistant, if not completely immune, to the effects. The animals that die, or have been dead for less than a weeks time, rise within one week after death as undead creatures. Animals that survive here become tainted and can spread the disease to any they bite. If infected by this disease, a week after initial infection the creature begins to turn pale, go rabid (or dire), as well as beginning to rot from the inside out, without the penalties for doing so (this disease does not cause death in this fashion). They exhibit similar symptoms and can pass on the taint in the same manner they got it themselves. As before, one week after death, the creature will rise as an undead. Due to this, the taint is also spread by the death of an infected creature. In this method, an infected creature can cause a Taint to grow in a region which is untainted. This disease can also be caught through eating the corpse or drinking its fluids. If the infected creature is not buried but is burned instead, there is little to no chance of the taint spreading. The only known way to fight the taint is to burn it away. Removal of the tainted area will not work unless the area is made of stone. After an animal or creature has risen from the dead by this method, they will continue to decay at a rapid speed. Often times, the creature affected by the disease, will rise from the dead a week after death. After this point, they will wonder as a zombie or skeleton creature with the formers conscience until the body is completely decomposed and turns to dust. This process can take anywhere from a day to several months. The current method to know how long they have is to know the former creatures con score. This number multiplied by their modifier gives you the approximate lifetime of the creature in "undeath" if the creature makes a successful will save ( DC equaling their con score) they can survive for double the normal length of time. If the creature continues to do this, eventually they can become a permanently "living" undead creature. These are few and far between, at least from this disease, and tend to become a liche after a long enough period. This origin of this disease is thought to be in an ancient set of ruins in an old mountain valley. More on this set of ruins in its own location.<br />
<br />
== City Information ==<br />
<br />
Unusual Cities:<br />
<br />
Villages are sometimes known to lock their gates and not let in people for several days in some regions. These places are well known for their animal products, whether they are leather, meat, or some other product like cheese. The reason behind this is that the villages that do this are generally infected (or in some cases, blessed) with lycanthropy. While there are some villages that are like this, there are others that are notorious for people disappearing in and reappearing months or even years later, as a member of the village or a nearby village that has sprung up since then. These places, like the previous type of village, are infected with lycanthropy. The difference being that one sections itself off to keep from infecting others while the other draws people in to increase their numbers. The second type of village often has large gambling houses and brothels to draw in the weary and easily deceived.<br />
<br />
== Random Idea List ==<br />
<br />
Idea one: Towns that die on the night of the full moon, and then rise the next morning, as if nothing had happened. This only happens within the town, and any who are in the town when it happens might get killed by the "undead" people running around. If this happens, then they too join with the town, and are connected to it until they can remove the "curse" attached to them. Those who are cursed cannot go a certain distance from where they died, and if they do, they die and will "awaken" again where they originally died. Those who are killed by the person after death pass on the "curse" in the same fashion.<br />
<br />
== The World's "Magical" Outlook ==<br />
<br />
In the world magical children are stolen away into the night when they are detected to private communities where they are raised with new magical families. These children remember light to none of their past life with their non magical families and friends. These children are taught at home and through secret groups the magical arts and are raised to see non magical people as less then themselves. Although there are many out there who do not agree with this. In some places they have gotten together and made there own communities and taught their own version of the non magical people. On how they should help them and guide them as only they can. Though the two groups are nearly identical in their methods their reasoning does divide them into seemingly two groups. Neither are evil or good, just two sides of another coin. On the other hand. These groups never manage to find all of the magical children so there are those who grew up with non magical people and see themselves differently. Sometimes they see themselves as gods and lord it over everyone until one of these groups brings them into their fold, one of the groups assassinates the offending person, or they are ignored altogether. Sometimes these children eventually find their own way into these groups, becoming part of neither and navigate between the two, learning what they can before they go on to enjoy their own life. These groups rarely if ever force their own laws or views upon the world at large, only their own separate little communities. While this is generally the case, the world at large isn’t in the dark about the magical children and people around them, they have learned over centuries that it is an uncommon ability that some are born with. Once every year or so, they groups take a small portion of children, normally in their younger years of teen hood, out into the non magical communities to learn stuff other then that which is magical. They often apprenticed to blacksmiths, huntsmen, leatherworkers and so on to learn these crafts. They eventually go on to becoming specialists in their crafts making many magical items the world has today. These people are also those who generally open school to teach these crafts to younger people later in their life. Sometimes, some of these people find themselves in places of power, governing a small village or sometimes even becoming a common person people seek for answers to problems. There is no end to the amount that these people are involved in most peoples everyday life and many don’t realize the gift these people have. Not only do these people learn these crafts and have these magical abilities, they also have a much longer lifespan and are often times the common adventurer in the local tavern. It is believed by some that these people are proof or offspring of gods, while not a direct child of any one god but a manifestation of a gods power in the populace of the world.<br />
<br />
== World Population coverage and Town Size ==<br />
<br />
'''Third Era'''<br />
<br />
01-10 500 + 100D10 Metropolis<br />
<br />
01-05 200 + 15D10 Huge<br />
<br />
05-15 75 + 7D10 Large<br />
<br />
15-25 50 + 5D10 Medium<br />
<br />
25-50 25 + 3D10 Small<br />
<br />
50-100 10 + 2D10 Tiny<br />
<br />
'''Fourth Era'''<br />
<br />
01-03 500 + 100D10 Metropolis (Current total: 1)<br />
<br />
04-08 200 + 15D10 Huge (Current total: 3)<br />
<br />
09-15 75 + 7D10 Large (Current total: 4)<br />
<br />
16-25 50 + 5D10 Medium (Current total: 5)<br />
<br />
26-50 35 + 4D10 Average (Current total: 6)<br />
<br />
51-75 25 + 3D10 Small (Current total: 7)<br />
<br />
76-100 10 + 2D10 Tiny (Current total: 15)<br />
<br />
Current Totals are per kingdom not total worldwide. Also, Kingdoms are for this area of the World only, not for total coverage.<br />
<br />
== Last updated ==<br />
<br />
21:01, 23 October 2011 (MDT)</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox2&diff=539086User:Lyrad8791/sandbox22011-10-26T01:45:21Z<p>Lyrad8791: /* World Population coverage and Town Size */</p>
<hr />
<div>=== The World of Peroan ===<br />
<br />
About 2,000 years ago, a small meteor (known around the world as a chunk of a star) hit the planet. This wiped out a large portion of the population. Those who wanted to leave the Island that it was going towards did so in many fleets. Only one entire fleet survived the voyage across the ocean. Since then, the kingdom from the island has split into many kingdoms and has minor strife between each other. For the most part, people live in peace with each other. Most of the races in DnD (Elves, Dwarves, Gnomes, and so on.) Are believed to be either myths or to have died off in the Cataclysm. The truth isn't that far off. Most of the other races where decimated as much as, if not more then, the human race. Few times have any from these races been seen, and the few times most have, it was thought of as a fluke or an illusion by some mage. Despite the lack of these other races being seen, there is ample proof that some other races lived before the humans settled the current area of the world. There are many wonders that defy logic and reason, The Floating Island is likely the most popular and hardest to believe. That aside, there is much to do to finish rebuilding the empires. <br />
<br />
<br />
<br />
==The Kingdoms==<br />
<br />
There are currently 5 different kingdoms (kingdoms being of a single race of humans or people who live within the same type of region). These are as follows: <br />
<br />
Kepp [kep], The mountain and hill kingdom, is comprised of warriors and smiths, which many lean toward being called barbarians in many ways. <br />
<br />
Jarn [jarn], the plains and fields kingdom, is comprised of nomads and small tribes of barbarians. Each nomadic tribe provides for itself, and chooses its leader according to who is best at the time. Sometimes, a leader can last in place for years, at other times, this leader is only leader for as long as they are in the same area or situation. Generally speaking, the leader is the one who is most fit for the job at the time, and gets replaced if the situation changes and someone else is more fit for the place.<br />
<br />
Krael [cray-ol], the jungle and forest kingdom, is comprised mostly of rangers, druids, and bandits, hermits also fall within this kingdom if they are within the confines of a forest. The leader among this kingdom is not one person, but two. Depending on what the circumstances are, you might talk to or have to deal with one, the other, or both people in charge. These people are known as The Negotiator, which is normally an elder, possibly a druid or hermit of good standing with other kingdoms as well as their own, is the one who speaks on behalf of the kingdom and settles kingdom wide debates; the Warlord, which is the person who rules the bands movements and hostile forces when needed, also the one who tends to lead the hunts when large hunting parties are formed. There are two versions of these leaders, the kingdom wide Warlord and Negotiator as well as the local Warlord and Negotiator.<br />
<br />
Saelk [sale-k], the kingdom of sea and shore, is comprised of water villages, small islands and fishermen. These people tend to be the leading merchants in certain types of product. Just as you would want to go to a mountain kingdom dealer for Iron, you would go to the Sea kingdom for Salt. Obviously, some kingdoms have a monopoly on certain products while other products can be found through multiple kingdoms. This kingdom is ruled by a council of elders and highly experienced people. This council does not dictate the everyday life of its people, but pools their knowledge and resources into providing better lifestyle for all. Sometimes this is in information on a new place to find a certain fish, sometimes it is in the knowledge to the younger generation on weather currents, and the likely hood of storms. <br />
<br />
Magus [may-jus], the kingdom of mages, is comprised solely of mages and sorcerers. While this kingdom is comprised completely of two types of magical people, it also encompasses all the other kingdoms as well as its own. This kingdom does not dictate other kingdoms, but its people must follow their rules in addition to the kingdom they live within. For instance, a mage is born in the Forest kingdom. At a certain point, they will be taken into the Magus kingdom and trained to be, what is considered by the ruling factions in the kingdom, what a proper mage should be. After they reach a certain level they are taken back to where they came from and are let loose upon the world. While this may sound neglectful, you must remember that, the mage must abide by the rules set upon them by BOTH kingdoms, not just one. Otherwise, they will be punished by both. Sometimes, this is just a small matter, while in other cases, the person involved will become exiled from their birth kingdom and put into a service of some sort within the Magus kingdom. More about this kingdom will be posted later on. The leader of the Magus kingdom is actually dependent upon who you talk to. While there is no leader for the kingdom as a whole, each section (or school, town, what-have-you) has their own leader. Much like the Plains kingdom runs, these schools do the same. Only these leaders last until they either decide to step down, or the die. Often times, these leaders are overthrown by up and coming mages who are more powerful. These leaders tend to last only a little amount of time before they step down due to the large amount of work required to maintain their place.<br />
<br />
==The Cities==<br />
<br />
Ion [i-on], which lies within the Kingdom of Kepp, is nestled into a small mountain valley. Its main export is iron, while it also has a smaller export of coal. This town, while small, boasts an impressive amount of militaristic force when the need arises. Unlike many towns, this one does not have a local guardhouse from which it relies upon for defense. Instead, this town has trained itself with basic weapons; such as a mining pick and blacksmith hammer. This town is often attacked by marauding Orcs and other goblinoids. It is also near one of the only suspected dragon hoards remaining in this region.<br />
<br />
The Island of Penn is a small island, which is named after a sailor who died upon its shores, after the Island was nearly submerged. This sailor was Drigor Penn, who was known for his skill while maneuvering through storms and similar weather upon the ocean. The main exported product here is whale oil, often used as an exotic fuel for lamps as well as being used for cooking. Many people go miles just to taste something cooked in the whale oil produced by the Sea kingdom.<br />
<br />
Hiloja [hil-oh-ja], is a town within, living, hollowed out trees, which span hundreds of feet into the air. These trees that are used for housing tend to be solid white, and appear to be some kind of Oak. The exact age of these trees, or the forest they dwell within, is not known, but they have been around at least a few thousand years. They are a primary source of high quality hides and leathers from larger animals such as bears and elk.<br />
<br />
Ferael [fer-ale], a small nomadic village, made primarily of tents and small removable houses on the plains. The village stays in a single place for no more then a few weeks before going to a new designated area. The main export that is produced, by this and many other villages like it, is its goat cheese. Since these villages often have small to medium sized herds of goats (around 5-10 goats in total). This is one of the many reasons why the villages move so often. Some of these villages herd sheep and export wool instead of goats, since the sparse vegetation can sustain sheep much longer then it can goats. While few and far between, some even herd cattle. Although they are not rare, they take far more time and maintenance then either of the other two options, as well as being the most likely to be stolen or killed for their meat.<br />
<br />
== Taint, and its properties ==<br />
<br />
(Under name revision, as well as more information upon the effects of the disease itself.)<br />
An undead disease, that spreads slowly through "poisoned" water, is spreading across vast expanses of land. Sea water seems highly resistant, if not completely immune, to the effects. The animals that die, or have been dead for less than a weeks time, rise within one week after death as undead creatures. Animals that survive here become tainted and can spread the disease to any they bite. If infected by this disease, a week after initial infection the creature begins to turn pale, go rabid (or dire), as well as beginning to rot from the inside out, without the penalties for doing so (this disease does not cause death in this fashion). They exhibit similar symptoms and can pass on the taint in the same manner they got it themselves. As before, one week after death, the creature will rise as an undead. Due to this, the taint is also spread by the death of an infected creature. In this method, an infected creature can cause a Taint to grow in a region which is untainted. This disease can also be caught through eating the corpse or drinking its fluids. If the infected creature is not buried but is burned instead, there is little to no chance of the taint spreading. The only known way to fight the taint is to burn it away. Removal of the tainted area will not work unless the area is made of stone. After an animal or creature has risen from the dead by this method, they will continue to decay at a rapid speed. Often times, the creature affected by the disease, will rise from the dead a week after death. After this point, they will wonder as a zombie or skeleton creature with the formers conscience until the body is completely decomposed and turns to dust. This process can take anywhere from a day to several months. The current method to know how long they have is to know the former creatures con score. This number multiplied by their modifier gives you the approximate lifetime of the creature in "undeath" if the creature makes a successful will save ( DC equaling their con score) they can survive for double the normal length of time. If the creature continues to do this, eventually they can become a permanently "living" undead creature. These are few and far between, at least from this disease, and tend to become a liche after a long enough period. This origin of this disease is thought to be in an ancient set of ruins in an old mountain valley. More on this set of ruins in its own location.<br />
<br />
== City Information ==<br />
<br />
Unusual Cities:<br />
<br />
Villages are sometimes known to lock their gates and not let in people for several days in some regions. These places are well known for their animal products, whether they are leather, meat, or some other product like cheese. The reason behind this is that the villages that do this are generally infected (or in some cases, blessed) with lycanthropy. While there are some villages that are like this, there are others that are notorious for people disappearing in and reappearing months or even years later, as a member of the village or a nearby village that has sprung up since then. These places, like the previous type of village, are infected with lycanthropy. The difference being that one sections itself off to keep from infecting others while the other draws people in to increase their numbers. The second type of village often has large gambling houses and brothels to draw in the weary and easily deceived.<br />
<br />
== Random Idea List ==<br />
<br />
Idea one: Towns that die on the night of the full moon, and then rise the next morning, as if nothing had happened. This only happens within the town, and any who are in the town when it happens might get killed by the "undead" people running around. If this happens, then they too join with the town, and are connected to it until they can remove the "curse" attached to them. Those who are cursed cannot go a certain distance from where they died, and if they do, they die and will "awaken" again where they originally died. Those who are killed by the person after death pass on the "curse" in the same fashion.<br />
<br />
== The World's "Magical" Outlook ==<br />
<br />
In the world magical children are stolen away into the night when they are detected to private communities where they are raised with new magical families. These children remember light to none of their past life with their non magical families and friends. These children are taught at home and through secret groups the magical arts and are raised to see non magical people as less then themselves. Although there are many out there who do not agree with this. In some places they have gotten together and made there own communities and taught their own version of the non magical people. On how they should help them and guide them as only they can. Though the two groups are nearly identical in their methods their reasoning does divide them into seemingly two groups. Neither are evil or good, just two sides of another coin. On the other hand. These groups never manage to find all of the magical children so there are those who grew up with non magical people and see themselves differently. Sometimes they see themselves as gods and lord it over everyone until one of these groups brings them into their fold, one of the groups assassinates the offending person, or they are ignored altogether. Sometimes these children eventually find their own way into these groups, becoming part of neither and navigate between the two, learning what they can before they go on to enjoy their own life. These groups rarely if ever force their own laws or views upon the world at large, only their own separate little communities. While this is generally the case, the world at large isn’t in the dark about the magical children and people around them, they have learned over centuries that it is an uncommon ability that some are born with. Once every year or so, they groups take a small portion of children, normally in their younger years of teen hood, out into the non magical communities to learn stuff other then that which is magical. They often apprenticed to blacksmiths, huntsmen, leatherworkers and so on to learn these crafts. They eventually go on to becoming specialists in their crafts making many magical items the world has today. These people are also those who generally open school to teach these crafts to younger people later in their life. Sometimes, some of these people find themselves in places of power, governing a small village or sometimes even becoming a common person people seek for answers to problems. There is no end to the amount that these people are involved in most peoples everyday life and many don’t realize the gift these people have. Not only do these people learn these crafts and have these magical abilities, they also have a much longer lifespan and are often times the common adventurer in the local tavern. It is believed by some that these people are proof or offspring of gods, while not a direct child of any one god but a manifestation of a gods power in the populace of the world.<br />
<br />
== World Population coverage and Town Size ==<br />
<br />
'''Third Era'''<br />
<br />
01-10 500 + 100D10 Metropolis<br />
<br />
01-05 200 + 15D10 Huge<br />
<br />
05-15 75 + 7D10 Large<br />
<br />
15-25 50 + 5D10 Medium<br />
<br />
25-50 25 + 3D10 Small<br />
<br />
50-100 10 + 2D10 Tiny<br />
<br />
'''Fourth Era'''<br />
<br />
01-03 500 + 100D10 Metropolis (Current total: 1)<br />
<br />
04-08 200 + 15D10 Huge (Current total: 3)<br />
<br />
09-15 75 + 7D10 Large (Current total: 4)<br />
<br />
16-25 50 + 5D10 Medium (Current total: 5)<br />
<br />
26-50 35 + 4D10 Average (Current total: 6)<br />
<br />
51-75 25 + 3D10 Small (Current total: 7)<br />
<br />
76-100 10 + 2D10 Tiny (Current total: 15)<br />
<br />
Current Totals are per kingdom not total worldwide. Also, Kingdoms are for this area of the World only, not for total coverage.<br />
<br />
== Last updated ==<br />
<br />
21:01, 23 October 2011 (MDT)</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox2&diff=539085User:Lyrad8791/sandbox22011-10-26T01:44:11Z<p>Lyrad8791: /* World Population coverage and Town Size */</p>
<hr />
<div>=== The World of Peroan ===<br />
<br />
About 2,000 years ago, a small meteor (known around the world as a chunk of a star) hit the planet. This wiped out a large portion of the population. Those who wanted to leave the Island that it was going towards did so in many fleets. Only one entire fleet survived the voyage across the ocean. Since then, the kingdom from the island has split into many kingdoms and has minor strife between each other. For the most part, people live in peace with each other. Most of the races in DnD (Elves, Dwarves, Gnomes, and so on.) Are believed to be either myths or to have died off in the Cataclysm. The truth isn't that far off. Most of the other races where decimated as much as, if not more then, the human race. Few times have any from these races been seen, and the few times most have, it was thought of as a fluke or an illusion by some mage. Despite the lack of these other races being seen, there is ample proof that some other races lived before the humans settled the current area of the world. There are many wonders that defy logic and reason, The Floating Island is likely the most popular and hardest to believe. That aside, there is much to do to finish rebuilding the empires. <br />
<br />
<br />
<br />
==The Kingdoms==<br />
<br />
There are currently 5 different kingdoms (kingdoms being of a single race of humans or people who live within the same type of region). These are as follows: <br />
<br />
Kepp [kep], The mountain and hill kingdom, is comprised of warriors and smiths, which many lean toward being called barbarians in many ways. <br />
<br />
Jarn [jarn], the plains and fields kingdom, is comprised of nomads and small tribes of barbarians. Each nomadic tribe provides for itself, and chooses its leader according to who is best at the time. Sometimes, a leader can last in place for years, at other times, this leader is only leader for as long as they are in the same area or situation. Generally speaking, the leader is the one who is most fit for the job at the time, and gets replaced if the situation changes and someone else is more fit for the place.<br />
<br />
Krael [cray-ol], the jungle and forest kingdom, is comprised mostly of rangers, druids, and bandits, hermits also fall within this kingdom if they are within the confines of a forest. The leader among this kingdom is not one person, but two. Depending on what the circumstances are, you might talk to or have to deal with one, the other, or both people in charge. These people are known as The Negotiator, which is normally an elder, possibly a druid or hermit of good standing with other kingdoms as well as their own, is the one who speaks on behalf of the kingdom and settles kingdom wide debates; the Warlord, which is the person who rules the bands movements and hostile forces when needed, also the one who tends to lead the hunts when large hunting parties are formed. There are two versions of these leaders, the kingdom wide Warlord and Negotiator as well as the local Warlord and Negotiator.<br />
<br />
Saelk [sale-k], the kingdom of sea and shore, is comprised of water villages, small islands and fishermen. These people tend to be the leading merchants in certain types of product. Just as you would want to go to a mountain kingdom dealer for Iron, you would go to the Sea kingdom for Salt. Obviously, some kingdoms have a monopoly on certain products while other products can be found through multiple kingdoms. This kingdom is ruled by a council of elders and highly experienced people. This council does not dictate the everyday life of its people, but pools their knowledge and resources into providing better lifestyle for all. Sometimes this is in information on a new place to find a certain fish, sometimes it is in the knowledge to the younger generation on weather currents, and the likely hood of storms. <br />
<br />
Magus [may-jus], the kingdom of mages, is comprised solely of mages and sorcerers. While this kingdom is comprised completely of two types of magical people, it also encompasses all the other kingdoms as well as its own. This kingdom does not dictate other kingdoms, but its people must follow their rules in addition to the kingdom they live within. For instance, a mage is born in the Forest kingdom. At a certain point, they will be taken into the Magus kingdom and trained to be, what is considered by the ruling factions in the kingdom, what a proper mage should be. After they reach a certain level they are taken back to where they came from and are let loose upon the world. While this may sound neglectful, you must remember that, the mage must abide by the rules set upon them by BOTH kingdoms, not just one. Otherwise, they will be punished by both. Sometimes, this is just a small matter, while in other cases, the person involved will become exiled from their birth kingdom and put into a service of some sort within the Magus kingdom. More about this kingdom will be posted later on. The leader of the Magus kingdom is actually dependent upon who you talk to. While there is no leader for the kingdom as a whole, each section (or school, town, what-have-you) has their own leader. Much like the Plains kingdom runs, these schools do the same. Only these leaders last until they either decide to step down, or the die. Often times, these leaders are overthrown by up and coming mages who are more powerful. These leaders tend to last only a little amount of time before they step down due to the large amount of work required to maintain their place.<br />
<br />
==The Cities==<br />
<br />
Ion [i-on], which lies within the Kingdom of Kepp, is nestled into a small mountain valley. Its main export is iron, while it also has a smaller export of coal. This town, while small, boasts an impressive amount of militaristic force when the need arises. Unlike many towns, this one does not have a local guardhouse from which it relies upon for defense. Instead, this town has trained itself with basic weapons; such as a mining pick and blacksmith hammer. This town is often attacked by marauding Orcs and other goblinoids. It is also near one of the only suspected dragon hoards remaining in this region.<br />
<br />
The Island of Penn is a small island, which is named after a sailor who died upon its shores, after the Island was nearly submerged. This sailor was Drigor Penn, who was known for his skill while maneuvering through storms and similar weather upon the ocean. The main exported product here is whale oil, often used as an exotic fuel for lamps as well as being used for cooking. Many people go miles just to taste something cooked in the whale oil produced by the Sea kingdom.<br />
<br />
Hiloja [hil-oh-ja], is a town within, living, hollowed out trees, which span hundreds of feet into the air. These trees that are used for housing tend to be solid white, and appear to be some kind of Oak. The exact age of these trees, or the forest they dwell within, is not known, but they have been around at least a few thousand years. They are a primary source of high quality hides and leathers from larger animals such as bears and elk.<br />
<br />
Ferael [fer-ale], a small nomadic village, made primarily of tents and small removable houses on the plains. The village stays in a single place for no more then a few weeks before going to a new designated area. The main export that is produced, by this and many other villages like it, is its goat cheese. Since these villages often have small to medium sized herds of goats (around 5-10 goats in total). This is one of the many reasons why the villages move so often. Some of these villages herd sheep and export wool instead of goats, since the sparse vegetation can sustain sheep much longer then it can goats. While few and far between, some even herd cattle. Although they are not rare, they take far more time and maintenance then either of the other two options, as well as being the most likely to be stolen or killed for their meat.<br />
<br />
== Taint, and its properties ==<br />
<br />
(Under name revision, as well as more information upon the effects of the disease itself.)<br />
An undead disease, that spreads slowly through "poisoned" water, is spreading across vast expanses of land. Sea water seems highly resistant, if not completely immune, to the effects. The animals that die, or have been dead for less than a weeks time, rise within one week after death as undead creatures. Animals that survive here become tainted and can spread the disease to any they bite. If infected by this disease, a week after initial infection the creature begins to turn pale, go rabid (or dire), as well as beginning to rot from the inside out, without the penalties for doing so (this disease does not cause death in this fashion). They exhibit similar symptoms and can pass on the taint in the same manner they got it themselves. As before, one week after death, the creature will rise as an undead. Due to this, the taint is also spread by the death of an infected creature. In this method, an infected creature can cause a Taint to grow in a region which is untainted. This disease can also be caught through eating the corpse or drinking its fluids. If the infected creature is not buried but is burned instead, there is little to no chance of the taint spreading. The only known way to fight the taint is to burn it away. Removal of the tainted area will not work unless the area is made of stone. After an animal or creature has risen from the dead by this method, they will continue to decay at a rapid speed. Often times, the creature affected by the disease, will rise from the dead a week after death. After this point, they will wonder as a zombie or skeleton creature with the formers conscience until the body is completely decomposed and turns to dust. This process can take anywhere from a day to several months. The current method to know how long they have is to know the former creatures con score. This number multiplied by their modifier gives you the approximate lifetime of the creature in "undeath" if the creature makes a successful will save ( DC equaling their con score) they can survive for double the normal length of time. If the creature continues to do this, eventually they can become a permanently "living" undead creature. These are few and far between, at least from this disease, and tend to become a liche after a long enough period. This origin of this disease is thought to be in an ancient set of ruins in an old mountain valley. More on this set of ruins in its own location.<br />
<br />
== City Information ==<br />
<br />
Unusual Cities:<br />
<br />
Villages are sometimes known to lock their gates and not let in people for several days in some regions. These places are well known for their animal products, whether they are leather, meat, or some other product like cheese. The reason behind this is that the villages that do this are generally infected (or in some cases, blessed) with lycanthropy. While there are some villages that are like this, there are others that are notorious for people disappearing in and reappearing months or even years later, as a member of the village or a nearby village that has sprung up since then. These places, like the previous type of village, are infected with lycanthropy. The difference being that one sections itself off to keep from infecting others while the other draws people in to increase their numbers. The second type of village often has large gambling houses and brothels to draw in the weary and easily deceived.<br />
<br />
== Random Idea List ==<br />
<br />
Idea one: Towns that die on the night of the full moon, and then rise the next morning, as if nothing had happened. This only happens within the town, and any who are in the town when it happens might get killed by the "undead" people running around. If this happens, then they too join with the town, and are connected to it until they can remove the "curse" attached to them. Those who are cursed cannot go a certain distance from where they died, and if they do, they die and will "awaken" again where they originally died. Those who are killed by the person after death pass on the "curse" in the same fashion.<br />
<br />
== The World's "Magical" Outlook ==<br />
<br />
In the world magical children are stolen away into the night when they are detected to private communities where they are raised with new magical families. These children remember light to none of their past life with their non magical families and friends. These children are taught at home and through secret groups the magical arts and are raised to see non magical people as less then themselves. Although there are many out there who do not agree with this. In some places they have gotten together and made there own communities and taught their own version of the non magical people. On how they should help them and guide them as only they can. Though the two groups are nearly identical in their methods their reasoning does divide them into seemingly two groups. Neither are evil or good, just two sides of another coin. On the other hand. These groups never manage to find all of the magical children so there are those who grew up with non magical people and see themselves differently. Sometimes they see themselves as gods and lord it over everyone until one of these groups brings them into their fold, one of the groups assassinates the offending person, or they are ignored altogether. Sometimes these children eventually find their own way into these groups, becoming part of neither and navigate between the two, learning what they can before they go on to enjoy their own life. These groups rarely if ever force their own laws or views upon the world at large, only their own separate little communities. While this is generally the case, the world at large isn’t in the dark about the magical children and people around them, they have learned over centuries that it is an uncommon ability that some are born with. Once every year or so, they groups take a small portion of children, normally in their younger years of teen hood, out into the non magical communities to learn stuff other then that which is magical. They often apprenticed to blacksmiths, huntsmen, leatherworkers and so on to learn these crafts. They eventually go on to becoming specialists in their crafts making many magical items the world has today. These people are also those who generally open school to teach these crafts to younger people later in their life. Sometimes, some of these people find themselves in places of power, governing a small village or sometimes even becoming a common person people seek for answers to problems. There is no end to the amount that these people are involved in most peoples everyday life and many don’t realize the gift these people have. Not only do these people learn these crafts and have these magical abilities, they also have a much longer lifespan and are often times the common adventurer in the local tavern. It is believed by some that these people are proof or offspring of gods, while not a direct child of any one god but a manifestation of a gods power in the populace of the world.<br />
<br />
== World Population coverage and Town Size ==<br />
<br />
Third Era<br />
<br />
01-10 500 + 100D10 Metropolis <br />
01-05 200 + 15D10 Huge 3<br />
05-15 75 + 7D10 Large 4<br />
15-25 50 + 5D10 Medium 5<br />
25-50 25 + 3D10 Small 7<br />
50-100 10 + 2D10 Tiny 15<br />
<br />
Fourth Era<br />
<br />
01-03 500 + 100D10 Metropolis (Current total: 1)<br />
04-08 200 + 15D10 Huge (Current total: 3)<br />
09-15 75 + 7D10 Large (Current total: 4)<br />
16-25 50 + 5D10 Medium (Current total: 5)<br />
26-50 35 + 4D10 Average (Current total: 6)<br />
51-75 25 + 3D10 Small (Current total: 7)<br />
76-100 10 + 2D10 Tiny (Current total: 15)<br />
<br />
Current Totals are per kingdom not total worldwide. Also, Kingdoms are for this area of the World only, not for total coverage.<br />
<br />
== Last updated ==<br />
<br />
21:01, 23 October 2011 (MDT)</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox2&diff=539084User:Lyrad8791/sandbox22011-10-26T01:40:29Z<p>Lyrad8791: /* The World's "Magical" Outlook */</p>
<hr />
<div>=== The World of Peroan ===<br />
<br />
About 2,000 years ago, a small meteor (known around the world as a chunk of a star) hit the planet. This wiped out a large portion of the population. Those who wanted to leave the Island that it was going towards did so in many fleets. Only one entire fleet survived the voyage across the ocean. Since then, the kingdom from the island has split into many kingdoms and has minor strife between each other. For the most part, people live in peace with each other. Most of the races in DnD (Elves, Dwarves, Gnomes, and so on.) Are believed to be either myths or to have died off in the Cataclysm. The truth isn't that far off. Most of the other races where decimated as much as, if not more then, the human race. Few times have any from these races been seen, and the few times most have, it was thought of as a fluke or an illusion by some mage. Despite the lack of these other races being seen, there is ample proof that some other races lived before the humans settled the current area of the world. There are many wonders that defy logic and reason, The Floating Island is likely the most popular and hardest to believe. That aside, there is much to do to finish rebuilding the empires. <br />
<br />
<br />
<br />
==The Kingdoms==<br />
<br />
There are currently 5 different kingdoms (kingdoms being of a single race of humans or people who live within the same type of region). These are as follows: <br />
<br />
Kepp [kep], The mountain and hill kingdom, is comprised of warriors and smiths, which many lean toward being called barbarians in many ways. <br />
<br />
Jarn [jarn], the plains and fields kingdom, is comprised of nomads and small tribes of barbarians. Each nomadic tribe provides for itself, and chooses its leader according to who is best at the time. Sometimes, a leader can last in place for years, at other times, this leader is only leader for as long as they are in the same area or situation. Generally speaking, the leader is the one who is most fit for the job at the time, and gets replaced if the situation changes and someone else is more fit for the place.<br />
<br />
Krael [cray-ol], the jungle and forest kingdom, is comprised mostly of rangers, druids, and bandits, hermits also fall within this kingdom if they are within the confines of a forest. The leader among this kingdom is not one person, but two. Depending on what the circumstances are, you might talk to or have to deal with one, the other, or both people in charge. These people are known as The Negotiator, which is normally an elder, possibly a druid or hermit of good standing with other kingdoms as well as their own, is the one who speaks on behalf of the kingdom and settles kingdom wide debates; the Warlord, which is the person who rules the bands movements and hostile forces when needed, also the one who tends to lead the hunts when large hunting parties are formed. There are two versions of these leaders, the kingdom wide Warlord and Negotiator as well as the local Warlord and Negotiator.<br />
<br />
Saelk [sale-k], the kingdom of sea and shore, is comprised of water villages, small islands and fishermen. These people tend to be the leading merchants in certain types of product. Just as you would want to go to a mountain kingdom dealer for Iron, you would go to the Sea kingdom for Salt. Obviously, some kingdoms have a monopoly on certain products while other products can be found through multiple kingdoms. This kingdom is ruled by a council of elders and highly experienced people. This council does not dictate the everyday life of its people, but pools their knowledge and resources into providing better lifestyle for all. Sometimes this is in information on a new place to find a certain fish, sometimes it is in the knowledge to the younger generation on weather currents, and the likely hood of storms. <br />
<br />
Magus [may-jus], the kingdom of mages, is comprised solely of mages and sorcerers. While this kingdom is comprised completely of two types of magical people, it also encompasses all the other kingdoms as well as its own. This kingdom does not dictate other kingdoms, but its people must follow their rules in addition to the kingdom they live within. For instance, a mage is born in the Forest kingdom. At a certain point, they will be taken into the Magus kingdom and trained to be, what is considered by the ruling factions in the kingdom, what a proper mage should be. After they reach a certain level they are taken back to where they came from and are let loose upon the world. While this may sound neglectful, you must remember that, the mage must abide by the rules set upon them by BOTH kingdoms, not just one. Otherwise, they will be punished by both. Sometimes, this is just a small matter, while in other cases, the person involved will become exiled from their birth kingdom and put into a service of some sort within the Magus kingdom. More about this kingdom will be posted later on. The leader of the Magus kingdom is actually dependent upon who you talk to. While there is no leader for the kingdom as a whole, each section (or school, town, what-have-you) has their own leader. Much like the Plains kingdom runs, these schools do the same. Only these leaders last until they either decide to step down, or the die. Often times, these leaders are overthrown by up and coming mages who are more powerful. These leaders tend to last only a little amount of time before they step down due to the large amount of work required to maintain their place.<br />
<br />
==The Cities==<br />
<br />
Ion [i-on], which lies within the Kingdom of Kepp, is nestled into a small mountain valley. Its main export is iron, while it also has a smaller export of coal. This town, while small, boasts an impressive amount of militaristic force when the need arises. Unlike many towns, this one does not have a local guardhouse from which it relies upon for defense. Instead, this town has trained itself with basic weapons; such as a mining pick and blacksmith hammer. This town is often attacked by marauding Orcs and other goblinoids. It is also near one of the only suspected dragon hoards remaining in this region.<br />
<br />
The Island of Penn is a small island, which is named after a sailor who died upon its shores, after the Island was nearly submerged. This sailor was Drigor Penn, who was known for his skill while maneuvering through storms and similar weather upon the ocean. The main exported product here is whale oil, often used as an exotic fuel for lamps as well as being used for cooking. Many people go miles just to taste something cooked in the whale oil produced by the Sea kingdom.<br />
<br />
Hiloja [hil-oh-ja], is a town within, living, hollowed out trees, which span hundreds of feet into the air. These trees that are used for housing tend to be solid white, and appear to be some kind of Oak. The exact age of these trees, or the forest they dwell within, is not known, but they have been around at least a few thousand years. They are a primary source of high quality hides and leathers from larger animals such as bears and elk.<br />
<br />
Ferael [fer-ale], a small nomadic village, made primarily of tents and small removable houses on the plains. The village stays in a single place for no more then a few weeks before going to a new designated area. The main export that is produced, by this and many other villages like it, is its goat cheese. Since these villages often have small to medium sized herds of goats (around 5-10 goats in total). This is one of the many reasons why the villages move so often. Some of these villages herd sheep and export wool instead of goats, since the sparse vegetation can sustain sheep much longer then it can goats. While few and far between, some even herd cattle. Although they are not rare, they take far more time and maintenance then either of the other two options, as well as being the most likely to be stolen or killed for their meat.<br />
<br />
== Taint, and its properties ==<br />
<br />
(Under name revision, as well as more information upon the effects of the disease itself.)<br />
An undead disease, that spreads slowly through "poisoned" water, is spreading across vast expanses of land. Sea water seems highly resistant, if not completely immune, to the effects. The animals that die, or have been dead for less than a weeks time, rise within one week after death as undead creatures. Animals that survive here become tainted and can spread the disease to any they bite. If infected by this disease, a week after initial infection the creature begins to turn pale, go rabid (or dire), as well as beginning to rot from the inside out, without the penalties for doing so (this disease does not cause death in this fashion). They exhibit similar symptoms and can pass on the taint in the same manner they got it themselves. As before, one week after death, the creature will rise as an undead. Due to this, the taint is also spread by the death of an infected creature. In this method, an infected creature can cause a Taint to grow in a region which is untainted. This disease can also be caught through eating the corpse or drinking its fluids. If the infected creature is not buried but is burned instead, there is little to no chance of the taint spreading. The only known way to fight the taint is to burn it away. Removal of the tainted area will not work unless the area is made of stone. After an animal or creature has risen from the dead by this method, they will continue to decay at a rapid speed. Often times, the creature affected by the disease, will rise from the dead a week after death. After this point, they will wonder as a zombie or skeleton creature with the formers conscience until the body is completely decomposed and turns to dust. This process can take anywhere from a day to several months. The current method to know how long they have is to know the former creatures con score. This number multiplied by their modifier gives you the approximate lifetime of the creature in "undeath" if the creature makes a successful will save ( DC equaling their con score) they can survive for double the normal length of time. If the creature continues to do this, eventually they can become a permanently "living" undead creature. These are few and far between, at least from this disease, and tend to become a liche after a long enough period. This origin of this disease is thought to be in an ancient set of ruins in an old mountain valley. More on this set of ruins in its own location.<br />
<br />
== City Information ==<br />
<br />
Unusual Cities:<br />
<br />
Villages are sometimes known to lock their gates and not let in people for several days in some regions. These places are well known for their animal products, whether they are leather, meat, or some other product like cheese. The reason behind this is that the villages that do this are generally infected (or in some cases, blessed) with lycanthropy. While there are some villages that are like this, there are others that are notorious for people disappearing in and reappearing months or even years later, as a member of the village or a nearby village that has sprung up since then. These places, like the previous type of village, are infected with lycanthropy. The difference being that one sections itself off to keep from infecting others while the other draws people in to increase their numbers. The second type of village often has large gambling houses and brothels to draw in the weary and easily deceived.<br />
<br />
== Random Idea List ==<br />
<br />
Idea one: Towns that die on the night of the full moon, and then rise the next morning, as if nothing had happened. This only happens within the town, and any who are in the town when it happens might get killed by the "undead" people running around. If this happens, then they too join with the town, and are connected to it until they can remove the "curse" attached to them. Those who are cursed cannot go a certain distance from where they died, and if they do, they die and will "awaken" again where they originally died. Those who are killed by the person after death pass on the "curse" in the same fashion.<br />
<br />
== The World's "Magical" Outlook ==<br />
<br />
In the world magical children are stolen away into the night when they are detected to private communities where they are raised with new magical families. These children remember light to none of their past life with their non magical families and friends. These children are taught at home and through secret groups the magical arts and are raised to see non magical people as less then themselves. Although there are many out there who do not agree with this. In some places they have gotten together and made there own communities and taught their own version of the non magical people. On how they should help them and guide them as only they can. Though the two groups are nearly identical in their methods their reasoning does divide them into seemingly two groups. Neither are evil or good, just two sides of another coin. On the other hand. These groups never manage to find all of the magical children so there are those who grew up with non magical people and see themselves differently. Sometimes they see themselves as gods and lord it over everyone until one of these groups brings them into their fold, one of the groups assassinates the offending person, or they are ignored altogether. Sometimes these children eventually find their own way into these groups, becoming part of neither and navigate between the two, learning what they can before they go on to enjoy their own life. These groups rarely if ever force their own laws or views upon the world at large, only their own separate little communities. While this is generally the case, the world at large isn’t in the dark about the magical children and people around them, they have learned over centuries that it is an uncommon ability that some are born with. Once every year or so, they groups take a small portion of children, normally in their younger years of teen hood, out into the non magical communities to learn stuff other then that which is magical. They often apprenticed to blacksmiths, huntsmen, leatherworkers and so on to learn these crafts. They eventually go on to becoming specialists in their crafts making many magical items the world has today. These people are also those who generally open school to teach these crafts to younger people later in their life. Sometimes, some of these people find themselves in places of power, governing a small village or sometimes even becoming a common person people seek for answers to problems. There is no end to the amount that these people are involved in most peoples everyday life and many don’t realize the gift these people have. Not only do these people learn these crafts and have these magical abilities, they also have a much longer lifespan and are often times the common adventurer in the local tavern. It is believed by some that these people are proof or offspring of gods, while not a direct child of any one god but a manifestation of a gods power in the populace of the world.<br />
<br />
== World Population coverage and Town Size ==<br />
<br />
== Last updated ==<br />
<br />
21:01, 23 October 2011 (MDT)</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox2&diff=539083User:Lyrad8791/sandbox22011-10-26T01:37:32Z<p>Lyrad8791: /* The World's "Magical" Outlook */</p>
<hr />
<div>=== The World of Peroan ===<br />
<br />
About 2,000 years ago, a small meteor (known around the world as a chunk of a star) hit the planet. This wiped out a large portion of the population. Those who wanted to leave the Island that it was going towards did so in many fleets. Only one entire fleet survived the voyage across the ocean. Since then, the kingdom from the island has split into many kingdoms and has minor strife between each other. For the most part, people live in peace with each other. Most of the races in DnD (Elves, Dwarves, Gnomes, and so on.) Are believed to be either myths or to have died off in the Cataclysm. The truth isn't that far off. Most of the other races where decimated as much as, if not more then, the human race. Few times have any from these races been seen, and the few times most have, it was thought of as a fluke or an illusion by some mage. Despite the lack of these other races being seen, there is ample proof that some other races lived before the humans settled the current area of the world. There are many wonders that defy logic and reason, The Floating Island is likely the most popular and hardest to believe. That aside, there is much to do to finish rebuilding the empires. <br />
<br />
<br />
<br />
==The Kingdoms==<br />
<br />
There are currently 5 different kingdoms (kingdoms being of a single race of humans or people who live within the same type of region). These are as follows: <br />
<br />
Kepp [kep], The mountain and hill kingdom, is comprised of warriors and smiths, which many lean toward being called barbarians in many ways. <br />
<br />
Jarn [jarn], the plains and fields kingdom, is comprised of nomads and small tribes of barbarians. Each nomadic tribe provides for itself, and chooses its leader according to who is best at the time. Sometimes, a leader can last in place for years, at other times, this leader is only leader for as long as they are in the same area or situation. Generally speaking, the leader is the one who is most fit for the job at the time, and gets replaced if the situation changes and someone else is more fit for the place.<br />
<br />
Krael [cray-ol], the jungle and forest kingdom, is comprised mostly of rangers, druids, and bandits, hermits also fall within this kingdom if they are within the confines of a forest. The leader among this kingdom is not one person, but two. Depending on what the circumstances are, you might talk to or have to deal with one, the other, or both people in charge. These people are known as The Negotiator, which is normally an elder, possibly a druid or hermit of good standing with other kingdoms as well as their own, is the one who speaks on behalf of the kingdom and settles kingdom wide debates; the Warlord, which is the person who rules the bands movements and hostile forces when needed, also the one who tends to lead the hunts when large hunting parties are formed. There are two versions of these leaders, the kingdom wide Warlord and Negotiator as well as the local Warlord and Negotiator.<br />
<br />
Saelk [sale-k], the kingdom of sea and shore, is comprised of water villages, small islands and fishermen. These people tend to be the leading merchants in certain types of product. Just as you would want to go to a mountain kingdom dealer for Iron, you would go to the Sea kingdom for Salt. Obviously, some kingdoms have a monopoly on certain products while other products can be found through multiple kingdoms. This kingdom is ruled by a council of elders and highly experienced people. This council does not dictate the everyday life of its people, but pools their knowledge and resources into providing better lifestyle for all. Sometimes this is in information on a new place to find a certain fish, sometimes it is in the knowledge to the younger generation on weather currents, and the likely hood of storms. <br />
<br />
Magus [may-jus], the kingdom of mages, is comprised solely of mages and sorcerers. While this kingdom is comprised completely of two types of magical people, it also encompasses all the other kingdoms as well as its own. This kingdom does not dictate other kingdoms, but its people must follow their rules in addition to the kingdom they live within. For instance, a mage is born in the Forest kingdom. At a certain point, they will be taken into the Magus kingdom and trained to be, what is considered by the ruling factions in the kingdom, what a proper mage should be. After they reach a certain level they are taken back to where they came from and are let loose upon the world. While this may sound neglectful, you must remember that, the mage must abide by the rules set upon them by BOTH kingdoms, not just one. Otherwise, they will be punished by both. Sometimes, this is just a small matter, while in other cases, the person involved will become exiled from their birth kingdom and put into a service of some sort within the Magus kingdom. More about this kingdom will be posted later on. The leader of the Magus kingdom is actually dependent upon who you talk to. While there is no leader for the kingdom as a whole, each section (or school, town, what-have-you) has their own leader. Much like the Plains kingdom runs, these schools do the same. Only these leaders last until they either decide to step down, or the die. Often times, these leaders are overthrown by up and coming mages who are more powerful. These leaders tend to last only a little amount of time before they step down due to the large amount of work required to maintain their place.<br />
<br />
==The Cities==<br />
<br />
Ion [i-on], which lies within the Kingdom of Kepp, is nestled into a small mountain valley. Its main export is iron, while it also has a smaller export of coal. This town, while small, boasts an impressive amount of militaristic force when the need arises. Unlike many towns, this one does not have a local guardhouse from which it relies upon for defense. Instead, this town has trained itself with basic weapons; such as a mining pick and blacksmith hammer. This town is often attacked by marauding Orcs and other goblinoids. It is also near one of the only suspected dragon hoards remaining in this region.<br />
<br />
The Island of Penn is a small island, which is named after a sailor who died upon its shores, after the Island was nearly submerged. This sailor was Drigor Penn, who was known for his skill while maneuvering through storms and similar weather upon the ocean. The main exported product here is whale oil, often used as an exotic fuel for lamps as well as being used for cooking. Many people go miles just to taste something cooked in the whale oil produced by the Sea kingdom.<br />
<br />
Hiloja [hil-oh-ja], is a town within, living, hollowed out trees, which span hundreds of feet into the air. These trees that are used for housing tend to be solid white, and appear to be some kind of Oak. The exact age of these trees, or the forest they dwell within, is not known, but they have been around at least a few thousand years. They are a primary source of high quality hides and leathers from larger animals such as bears and elk.<br />
<br />
Ferael [fer-ale], a small nomadic village, made primarily of tents and small removable houses on the plains. The village stays in a single place for no more then a few weeks before going to a new designated area. The main export that is produced, by this and many other villages like it, is its goat cheese. Since these villages often have small to medium sized herds of goats (around 5-10 goats in total). This is one of the many reasons why the villages move so often. Some of these villages herd sheep and export wool instead of goats, since the sparse vegetation can sustain sheep much longer then it can goats. While few and far between, some even herd cattle. Although they are not rare, they take far more time and maintenance then either of the other two options, as well as being the most likely to be stolen or killed for their meat.<br />
<br />
== Taint, and its properties ==<br />
<br />
(Under name revision, as well as more information upon the effects of the disease itself.)<br />
An undead disease, that spreads slowly through "poisoned" water, is spreading across vast expanses of land. Sea water seems highly resistant, if not completely immune, to the effects. The animals that die, or have been dead for less than a weeks time, rise within one week after death as undead creatures. Animals that survive here become tainted and can spread the disease to any they bite. If infected by this disease, a week after initial infection the creature begins to turn pale, go rabid (or dire), as well as beginning to rot from the inside out, without the penalties for doing so (this disease does not cause death in this fashion). They exhibit similar symptoms and can pass on the taint in the same manner they got it themselves. As before, one week after death, the creature will rise as an undead. Due to this, the taint is also spread by the death of an infected creature. In this method, an infected creature can cause a Taint to grow in a region which is untainted. This disease can also be caught through eating the corpse or drinking its fluids. If the infected creature is not buried but is burned instead, there is little to no chance of the taint spreading. The only known way to fight the taint is to burn it away. Removal of the tainted area will not work unless the area is made of stone. After an animal or creature has risen from the dead by this method, they will continue to decay at a rapid speed. Often times, the creature affected by the disease, will rise from the dead a week after death. After this point, they will wonder as a zombie or skeleton creature with the formers conscience until the body is completely decomposed and turns to dust. This process can take anywhere from a day to several months. The current method to know how long they have is to know the former creatures con score. This number multiplied by their modifier gives you the approximate lifetime of the creature in "undeath" if the creature makes a successful will save ( DC equaling their con score) they can survive for double the normal length of time. If the creature continues to do this, eventually they can become a permanently "living" undead creature. These are few and far between, at least from this disease, and tend to become a liche after a long enough period. This origin of this disease is thought to be in an ancient set of ruins in an old mountain valley. More on this set of ruins in its own location.<br />
<br />
== City Information ==<br />
<br />
Unusual Cities:<br />
<br />
Villages are sometimes known to lock their gates and not let in people for several days in some regions. These places are well known for their animal products, whether they are leather, meat, or some other product like cheese. The reason behind this is that the villages that do this are generally infected (or in some cases, blessed) with lycanthropy. While there are some villages that are like this, there are others that are notorious for people disappearing in and reappearing months or even years later, as a member of the village or a nearby village that has sprung up since then. These places, like the previous type of village, are infected with lycanthropy. The difference being that one sections itself off to keep from infecting others while the other draws people in to increase their numbers. The second type of village often has large gambling houses and brothels to draw in the weary and easily deceived.<br />
<br />
== Random Idea List ==<br />
<br />
Idea one: Towns that die on the night of the full moon, and then rise the next morning, as if nothing had happened. This only happens within the town, and any who are in the town when it happens might get killed by the "undead" people running around. If this happens, then they too join with the town, and are connected to it until they can remove the "curse" attached to them. Those who are cursed cannot go a certain distance from where they died, and if they do, they die and will "awaken" again where they originally died. Those who are killed by the person after death pass on the "curse" in the same fashion.<br />
<br />
== The World's "Magical" Outlook ==<br />
<br />
In the world magical children are stolen away into the night when they are detected to private communities where they are raised with new magical families. These children remember light to none of their past life with their non magical families and friends. These children are taught at home and through secret groups the magical arts and are raised to see non magical people as less then themselves. Although there are many out there who do not agree with this. In some places they have gotten together and made there own communities and taught their own version of the non magical people. On how they should help them and guide them as only they can. Though the two groups are nearly identical in their methods their reasoning does divide them into seemingly two groups. Neither are evil or good, just two sides of another coin. On the other hand. These groups never manage to find all of the magical children so there are those who grew up with non magical people and see themselves differently. Sometimes they see themselves as gods and lord it over everyone until one of these groups brings them into their fold, one of the groups assassinates the offending person, or they are ignored altogether. Sometimes these children eventually find their own way into these groups, becoming part of neither and navigate between the two, learning what they can before they go on to enjoy their own life. These groups rarely if ever force their own laws or views upon the world at large, only their own separate little communities. While this is generally the case, the world at large isn’t in the dark about the magical children and people around them, they have learned over centuries that it is an uncommon ability that some are born with. Once every year or so, they groups take a small portion of children, normally in their younger years of teen hood, out into the non magical communities to learn stuff other then that which is magical. They often apprenticed to blacksmiths, huntsmen, leatherworkers and so on to learn these crafts. They eventually go on to becoming specialists in their crafts making many magical items the world has today. These people are also those who generally open school to teach these crafts to younger people later in their life. Sometimes, some of these people find themselves in places of power, governing a small village or sometimes even becoming a common person people seek for answers to problems. There is no end to the amount that these people are involved in most peoples everyday life and many don’t realize the gift these people have. Not only do these people learn these crafts and have these magical abilities, they also have a much longer lifespan and are often times the common adventurer in the local tavern. It is believed by some that these people are proof or offspring of gods, while not a direct child of any one god but a manifestation of a gods power in the populace of the world.<br />
<br />
== Last updated ==<br />
<br />
21:01, 23 October 2011 (MDT)</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox2&diff=539082User:Lyrad8791/sandbox22011-10-26T01:37:02Z<p>Lyrad8791: </p>
<hr />
<div>=== The World of Peroan ===<br />
<br />
About 2,000 years ago, a small meteor (known around the world as a chunk of a star) hit the planet. This wiped out a large portion of the population. Those who wanted to leave the Island that it was going towards did so in many fleets. Only one entire fleet survived the voyage across the ocean. Since then, the kingdom from the island has split into many kingdoms and has minor strife between each other. For the most part, people live in peace with each other. Most of the races in DnD (Elves, Dwarves, Gnomes, and so on.) Are believed to be either myths or to have died off in the Cataclysm. The truth isn't that far off. Most of the other races where decimated as much as, if not more then, the human race. Few times have any from these races been seen, and the few times most have, it was thought of as a fluke or an illusion by some mage. Despite the lack of these other races being seen, there is ample proof that some other races lived before the humans settled the current area of the world. There are many wonders that defy logic and reason, The Floating Island is likely the most popular and hardest to believe. That aside, there is much to do to finish rebuilding the empires. <br />
<br />
<br />
<br />
==The Kingdoms==<br />
<br />
There are currently 5 different kingdoms (kingdoms being of a single race of humans or people who live within the same type of region). These are as follows: <br />
<br />
Kepp [kep], The mountain and hill kingdom, is comprised of warriors and smiths, which many lean toward being called barbarians in many ways. <br />
<br />
Jarn [jarn], the plains and fields kingdom, is comprised of nomads and small tribes of barbarians. Each nomadic tribe provides for itself, and chooses its leader according to who is best at the time. Sometimes, a leader can last in place for years, at other times, this leader is only leader for as long as they are in the same area or situation. Generally speaking, the leader is the one who is most fit for the job at the time, and gets replaced if the situation changes and someone else is more fit for the place.<br />
<br />
Krael [cray-ol], the jungle and forest kingdom, is comprised mostly of rangers, druids, and bandits, hermits also fall within this kingdom if they are within the confines of a forest. The leader among this kingdom is not one person, but two. Depending on what the circumstances are, you might talk to or have to deal with one, the other, or both people in charge. These people are known as The Negotiator, which is normally an elder, possibly a druid or hermit of good standing with other kingdoms as well as their own, is the one who speaks on behalf of the kingdom and settles kingdom wide debates; the Warlord, which is the person who rules the bands movements and hostile forces when needed, also the one who tends to lead the hunts when large hunting parties are formed. There are two versions of these leaders, the kingdom wide Warlord and Negotiator as well as the local Warlord and Negotiator.<br />
<br />
Saelk [sale-k], the kingdom of sea and shore, is comprised of water villages, small islands and fishermen. These people tend to be the leading merchants in certain types of product. Just as you would want to go to a mountain kingdom dealer for Iron, you would go to the Sea kingdom for Salt. Obviously, some kingdoms have a monopoly on certain products while other products can be found through multiple kingdoms. This kingdom is ruled by a council of elders and highly experienced people. This council does not dictate the everyday life of its people, but pools their knowledge and resources into providing better lifestyle for all. Sometimes this is in information on a new place to find a certain fish, sometimes it is in the knowledge to the younger generation on weather currents, and the likely hood of storms. <br />
<br />
Magus [may-jus], the kingdom of mages, is comprised solely of mages and sorcerers. While this kingdom is comprised completely of two types of magical people, it also encompasses all the other kingdoms as well as its own. This kingdom does not dictate other kingdoms, but its people must follow their rules in addition to the kingdom they live within. For instance, a mage is born in the Forest kingdom. At a certain point, they will be taken into the Magus kingdom and trained to be, what is considered by the ruling factions in the kingdom, what a proper mage should be. After they reach a certain level they are taken back to where they came from and are let loose upon the world. While this may sound neglectful, you must remember that, the mage must abide by the rules set upon them by BOTH kingdoms, not just one. Otherwise, they will be punished by both. Sometimes, this is just a small matter, while in other cases, the person involved will become exiled from their birth kingdom and put into a service of some sort within the Magus kingdom. More about this kingdom will be posted later on. The leader of the Magus kingdom is actually dependent upon who you talk to. While there is no leader for the kingdom as a whole, each section (or school, town, what-have-you) has their own leader. Much like the Plains kingdom runs, these schools do the same. Only these leaders last until they either decide to step down, or the die. Often times, these leaders are overthrown by up and coming mages who are more powerful. These leaders tend to last only a little amount of time before they step down due to the large amount of work required to maintain their place.<br />
<br />
==The Cities==<br />
<br />
Ion [i-on], which lies within the Kingdom of Kepp, is nestled into a small mountain valley. Its main export is iron, while it also has a smaller export of coal. This town, while small, boasts an impressive amount of militaristic force when the need arises. Unlike many towns, this one does not have a local guardhouse from which it relies upon for defense. Instead, this town has trained itself with basic weapons; such as a mining pick and blacksmith hammer. This town is often attacked by marauding Orcs and other goblinoids. It is also near one of the only suspected dragon hoards remaining in this region.<br />
<br />
The Island of Penn is a small island, which is named after a sailor who died upon its shores, after the Island was nearly submerged. This sailor was Drigor Penn, who was known for his skill while maneuvering through storms and similar weather upon the ocean. The main exported product here is whale oil, often used as an exotic fuel for lamps as well as being used for cooking. Many people go miles just to taste something cooked in the whale oil produced by the Sea kingdom.<br />
<br />
Hiloja [hil-oh-ja], is a town within, living, hollowed out trees, which span hundreds of feet into the air. These trees that are used for housing tend to be solid white, and appear to be some kind of Oak. The exact age of these trees, or the forest they dwell within, is not known, but they have been around at least a few thousand years. They are a primary source of high quality hides and leathers from larger animals such as bears and elk.<br />
<br />
Ferael [fer-ale], a small nomadic village, made primarily of tents and small removable houses on the plains. The village stays in a single place for no more then a few weeks before going to a new designated area. The main export that is produced, by this and many other villages like it, is its goat cheese. Since these villages often have small to medium sized herds of goats (around 5-10 goats in total). This is one of the many reasons why the villages move so often. Some of these villages herd sheep and export wool instead of goats, since the sparse vegetation can sustain sheep much longer then it can goats. While few and far between, some even herd cattle. Although they are not rare, they take far more time and maintenance then either of the other two options, as well as being the most likely to be stolen or killed for their meat.<br />
<br />
== Taint, and its properties ==<br />
<br />
(Under name revision, as well as more information upon the effects of the disease itself.)<br />
An undead disease, that spreads slowly through "poisoned" water, is spreading across vast expanses of land. Sea water seems highly resistant, if not completely immune, to the effects. The animals that die, or have been dead for less than a weeks time, rise within one week after death as undead creatures. Animals that survive here become tainted and can spread the disease to any they bite. If infected by this disease, a week after initial infection the creature begins to turn pale, go rabid (or dire), as well as beginning to rot from the inside out, without the penalties for doing so (this disease does not cause death in this fashion). They exhibit similar symptoms and can pass on the taint in the same manner they got it themselves. As before, one week after death, the creature will rise as an undead. Due to this, the taint is also spread by the death of an infected creature. In this method, an infected creature can cause a Taint to grow in a region which is untainted. This disease can also be caught through eating the corpse or drinking its fluids. If the infected creature is not buried but is burned instead, there is little to no chance of the taint spreading. The only known way to fight the taint is to burn it away. Removal of the tainted area will not work unless the area is made of stone. After an animal or creature has risen from the dead by this method, they will continue to decay at a rapid speed. Often times, the creature affected by the disease, will rise from the dead a week after death. After this point, they will wonder as a zombie or skeleton creature with the formers conscience until the body is completely decomposed and turns to dust. This process can take anywhere from a day to several months. The current method to know how long they have is to know the former creatures con score. This number multiplied by their modifier gives you the approximate lifetime of the creature in "undeath" if the creature makes a successful will save ( DC equaling their con score) they can survive for double the normal length of time. If the creature continues to do this, eventually they can become a permanently "living" undead creature. These are few and far between, at least from this disease, and tend to become a liche after a long enough period. This origin of this disease is thought to be in an ancient set of ruins in an old mountain valley. More on this set of ruins in its own location.<br />
<br />
== City Information ==<br />
<br />
Unusual Cities:<br />
<br />
Villages are sometimes known to lock their gates and not let in people for several days in some regions. These places are well known for their animal products, whether they are leather, meat, or some other product like cheese. The reason behind this is that the villages that do this are generally infected (or in some cases, blessed) with lycanthropy. While there are some villages that are like this, there are others that are notorious for people disappearing in and reappearing months or even years later, as a member of the village or a nearby village that has sprung up since then. These places, like the previous type of village, are infected with lycanthropy. The difference being that one sections itself off to keep from infecting others while the other draws people in to increase their numbers. The second type of village often has large gambling houses and brothels to draw in the weary and easily deceived.<br />
<br />
== Random Idea List ==<br />
<br />
Idea one: Towns that die on the night of the full moon, and then rise the next morning, as if nothing had happened. This only happens within the town, and any who are in the town when it happens might get killed by the "undead" people running around. If this happens, then they too join with the town, and are connected to it until they can remove the "curse" attached to them. Those who are cursed cannot go a certain distance from where they died, and if they do, they die and will "awaken" again where they originally died. Those who are killed by the person after death pass on the "curse" in the same fashion.<br />
<br />
== The World's "Magical" Outlook ==<br />
<br />
== Last updated ==<br />
<br />
21:01, 23 October 2011 (MDT)</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox2&diff=538972User:Lyrad8791/sandbox22011-10-24T03:01:59Z<p>Lyrad8791: </p>
<hr />
<div>=== The World of Peroan ===<br />
<br />
About 2,000 years ago, a small meteor (known around the world as a chunk of a star) hit the planet. This wiped out a large portion of the population. Those who wanted to leave the Island that it was going towards did so in many fleets. Only one entire fleet survived the voyage across the ocean. Since then, the kingdom from the island has split into many kingdoms and has minor strife between each other. For the most part, people live in peace with each other. Most of the races in DnD (Elves, Dwarves, Gnomes, and so on.) Are believed to be either myths or to have died off in the Cataclysm. The truth isn't that far off. Most of the other races where decimated as much as, if not more then, the human race. Few times have any from these races been seen, and the few times most have, it was thought of as a fluke or an illusion by some mage. Despite the lack of these other races being seen, there is ample proof that some other races lived before the humans settled the current area of the world. There are many wonders that defy logic and reason, The Floating Island is likely the most popular and hardest to believe. That aside, there is much to do to finish rebuilding the empires. <br />
<br />
<br />
<br />
==The Kingdoms==<br />
<br />
There are currently 5 different kingdoms (kingdoms being of a single race of humans or people who live within the same type of region). These are as follows: <br />
<br />
Kepp [kep], The mountain and hill kingdom, is comprised of warriors and smiths, which many lean toward being called barbarians in many ways. <br />
<br />
Jarn [jarn], the plains and fields kingdom, is comprised of nomads and small tribes of barbarians. Each nomadic tribe provides for itself, and chooses its leader according to who is best at the time. Sometimes, a leader can last in place for years, at other times, this leader is only leader for as long as they are in the same area or situation. Generally speaking, the leader is the one who is most fit for the job at the time, and gets replaced if the situation changes and someone else is more fit for the place.<br />
<br />
Krael [cray-ol], the jungle and forest kingdom, is comprised mostly of rangers, druids, and bandits, hermits also fall within this kingdom if they are within the confines of a forest. The leader among this kingdom is not one person, but two. Depending on what the circumstances are, you might talk to or have to deal with one, the other, or both people in charge. These people are known as The Negotiator, which is normally an elder, possibly a druid or hermit of good standing with other kingdoms as well as their own, is the one who speaks on behalf of the kingdom and settles kingdom wide debates; the Warlord, which is the person who rules the bands movements and hostile forces when needed, also the one who tends to lead the hunts when large hunting parties are formed. There are two versions of these leaders, the kingdom wide Warlord and Negotiator as well as the local Warlord and Negotiator.<br />
<br />
Saelk [sale-k], the kingdom of sea and shore, is comprised of water villages, small islands and fishermen. These people tend to be the leading merchants in certain types of product. Just as you would want to go to a mountain kingdom dealer for Iron, you would go to the Sea kingdom for Salt. Obviously, some kingdoms have a monopoly on certain products while other products can be found through multiple kingdoms. This kingdom is ruled by a council of elders and highly experienced people. This council does not dictate the everyday life of its people, but pools their knowledge and resources into providing better lifestyle for all. Sometimes this is in information on a new place to find a certain fish, sometimes it is in the knowledge to the younger generation on weather currents, and the likely hood of storms. <br />
<br />
Magus [may-jus], the kingdom of mages, is comprised solely of mages and sorcerers. While this kingdom is comprised completely of two types of magical people, it also encompasses all the other kingdoms as well as its own. This kingdom does not dictate other kingdoms, but its people must follow their rules in addition to the kingdom they live within. For instance, a mage is born in the Forest kingdom. At a certain point, they will be taken into the Magus kingdom and trained to be, what is considered by the ruling factions in the kingdom, what a proper mage should be. After they reach a certain level they are taken back to where they came from and are let loose upon the world. While this may sound neglectful, you must remember that, the mage must abide by the rules set upon them by BOTH kingdoms, not just one. Otherwise, they will be punished by both. Sometimes, this is just a small matter, while in other cases, the person involved will become exiled from their birth kingdom and put into a service of some sort within the Magus kingdom. More about this kingdom will be posted later on. The leader of the Magus kingdom is actually dependent upon who you talk to. While there is no leader for the kingdom as a whole, each section (or school, town, what-have-you) has their own leader. Much like the Plains kingdom runs, these schools do the same. Only these leaders last until they either decide to step down, or the die. Often times, these leaders are overthrown by up and coming mages who are more powerful. These leaders tend to last only a little amount of time before they step down due to the large amount of work required to maintain their place.<br />
<br />
==The Cities==<br />
<br />
Ion [i-on], which lies within the Kingdom of Kepp, is nestled into a small mountain valley. Its main export is iron, while it also has a smaller export of coal. This town, while small, boasts an impressive amount of militaristic force when the need arises. Unlike many towns, this one does not have a local guardhouse from which it relies upon for defense. Instead, this town has trained itself with basic weapons; such as a mining pick and blacksmith hammer. This town is often attacked by marauding Orcs and other goblinoids. It is also near one of the only suspected dragon hoards remaining in this region.<br />
<br />
The Island of Penn is a small island, which is named after a sailor who died upon its shores, after the Island was nearly submerged. This sailor was Drigor Penn, who was known for his skill while maneuvering through storms and similar weather upon the ocean. The main exported product here is whale oil, often used as an exotic fuel for lamps as well as being used for cooking. Many people go miles just to taste something cooked in the whale oil produced by the Sea kingdom.<br />
<br />
Hiloja [hil-oh-ja], is a town within, living, hollowed out trees, which span hundreds of feet into the air. These trees that are used for housing tend to be solid white, and appear to be some kind of Oak. The exact age of these trees, or the forest they dwell within, is not known, but they have been around at least a few thousand years. They are a primary source of high quality hides and leathers from larger animals such as bears and elk.<br />
<br />
Ferael [fer-ale], a small nomadic village, made primarily of tents and small removable houses on the plains. The village stays in a single place for no more then a few weeks before going to a new designated area. The main export that is produced, by this and many other villages like it, is its goat cheese. Since these villages often have small to medium sized herds of goats (around 5-10 goats in total). This is one of the many reasons why the villages move so often. Some of these villages herd sheep and export wool instead of goats, since the sparse vegetation can sustain sheep much longer then it can goats. While few and far between, some even herd cattle. Although they are not rare, they take far more time and maintenance then either of the other two options, as well as being the most likely to be stolen or killed for their meat.<br />
<br />
== Taint, and its properties ==<br />
<br />
(Under name revision, as well as more information upon the effects of the disease itself.)<br />
An undead disease, that spreads slowly through "poisoned" water, is spreading across vast expanses of land. Sea water seems highly resistant, if not completely immune, to the effects. The animals that die, or have been dead for less than a weeks time, rise within one week after death as undead creatures. Animals that survive here become tainted and can spread the disease to any they bite. If infected by this disease, a week after initial infection the creature begins to turn pale, go rabid (or dire), as well as beginning to rot from the inside out, without the penalties for doing so (this disease does not cause death in this fashion). They exhibit similar symptoms and can pass on the taint in the same manner they got it themselves. As before, one week after death, the creature will rise as an undead. Due to this, the taint is also spread by the death of an infected creature. In this method, an infected creature can cause a Taint to grow in a region which is untainted. This disease can also be caught through eating the corpse or drinking its fluids. If the infected creature is not buried but is burned instead, there is little to no chance of the taint spreading. The only known way to fight the taint is to burn it away. Removal of the tainted area will not work unless the area is made of stone. After an animal or creature has risen from the dead by this method, they will continue to decay at a rapid speed. Often times, the creature affected by the disease, will rise from the dead a week after death. After this point, they will wonder as a zombie or skeleton creature with the formers conscience until the body is completely decomposed and turns to dust. This process can take anywhere from a day to several months. The current method to know how long they have is to know the former creatures con score. This number multiplied by their modifier gives you the approximate lifetime of the creature in "undeath" if the creature makes a successful will save ( DC equaling their con score) they can survive for double the normal length of time. If the creature continues to do this, eventually they can become a permanently "living" undead creature. These are few and far between, at least from this disease, and tend to become a liche after a long enough period. This origin of this disease is thought to be in an ancient set of ruins in an old mountain valley. More on this set of ruins in its own location.<br />
<br />
== City Information ==<br />
<br />
Unusual Cities:<br />
<br />
Villages are sometimes known to lock their gates and not let in people for several days in some regions. These places are well known for their animal products, whether they are leather, meat, or some other product like cheese. The reason behind this is that the villages that do this are generally infected (or in some cases, blessed) with lycanthropy. While there are some villages that are like this, there are others that are notorious for people disappearing in and reappearing months or even years later, as a member of the village or a nearby village that has sprung up since then. These places, like the previous type of village, are infected with lycanthropy. The difference being that one sections itself off to keep from infecting others while the other draws people in to increase their numbers. The second type of village often has large gambling houses and brothels to draw in the weary and easily deceived.<br />
<br />
== Random Idea List ==<br />
<br />
Idea one: Towns that die on the night of the full moon, and then rise the next morning, as if nothing had happened. This only happens within the town, and any who are in the town when it happens might get killed by the "undead" people running around. If this happens, then they too join with the town, and are connected to it until they can remove the "curse" attached to them. Those who are cursed cannot go a certain distance from where they died, and if they do, they die and will "awaken" again where they originally died. Those who are killed by the person after death pass on the "curse" in the same fashion.<br />
<br />
== Last updated ==<br />
<br />
21:01, 23 October 2011 (MDT)</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox2&diff=538970User:Lyrad8791/sandbox22011-10-24T02:51:41Z<p>Lyrad8791: </p>
<hr />
<div>=== The World of Peroan ===<br />
<br />
About 2,000 years ago, a small meteor (known around the world as a chunk of a star) hit the planet. This wiped out a large portion of the population. Those who wanted to leave the Island that it was going towards did so in many fleets. Only one entire fleet survived the voyage across the ocean. Since then, the kingdom from the island has split into many kingdoms and has minor strife between each other. For the most part, people live in peace with each other. Most of the races in DnD (Elves, Dwarves, Gnomes, and so on.) Are believed to be either myths or to have died off in the Cataclysm. The truth isn't that far off. Most of the other races where decimated as much as, if not more then, the human race. Few times have any from these races been seen, and the few times most have, it was thought of as a fluke or an illusion by some mage. Despite the lack of these other races being seen, there is ample proof that some other races lived before the humans settled the current area of the world. There are many wonders that defy logic and reason, The Floating Island is likely the most popular and hardest to believe. That aside, there is much to do to finish rebuilding the empires. <br />
<br />
<br />
<br />
==The Kingdoms==<br />
<br />
There are currently 5 different kingdoms (kingdoms being of a single race of humans or people who live within the same type of region). These are as follows: <br />
<br />
Kepp [kep], The mountain and hill kingdom, is comprised of warriors and smiths, which many lean toward being called barbarians in many ways. <br />
<br />
Jarn [jarn], the plains and fields kingdom, is comprised of nomads and small tribes of barbarians. Each nomadic tribe provides for itself, and chooses its leader according to who is best at the time. Sometimes, a leader can last in place for years, at other times, this leader is only leader for as long as they are in the same area or situation. Generally speaking, the leader is the one who is most fit for the job at the time, and gets replaced if the situation changes and someone else is more fit for the place.<br />
<br />
Krael [cray-ol], the jungle and forest kingdom, is comprised mostly of rangers, druids, and bandits, hermits also fall within this kingdom if they are within the confines of a forest. The leader among this kingdom is not one person, but two. Depending on what the circumstances are, you might talk to or have to deal with one, the other, or both people in charge. These people are known as The Negotiator, which is normally an elder, possibly a druid or hermit of good standing with other kingdoms as well as their own, is the one who speaks on behalf of the kingdom and settles kingdom wide debates; the Warlord, which is the person who rules the bands movements and hostile forces when needed, also the one who tends to lead the hunts when large hunting parties are formed. There are two versions of these leaders, the kingdom wide Warlord and Negotiator as well as the local Warlord and Negotiator.<br />
<br />
Saelk [sale-k], the kingdom of sea and shore, is comprised of water villages, small islands and fishermen. These people tend to be the leading merchants in certain types of product. Just as you would want to go to a mountain kingdom dealer for Iron, you would go to the Sea kingdom for Salt. Obviously, some kingdoms have a monopoly on certain products while other products can be found through multiple kingdoms. This kingdom is ruled by a council of elders and highly experienced people. This council does not dictate the everyday life of its people, but pools their knowledge and resources into providing better lifestyle for all. Sometimes this is in information on a new place to find a certain fish, sometimes it is in the knowledge to the younger generation on weather currents, and the likely hood of storms. <br />
<br />
Magus [may-jus], the kingdom of mages, is comprised solely of mages and sorcerers. While this kingdom is comprised completely of two types of magical people, it also encompasses all the other kingdoms as well as its own. This kingdom does not dictate other kingdoms, but its people must follow their rules in addition to the kingdom they live within. For instance, a mage is born in the Forest kingdom. At a certain point, they will be taken into the Magus kingdom and trained to be, what is considered by the ruling factions in the kingdom, what a proper mage should be. After they reach a certain level they are taken back to where they came from and are let loose upon the world. While this may sound neglectful, you must remember that, the mage must abide by the rules set upon them by BOTH kingdoms, not just one. Otherwise, they will be punished by both. Sometimes, this is just a small matter, while in other cases, the person involved will become exiled from their birth kingdom and put into a service of some sort within the Magus kingdom. More about this kingdom will be posted later on. The leader of the Magus kingdom is actually dependent upon who you talk to. While there is no leader for the kingdom as a whole, each section (or school, town, what-have-you) has their own leader. Much like the Plains kingdom runs, these schools do the same. Only these leaders last until they either decide to step down, or the die. Often times, these leaders are overthrown by up and coming mages who are more powerful. These leaders tend to last only a little amount of time before they step down due to the large amount of work required to maintain their place.<br />
<br />
==The Cities==<br />
<br />
Ion [i-on], which lies within the Kingdom of Kepp, is nestled into a small mountain valley. Its main export is iron, while it also has a smaller export of coal. This town, while small, boasts an impressive amount of militaristic force when the need arises. Unlike many towns, this one does not have a local guardhouse from which it relies upon for defense. Instead, this town has trained itself with basic weapons; such as a mining pick and blacksmith hammer. This town is often attacked by marauding Orcs and other goblinoids. It is also near one of the only suspected dragon hoards remaining in this region.<br />
<br />
The Island of Penn is a small island, which is named after a sailor who died upon its shores, after the Island was nearly submerged. This sailor was Drigor Penn, who was known for his skill while maneuvering through storms and similar weather upon the ocean. The main exported product here is whale oil, often used as an exotic fuel for lamps as well as being used for cooking. Many people go miles just to taste something cooked in the whale oil produced by the Sea kingdom.<br />
<br />
Hiloja [hil-oh-ja], is a town within, living, hollowed out trees, which span hundreds of feet into the air. These trees that are used for housing tend to be solid white, and appear to be some kind of Oak. The exact age of these trees, or the forest they dwell within, is not known, but they have been around at least a few thousand years. They are a primary source of high quality hides and leathers from larger animals such as bears and elk.<br />
<br />
Ferael [fer-ale], a small nomadic village, made primarily of tents and small removable houses on the plains. The village stays in a single place for no more then a few weeks before going to a new designated area. The main export that is produced, by this and many other villages like it, is its goat cheese. Since these villages often have small to medium sized herds of goats (around 5-10 goats in total). This is one of the many reasons why the villages move so often. Some of these villages herd sheep and export wool instead of goats, since the sparse vegetation can sustain sheep much longer then it can goats. While few and far between, some even herd cattle. Although they are not rare, they take far more time and maintenance then either of the other two options, as well as being the most likely to be stolen or killed for their meat.<br />
<br />
== Taint, and its properties ==<br />
<br />
(Under name revision, as well as more information upon the effects of the disease itself.)<br />
An undead disease, that spreads slowly through "poisoned" water, is spreading across vast expanses of land. Sea water seems highly resistant, if not completely immune, to the effects. The animals that die, or have been dead for less than a weeks time, rise within one week after death as undead creatures. Animals that survive here become tainted and can spread the disease to any they bite. If infected by this disease, a week after initial infection the creature begins to turn pale, go rabid (or dire), as well as beginning to rot from the inside out, without the penalties for doing so (this disease does not cause death in this fashion). They exhibit similar symptoms and can pass on the taint in the same manner they got it themselves. As before, one week after death, the creature will rise as an undead. Due to this, the taint is also spread by the death of an infected creature. In this method, an infected creature can cause a Taint to grow in a region which is untainted. This disease can also be caught through eating the corpse or drinking its fluids. If the infected creature is not buried but is burned instead, there is little to no chance of the taint spreading. The only known way to fight the taint is to burn it away. Removal of the tainted area will not work unless the area is made of stone. After an animal or creature has risen from the dead by this method, they will continue to decay at a rapid speed. Often times, the creature affected by the disease, will rise from the dead a week after death. After this point, they will wonder as a zombie or skeleton creature with the formers conscience until the body is completely decomposed and turns to dust. This process can take anywhere from a day to several months. The current method to know how long they have is to know the former creatures con score. This number multiplied by their modifier gives you the approximate lifetime of the creature in "undeath" if the creature makes a successful will save ( DC equaling their con score) they can survive for double the normal length of time. If the creature continues to do this, eventually they can become a permanently "living" undead creature. These are few and far between, at least from this disease, and tend to become a liche after a long enough period. This origin of this disease is thought to be in an ancient set of ruins in an old mountain valley. More on this set of ruins in its own location.<br />
<br />
== City Information ==<br />
<br />
Unusual Cities:<br />
<br />
Villages are sometimes known to lock their gates and not let in people for several days in some regions. These places are well known for their animal products, whether they are leather, meat, or some other product like cheese. The reason behind this is that the villages that do this are generally infected (or in some cases, blessed) with lycanthropy. While there are some villages that are like this, there are others that are notorious for people disappearing in and reappearing months or even years later, as a member of the village or a nearby village that has sprung up since then. These places, like the previous type of village, are infected with lycanthropy. The difference being that one sections itself off to keep from infecting others while the other draws people in to increase their numbers. The second type of village often has large gambling houses and brothels to draw in the weary and easily deceived.<br />
<br />
== Last updated ==<br />
<br />
20:51, 23 October 2011 (MDT)</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox1&diff=538867User:Lyrad8791/sandbox12011-10-23T05:42:55Z<p>Lyrad8791: /* Town Placement Charts */</p>
<hr />
<div>===''Dimidium Troll''===<br />
<br />
{{3.5e Creature<br />
|creature=Trolain, 1st-Level Warrior<br />
|size=Medium<br />
|type=Humanoid (trolain)<br />
|hd=1d8+0<br />
|hp=4<br />
|init=+0<br />
|speed=30 ft. (6 squares), climb 20ft.<br />
|ac=11 (Natural +1)<br />
|touch=11<br />
|flat=11<br />
|bab=+2<br />
|grapple=+2<br />
|at= “Claws” +7 melee (1d4+3), Bite (1d4), Tail Whip (1d4)<br />
|full_at= 2 “claws” (1d4+3) and bite (1d4) or tail whip (1d4)<br />
|space=5 ft.<br />
|reach=5 ft.<br />
|fort=+3 (+1)<br />
|ref=+3 (+1)<br />
|will=+2<br />
|str=13 (+3)<br />
|dex=12 (+2)<br />
|con=13 (+3)<br />
|int=9 (-2)<br />
|wis=10<br />
|cha=7 (-2)<br />
|skills= The Trolain’s Class skills are Listen +1, Spot +2, and Climb +5. A Trolain’s monster levels give it 5x (Int modifier +2).<br />
|feats= 1 Bonus feats<br />
|env= Warm forests, Swamps, Marshlands.<br />
|cr=2<br />
|treas=Standard<br />
|adv=By character class<br />
|la=+3-6<br />
}}<br />
Prehensile tail came from assassin vine and cat mix during experiment<br />
The “Trolain” are descended from what at first were magical experiments on trolls and the mixing of other animals. These humanoids are the results. The Trolain stand between 5 ½ to 7 feet in height and usually weigh, when full grown, between 250 and 400 pounds. Unlike their Troll ancestors, they are not a truly gruesome looking race. While they did get some features from them, they are really a race unto their own. After the experiments went awry, the results congregated and bred themselves into further existence. Other than being as tall and heavy as they are, the Trolain have a prehensile tail half the length of their own height and hardened nails almost like claws, reminiscent of some of their ancestors, as are the scales they gain as they grow older. These scales, which are not a hindrance in any way, even when they grow over the eyes, are a means of telling ones age, if they know how. Naturally, or perhaps unnaturally if you will, because of the way these creatures were “born”, they have an extremely long life lasting anywhere from 800 to 1000 years in length. While this race is not unknown to most regions, they don’t normally live in towns and cities like most humanoids, for they aren’t known for what they really are. Most seem to take them as Trolls or some other nightmarish monster. The Trolain normally live on their own, with a mate or spouse, or with their family. They generally don’t get much larger in groups than 8-10 people at one time. At this point the younger members of the group break off to form their own family. In a sense, though, these members are still part of the group, only separated by distance and relations. Several families will sometime congregate to one area and form a sort of “village” which spans the length of a few miles.<br />
<br />
== Town Placement Charts ==<br />
Select the area around the town<br />
<br />
=== Style of Area ===<br />
<br />
(Choose your land type)<br />
<br />
Inland<br />
<br />
Archipelago<br />
<br />
Large Island<br />
<br />
Continent<br />
<br />
=== Terrain Type Chart (T1) ===<br />
<br />
(See [[User:Lyrad8791/sandbox1#Size_Chart_.28T2.29|Size Chart]])<br />
<br />
• 01-10 Mountain<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 11-20 Hill<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 21-30 Plains<br />
<br />
• 31-40 Ocean (Ship Craft)<br />
<br />
• 41-50 Island<br />
<br />
: 01-33 Single<br />
<br />
: 34-66 Group<br />
<br />
: 67-100 Series<br />
<br />
• 51-60 Forest<br />
<br />
• 61-70 Desert<br />
<br />
• 71-80 Jungle<br />
<br />
• 81-90 Marsh<br />
<br />
• 91-100 Ruins (Large Ruins)<br />
<br />
=== Size Chart (T2) ===<br />
<br />
• 01-15 Tiny <br />
: 01 - 25 1-3<br />
: 26 - 50 2-4<br />
: 51 - 75 3-5<br />
: 76 - 100 4-6<br />
• 16-25 Small <br />
: 01 - 25 5-8<br />
: 26 - 50 7-10<br />
: 51 - 75 9-12<br />
: 76 - 100 11-13<br />
• 26-75 Medium <br />
: 01 - 25 10-14<br />
: 26 - 50 13-17<br />
: 51 - 75 16-20<br />
: 76 - 100 19-23<br />
• 76-90 Large <br />
: 01 - 25 20-25<br />
: 26 - 50 23-28<br />
: 51 - 75 25-30<br />
: 76 - 100 27-32<br />
• 91-100 Huge <br />
: You determine anything passed Large Stage as needed.<br />
<br />
<br />
Terrain: Determine in miles<br />
<br />
City: Determine size in population<br />
<br />
:Population: Total number of population, 75% are male, 25% are female. (Example, population is 10, 10 multiplied by 0.75 = 7.5 which mean there are 7 males and 3 females. Always round down, Determine total number and do the same process to find children, if needed.)<br />
<br />
Landscape: Determine in feet (Either how deep, how wide, how tall, how many, etc.) or in the case of Monster Lairs, determine in miles.<br />
<br />
Natural: Determine the size in feet (see landscape) as well as clusters (are there multiples? are there veins? pools?)<br />
<br />
Renewable: Determine how many according to the type of resource, then determine by feet or population. (Bees should be in the :hundreds or thousands, sheep in the dozens, goats up to a dozen sometimes more, etc.)<br />
<br />
=== Landscape Chart (T3) ===<br />
<br />
(See [[User:Lyrad8791/sandbox1#Size_Chart_.28T2.29|Size Chart]])<br />
<br />
• 01-25 River<br />
<br />
• 26-35 Ravine<br />
<br />
• 36-45 Crater<br />
<br />
• 46-65 Ruin (Small Ruins)<br />
<br />
• 66-85 Cave<br />
<br />
• 86-100 Monster Lair<br />
<br />
=== Natural Resource Chart (T4) ===<br />
<br />
(See [[User:Lyrad8791/sandbox1#Size_Chart_.28T2.29|Size Chart]])<br />
<br />
01-75 roll once<br />
<br />
76-100 roll twice<br />
<br />
Re-roll as needed, if something comes up that doesn't fit. (Example, Sugar cane in the ocean, Pearls in the jungle, etc.)<br />
<br />
• 01-60 Common<br />
<br />
: 01-10 Iron<br />
<br />
: 11-25 Coal<br />
<br />
: 26-40 Copper<br />
<br />
: 41-55 Pearls<br />
<br />
: 56-60 Jade<br />
<br />
: 61-65 Granite<br />
<br />
: 66-75 Cotton<br />
<br />
: 76-80 Agate<br />
<br />
: 81-85 Quartz<br />
<br />
: 86-90 Pyrite<br />
<br />
: 91-100 Clay<br />
<br />
• 61-80 Uncommon<br />
<br />
: 01-05 Gold<br />
<br />
: 06-20 Silver<br />
<br />
: 21-30 Gems<br />
<br />
:: 01-10 Emeralds<br />
<br />
:: 11-20 Rubies<br />
<br />
:: 21-30 Sapphire <br />
<br />
:: 31-40 Jasper<br />
<br />
:: 41-50 Garnet<br />
<br />
:: 51-60 Carnelian<br />
<br />
:: 61-70 Jacinth<br />
<br />
:: 71-80 Beryl<br />
<br />
:: 81-90 Quarts<br />
<br />
:: 91-100 Agate<br />
<br />
: 31-35 Ivory<br />
<br />
: 36-50 Sugar Cane<br />
<br />
: 51-60 Amber<br />
<br />
: 61-80 Lead<br />
<br />
: 81-100 Nickel<br />
<br />
• 81-95 Rare<br />
<br />
: 01-10 Platinum<br />
<br />
: 11-20 Gems<br />
<br />
:: 01-35 Diamonds<br />
<br />
:: 36-100 Opals<br />
<br />
: 21-30 Malachite<br />
<br />
: 31-40 Cinnabar<br />
<br />
: 41-50 Vermillion<br />
<br />
: 51-60 Limestone<br />
<br />
: 61-70 Salt<br />
<br />
: 71-80 Zinc<br />
<br />
: 81-90 Marble<br />
<br />
: 91-100 Helium (Dangerous)<br />
<br />
• 96-100 Mythical<br />
<br />
: 01-75 Mithril<br />
<br />
: 76-100 Mercury<br />
<br />
=== Renewable Resources (T5) ===<br />
<br />
(See [[User:Lyrad8791/sandbox1#Size_Chart_.28T2.29|Size Chart]])<br />
<br />
<br />
01-75 roll once<br />
<br />
76-100 roll twice<br />
<br />
Re-roll as need, if something comes up that doesn't fit. (Example, Glass in the marsh, this one should only be found in or around desert or ocean type areas.)<br />
<br />
• 01-10 Bee’s Wax/Honey<br />
<br />
• 11-25 Wool<br />
<br />
• 26-35 Milk/Cheese<br />
<br />
• 36-50 Leather<br />
<br />
• 51-70 Crops<br />
<br />
: 01-20 Rice<br />
<br />
: 21-50 Wheat<br />
<br />
: 51-80 Barley<br />
<br />
: 81-100 Corn<br />
<br />
• 71-85 Herbs<br />
<br />
: 01-15 Saffron<br />
<br />
: 16-30 Mustard<br />
<br />
: 31-40 Kings foil<br />
<br />
: 41-56 Basil<br />
<br />
: 57-76 Oregano<br />
<br />
: 75-100 Parsley<br />
<br />
• 86-90 Peppers<br />
<br />
• 91-95 Steel<br />
<br />
• 96-100 Glass</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox1&diff=538822User:Lyrad8791/sandbox12011-10-22T18:30:11Z<p>Lyrad8791: /* Style of Area */</p>
<hr />
<div>===''Dimidium Troll''===<br />
<br />
{{3.5e Creature<br />
|creature=Trolain, 1st-Level Warrior<br />
|size=Medium<br />
|type=Humanoid (trolain)<br />
|hd=1d8+0<br />
|hp=4<br />
|init=+0<br />
|speed=30 ft. (6 squares), climb 20ft.<br />
|ac=11 (Natural +1)<br />
|touch=11<br />
|flat=11<br />
|bab=+2<br />
|grapple=+2<br />
|at= “Claws” +7 melee (1d4+3), Bite (1d4), Tail Whip (1d4)<br />
|full_at= 2 “claws” (1d4+3) and bite (1d4) or tail whip (1d4)<br />
|space=5 ft.<br />
|reach=5 ft.<br />
|fort=+3 (+1)<br />
|ref=+3 (+1)<br />
|will=+2<br />
|str=13 (+3)<br />
|dex=12 (+2)<br />
|con=13 (+3)<br />
|int=9 (-2)<br />
|wis=10<br />
|cha=7 (-2)<br />
|skills= The Trolain’s Class skills are Listen +1, Spot +2, and Climb +5. A Trolain’s monster levels give it 5x (Int modifier +2).<br />
|feats= 1 Bonus feats<br />
|env= Warm forests, Swamps, Marshlands.<br />
|cr=2<br />
|treas=Standard<br />
|adv=By character class<br />
|la=+3-6<br />
}}<br />
Prehensile tail came from assassin vine and cat mix during experiment<br />
The “Trolain” are descended from what at first were magical experiments on trolls and the mixing of other animals. These humanoids are the results. The Trolain stand between 5 ½ to 7 feet in height and usually weigh, when full grown, between 250 and 400 pounds. Unlike their Troll ancestors, they are not a truly gruesome looking race. While they did get some features from them, they are really a race unto their own. After the experiments went awry, the results congregated and bred themselves into further existence. Other than being as tall and heavy as they are, the Trolain have a prehensile tail half the length of their own height and hardened nails almost like claws, reminiscent of some of their ancestors, as are the scales they gain as they grow older. These scales, which are not a hindrance in any way, even when they grow over the eyes, are a means of telling ones age, if they know how. Naturally, or perhaps unnaturally if you will, because of the way these creatures were “born”, they have an extremely long life lasting anywhere from 800 to 1000 years in length. While this race is not unknown to most regions, they don’t normally live in towns and cities like most humanoids, for they aren’t known for what they really are. Most seem to take them as Trolls or some other nightmarish monster. The Trolain normally live on their own, with a mate or spouse, or with their family. They generally don’t get much larger in groups than 8-10 people at one time. At this point the younger members of the group break off to form their own family. In a sense, though, these members are still part of the group, only separated by distance and relations. Several families will sometime congregate to one area and form a sort of “village” which spans the length of a few miles.<br />
<br />
== Town Placement Charts ==<br />
Select the area around the town<br />
<br />
=== Style of Area ===<br />
<br />
(Choose your land type)<br />
<br />
Inland<br />
<br />
Archipelago<br />
<br />
Large Island<br />
<br />
Continent<br />
<br />
=== Terrain Type Chart (T1) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-10 Mountain<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 11-20 Hill<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 21-30 Plains<br />
<br />
• 31-40 Ocean (Ship Craft)<br />
<br />
• 41-50 Island<br />
<br />
: 01-33 Single<br />
<br />
: 34-66 Group<br />
<br />
: 67-100 Series<br />
<br />
• 51-60 Forest<br />
<br />
• 61-70 Desert<br />
<br />
• 71-80 Jungle<br />
<br />
• 81-90 Marsh<br />
<br />
• 91-100 Ruins (Large Ruins)<br />
<br />
=== Size Chart (T2) ===<br />
<br />
• 01-15 Tiny <br />
: 01 - 25 1-3<br />
: 26 - 50 2-4<br />
: 51 - 75 3-5<br />
: 76 - 100 4-6<br />
• 16-25 Small <br />
: 01 - 25 5-8<br />
: 26 - 50 7-10<br />
: 51 - 75 9-12<br />
: 76 - 100 11-13<br />
• 26-75 Medium <br />
: 01 - 25 10-14<br />
: 26 - 50 13-17<br />
: 51 - 75 16-20<br />
: 76 - 100 19-23<br />
• 76-90 Large <br />
: 01 - 25 20-25<br />
: 26 - 50 23-28<br />
: 51 - 75 25-30<br />
: 76 - 100 27-32<br />
• 91-100 Huge <br />
: You determine anything passed Large Stage as needed.<br />
<br />
<br />
Terrain: Determine in miles<br />
<br />
City: Determine size in population<br />
<br />
:Population: Total number of population, 75% are male, 25% are female. (Example, population is 10, 10 multiplied by 0.75 = 7.5 which mean there are 7 males and 3 females. Always round down, Determine total number and do the same process to find children, if needed.)<br />
<br />
Landscape: Determine in feet (Either how deep, how wide, how tall, how many, etc.) or in the case of Monster Lairs, determine in miles.<br />
<br />
Natural: Determine the size in feet (see landscape) as well as clusters (are there multiples? are there veins? pools?)<br />
<br />
Renewable: Determine how many according to the type of resource, then determine by feet or population. (Bees should be in the :hundreds or thousands, sheep in the dozens, goats up to a dozen sometimes more, etc.)<br />
<br />
=== Landscape Chart (T3) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-25 River<br />
<br />
• 26-35 Ravine<br />
<br />
• 36-45 Crater<br />
<br />
• 46-65 Ruin (Small Ruins)<br />
<br />
• 66-85 Cave<br />
<br />
• 86-100 Monster Lair<br />
<br />
=== Natural Resource Chart (T4) ===<br />
<br />
(See Size Chart)<br />
<br />
01-75 roll once<br />
<br />
76-100 roll twice<br />
<br />
Re-roll as needed, if something comes up that doesn't fit. (Example, Sugar cane in the ocean, Pearls in the jungle, etc.)<br />
<br />
• 01-60 Common<br />
<br />
: 01-10 Iron<br />
<br />
: 11-25 Coal<br />
<br />
: 26-40 Copper<br />
<br />
: 41-55 Pearls<br />
<br />
: 56-60 Jade<br />
<br />
: 61-65 Granite<br />
<br />
: 66-75 Cotton<br />
<br />
: 76-80 Agate<br />
<br />
: 81-85 Quartz<br />
<br />
: 86-90 Pyrite<br />
<br />
: 91-100 Clay<br />
<br />
• 61-80 Uncommon<br />
<br />
: 01-05 Gold<br />
<br />
: 06-20 Silver<br />
<br />
: 21-30 Gems<br />
<br />
:: 01-10 Emeralds<br />
<br />
:: 11-20 Rubies<br />
<br />
:: 21-30 Sapphire <br />
<br />
:: 31-40 Jasper<br />
<br />
:: 41-50 Garnet<br />
<br />
:: 51-60 Carnelian<br />
<br />
:: 61-70 Jacinth<br />
<br />
:: 71-80 Beryl<br />
<br />
:: 81-90 Quarts<br />
<br />
:: 91-100 Agate<br />
<br />
: 31-35 Ivory<br />
<br />
: 36-50 Sugar Cane<br />
<br />
: 51-60 Amber<br />
<br />
: 61-80 Lead<br />
<br />
: 81-100 Nickel<br />
<br />
• 81-95 Rare<br />
<br />
: 01-10 Platinum<br />
<br />
: 11-20 Gems<br />
<br />
:: 01-35 Diamonds<br />
<br />
:: 36-100 Opals<br />
<br />
: 21-30 Malachite<br />
<br />
: 31-40 Cinnabar<br />
<br />
: 41-50 Vermillion<br />
<br />
: 51-60 Limestone<br />
<br />
: 61-70 Salt<br />
<br />
: 71-80 Zinc<br />
<br />
: 81-90 Marble<br />
<br />
: 91-100 Helium (Dangerous)<br />
<br />
• 96-100 Mythical<br />
<br />
: 01-75 Mithril<br />
<br />
: 76-100 Mercury<br />
<br />
=== Renewable Resources (T5) ===<br />
<br />
(See Size Chart)<br />
<br />
<br />
01-75 roll once<br />
<br />
76-100 roll twice<br />
<br />
Re-roll as need, if something comes up that doesn't fit. (Example, Glass in the marsh, this one should only be found in or around desert or ocean type areas.)<br />
<br />
• 01-10 Bee’s Wax/Honey<br />
<br />
• 11-25 Wool<br />
<br />
• 26-35 Milk/Cheese<br />
<br />
• 36-50 Leather<br />
<br />
• 51-70 Crops<br />
<br />
: 01-20 Rice<br />
<br />
: 21-50 Wheat<br />
<br />
: 51-80 Barley<br />
<br />
: 81-100 Corn<br />
<br />
• 71-85 Herbs<br />
<br />
: 01-15 Saffron<br />
<br />
: 16-30 Mustard<br />
<br />
: 31-40 Kings foil<br />
<br />
: 41-56 Basil<br />
<br />
: 57-76 Oregano<br />
<br />
: 75-100 Parsley<br />
<br />
• 86-90 Peppers<br />
<br />
• 91-95 Steel<br />
<br />
• 96-100 Glass</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox1&diff=538821User:Lyrad8791/sandbox12011-10-22T18:25:08Z<p>Lyrad8791: /* Town Placement Charts */</p>
<hr />
<div>===''Dimidium Troll''===<br />
<br />
{{3.5e Creature<br />
|creature=Trolain, 1st-Level Warrior<br />
|size=Medium<br />
|type=Humanoid (trolain)<br />
|hd=1d8+0<br />
|hp=4<br />
|init=+0<br />
|speed=30 ft. (6 squares), climb 20ft.<br />
|ac=11 (Natural +1)<br />
|touch=11<br />
|flat=11<br />
|bab=+2<br />
|grapple=+2<br />
|at= “Claws” +7 melee (1d4+3), Bite (1d4), Tail Whip (1d4)<br />
|full_at= 2 “claws” (1d4+3) and bite (1d4) or tail whip (1d4)<br />
|space=5 ft.<br />
|reach=5 ft.<br />
|fort=+3 (+1)<br />
|ref=+3 (+1)<br />
|will=+2<br />
|str=13 (+3)<br />
|dex=12 (+2)<br />
|con=13 (+3)<br />
|int=9 (-2)<br />
|wis=10<br />
|cha=7 (-2)<br />
|skills= The Trolain’s Class skills are Listen +1, Spot +2, and Climb +5. A Trolain’s monster levels give it 5x (Int modifier +2).<br />
|feats= 1 Bonus feats<br />
|env= Warm forests, Swamps, Marshlands.<br />
|cr=2<br />
|treas=Standard<br />
|adv=By character class<br />
|la=+3-6<br />
}}<br />
Prehensile tail came from assassin vine and cat mix during experiment<br />
The “Trolain” are descended from what at first were magical experiments on trolls and the mixing of other animals. These humanoids are the results. The Trolain stand between 5 ½ to 7 feet in height and usually weigh, when full grown, between 250 and 400 pounds. Unlike their Troll ancestors, they are not a truly gruesome looking race. While they did get some features from them, they are really a race unto their own. After the experiments went awry, the results congregated and bred themselves into further existence. Other than being as tall and heavy as they are, the Trolain have a prehensile tail half the length of their own height and hardened nails almost like claws, reminiscent of some of their ancestors, as are the scales they gain as they grow older. These scales, which are not a hindrance in any way, even when they grow over the eyes, are a means of telling ones age, if they know how. Naturally, or perhaps unnaturally if you will, because of the way these creatures were “born”, they have an extremely long life lasting anywhere from 800 to 1000 years in length. While this race is not unknown to most regions, they don’t normally live in towns and cities like most humanoids, for they aren’t known for what they really are. Most seem to take them as Trolls or some other nightmarish monster. The Trolain normally live on their own, with a mate or spouse, or with their family. They generally don’t get much larger in groups than 8-10 people at one time. At this point the younger members of the group break off to form their own family. In a sense, though, these members are still part of the group, only separated by distance and relations. Several families will sometime congregate to one area and form a sort of “village” which spans the length of a few miles.<br />
<br />
== Town Placement Charts ==<br />
Select the area around the town<br />
<br />
=== Style of Area ===<br />
<br />
<br />
=== Terrain Type Chart (T1) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-10 Mountain<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 11-20 Hill<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 21-30 Plains<br />
<br />
• 31-40 Ocean (Ship Craft)<br />
<br />
• 41-50 Island<br />
<br />
: 01-33 Single<br />
<br />
: 34-66 Group<br />
<br />
: 67-100 Series<br />
<br />
• 51-60 Forest<br />
<br />
• 61-70 Desert<br />
<br />
• 71-80 Jungle<br />
<br />
• 81-90 Marsh<br />
<br />
• 91-100 Ruins (Large Ruins)<br />
<br />
=== Size Chart (T2) ===<br />
<br />
• 01-15 Tiny <br />
: 01 - 25 1-3<br />
: 26 - 50 2-4<br />
: 51 - 75 3-5<br />
: 76 - 100 4-6<br />
• 16-25 Small <br />
: 01 - 25 5-8<br />
: 26 - 50 7-10<br />
: 51 - 75 9-12<br />
: 76 - 100 11-13<br />
• 26-75 Medium <br />
: 01 - 25 10-14<br />
: 26 - 50 13-17<br />
: 51 - 75 16-20<br />
: 76 - 100 19-23<br />
• 76-90 Large <br />
: 01 - 25 20-25<br />
: 26 - 50 23-28<br />
: 51 - 75 25-30<br />
: 76 - 100 27-32<br />
• 91-100 Huge <br />
: You determine anything passed Large Stage as needed.<br />
<br />
<br />
Terrain: Determine in miles<br />
<br />
City: Determine size in population<br />
<br />
:Population: Total number of population, 75% are male, 25% are female. (Example, population is 10, 10 multiplied by 0.75 = 7.5 which mean there are 7 males and 3 females. Always round down, Determine total number and do the same process to find children, if needed.)<br />
<br />
Landscape: Determine in feet (Either how deep, how wide, how tall, how many, etc.) or in the case of Monster Lairs, determine in miles.<br />
<br />
Natural: Determine the size in feet (see landscape) as well as clusters (are there multiples? are there veins? pools?)<br />
<br />
Renewable: Determine how many according to the type of resource, then determine by feet or population. (Bees should be in the :hundreds or thousands, sheep in the dozens, goats up to a dozen sometimes more, etc.)<br />
<br />
=== Landscape Chart (T3) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-25 River<br />
<br />
• 26-35 Ravine<br />
<br />
• 36-45 Crater<br />
<br />
• 46-65 Ruin (Small Ruins)<br />
<br />
• 66-85 Cave<br />
<br />
• 86-100 Monster Lair<br />
<br />
=== Natural Resource Chart (T4) ===<br />
<br />
(See Size Chart)<br />
<br />
01-75 roll once<br />
<br />
76-100 roll twice<br />
<br />
Re-roll as needed, if something comes up that doesn't fit. (Example, Sugar cane in the ocean, Pearls in the jungle, etc.)<br />
<br />
• 01-60 Common<br />
<br />
: 01-10 Iron<br />
<br />
: 11-25 Coal<br />
<br />
: 26-40 Copper<br />
<br />
: 41-55 Pearls<br />
<br />
: 56-60 Jade<br />
<br />
: 61-65 Granite<br />
<br />
: 66-75 Cotton<br />
<br />
: 76-80 Agate<br />
<br />
: 81-85 Quartz<br />
<br />
: 86-90 Pyrite<br />
<br />
: 91-100 Clay<br />
<br />
• 61-80 Uncommon<br />
<br />
: 01-05 Gold<br />
<br />
: 06-20 Silver<br />
<br />
: 21-30 Gems<br />
<br />
:: 01-10 Emeralds<br />
<br />
:: 11-20 Rubies<br />
<br />
:: 21-30 Sapphire <br />
<br />
:: 31-40 Jasper<br />
<br />
:: 41-50 Garnet<br />
<br />
:: 51-60 Carnelian<br />
<br />
:: 61-70 Jacinth<br />
<br />
:: 71-80 Beryl<br />
<br />
:: 81-90 Quarts<br />
<br />
:: 91-100 Agate<br />
<br />
: 31-35 Ivory<br />
<br />
: 36-50 Sugar Cane<br />
<br />
: 51-60 Amber<br />
<br />
: 61-80 Lead<br />
<br />
: 81-100 Nickel<br />
<br />
• 81-95 Rare<br />
<br />
: 01-10 Platinum<br />
<br />
: 11-20 Gems<br />
<br />
:: 01-35 Diamonds<br />
<br />
:: 36-100 Opals<br />
<br />
: 21-30 Malachite<br />
<br />
: 31-40 Cinnabar<br />
<br />
: 41-50 Vermillion<br />
<br />
: 51-60 Limestone<br />
<br />
: 61-70 Salt<br />
<br />
: 71-80 Zinc<br />
<br />
: 81-90 Marble<br />
<br />
: 91-100 Helium (Dangerous)<br />
<br />
• 96-100 Mythical<br />
<br />
: 01-75 Mithril<br />
<br />
: 76-100 Mercury<br />
<br />
=== Renewable Resources (T5) ===<br />
<br />
(See Size Chart)<br />
<br />
<br />
01-75 roll once<br />
<br />
76-100 roll twice<br />
<br />
Re-roll as need, if something comes up that doesn't fit. (Example, Glass in the marsh, this one should only be found in or around desert or ocean type areas.)<br />
<br />
• 01-10 Bee’s Wax/Honey<br />
<br />
• 11-25 Wool<br />
<br />
• 26-35 Milk/Cheese<br />
<br />
• 36-50 Leather<br />
<br />
• 51-70 Crops<br />
<br />
: 01-20 Rice<br />
<br />
: 21-50 Wheat<br />
<br />
: 51-80 Barley<br />
<br />
: 81-100 Corn<br />
<br />
• 71-85 Herbs<br />
<br />
: 01-15 Saffron<br />
<br />
: 16-30 Mustard<br />
<br />
: 31-40 Kings foil<br />
<br />
: 41-56 Basil<br />
<br />
: 57-76 Oregano<br />
<br />
: 75-100 Parsley<br />
<br />
• 86-90 Peppers<br />
<br />
• 91-95 Steel<br />
<br />
• 96-100 Glass</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox1&diff=538594User:Lyrad8791/sandbox12011-10-21T08:27:34Z<p>Lyrad8791: /* Size Chart (T2) */</p>
<hr />
<div>===''Dimidium Troll''===<br />
<br />
{{3.5e Creature<br />
|creature=Trolain, 1st-Level Warrior<br />
|size=Medium<br />
|type=Humanoid (trolain)<br />
|hd=1d8+0<br />
|hp=4<br />
|init=+0<br />
|speed=30 ft. (6 squares), climb 20ft.<br />
|ac=11 (Natural +1)<br />
|touch=11<br />
|flat=11<br />
|bab=+2<br />
|grapple=+2<br />
|at= “Claws” +7 melee (1d4+3), Bite (1d4), Tail Whip (1d4)<br />
|full_at= 2 “claws” (1d4+3) and bite (1d4) or tail whip (1d4)<br />
|space=5 ft.<br />
|reach=5 ft.<br />
|fort=+3 (+1)<br />
|ref=+3 (+1)<br />
|will=+2<br />
|str=13 (+3)<br />
|dex=12 (+2)<br />
|con=13 (+3)<br />
|int=9 (-2)<br />
|wis=10<br />
|cha=7 (-2)<br />
|skills= The Trolain’s Class skills are Listen +1, Spot +2, and Climb +5. A Trolain’s monster levels give it 5x (Int modifier +2).<br />
|feats= 1 Bonus feats<br />
|env= Warm forests, Swamps, Marshlands.<br />
|cr=2<br />
|treas=Standard<br />
|adv=By character class<br />
|la=+3-6<br />
}}<br />
Prehensile tail came from assassin vine and cat mix during experiment<br />
The “Trolain” are descended from what at first were magical experiments on trolls and the mixing of other animals. These humanoids are the results. The Trolain stand between 5 ½ to 7 feet in height and usually weigh, when full grown, between 250 and 400 pounds. Unlike their Troll ancestors, they are not a truly gruesome looking race. While they did get some features from them, they are really a race unto their own. After the experiments went awry, the results congregated and bred themselves into further existence. Other than being as tall and heavy as they are, the Trolain have a prehensile tail half the length of their own height and hardened nails almost like claws, reminiscent of some of their ancestors, as are the scales they gain as they grow older. These scales, which are not a hindrance in any way, even when they grow over the eyes, are a means of telling ones age, if they know how. Naturally, or perhaps unnaturally if you will, because of the way these creatures were “born”, they have an extremely long life lasting anywhere from 800 to 1000 years in length. While this race is not unknown to most regions, they don’t normally live in towns and cities like most humanoids, for they aren’t known for what they really are. Most seem to take them as Trolls or some other nightmarish monster. The Trolain normally live on their own, with a mate or spouse, or with their family. They generally don’t get much larger in groups than 8-10 people at one time. At this point the younger members of the group break off to form their own family. In a sense, though, these members are still part of the group, only separated by distance and relations. Several families will sometime congregate to one area and form a sort of “village” which spans the length of a few miles.<br />
<br />
== Town Placement Charts ==<br />
Select the area around the town<br />
<br />
<br />
=== Terrain Type Chart (T1) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-10 Mountain<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 11-20 Hill<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 21-30 Plains<br />
<br />
• 31-40 Ocean (Ship Craft)<br />
<br />
• 41-50 Island<br />
<br />
: 01-33 Single<br />
<br />
: 34-66 Group<br />
<br />
: 67-100 Series<br />
<br />
• 51-60 Forest<br />
<br />
• 61-70 Desert<br />
<br />
• 71-80 Jungle<br />
<br />
• 81-90 Marsh<br />
<br />
• 91-100 Ruins (Large Ruins)<br />
<br />
=== Size Chart (T2) ===<br />
<br />
• 01-15 Tiny <br />
: 01 - 25 1-3<br />
: 26 - 50 2-4<br />
: 51 - 75 3-5<br />
: 76 - 100 4-6<br />
• 16-25 Small <br />
: 01 - 25 5-8<br />
: 26 - 50 7-10<br />
: 51 - 75 9-12<br />
: 76 - 100 11-13<br />
• 26-75 Medium <br />
: 01 - 25 10-14<br />
: 26 - 50 13-17<br />
: 51 - 75 16-20<br />
: 76 - 100 19-23<br />
• 76-90 Large <br />
: 01 - 25 20-25<br />
: 26 - 50 23-28<br />
: 51 - 75 25-30<br />
: 76 - 100 27-32<br />
• 91-100 Huge <br />
: You determine anything passed Large Stage as needed.<br />
<br />
<br />
Terrain: Determine in miles<br />
<br />
City: Determine size in population<br />
<br />
:Population: Total number of population, 75% are male, 25% are female. (Example, population is 10, 10 multiplied by 0.75 = 7.5 which mean there are 7 males and 3 females. Always round down, Determine total number and do the same process to find children, if needed.)<br />
<br />
Landscape: Determine in feet (Either how deep, how wide, how tall, how many, etc.) or in the case of Monster Lairs, determine in miles.<br />
<br />
Natural: Determine the size in feet (see landscape) as well as clusters (are there multiples? are there veins? pools?)<br />
<br />
Renewable: Determine how many according to the type of resource, then determine by feet or population. (Bees should be in the :hundreds or thousands, sheep in the dozens, goats up to a dozen sometimes more, etc.)<br />
<br />
=== Landscape Chart (T3) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-25 River<br />
<br />
• 26-35 Ravine<br />
<br />
• 36-45 Crater<br />
<br />
• 46-65 Ruin (Small Ruins)<br />
<br />
• 66-85 Cave<br />
<br />
• 86-100 Monster Lair<br />
<br />
=== Natural Resource Chart (T4) ===<br />
<br />
(See Size Chart)<br />
<br />
01-75 roll once<br />
<br />
76-100 roll twice<br />
<br />
Re-roll as needed, if something comes up that doesn't fit. (Example, Sugar cane in the ocean, Pearls in the jungle, etc.)<br />
<br />
• 01-60 Common<br />
<br />
: 01-10 Iron<br />
<br />
: 11-25 Coal<br />
<br />
: 26-40 Copper<br />
<br />
: 41-55 Pearls<br />
<br />
: 56-60 Jade<br />
<br />
: 61-65 Granite<br />
<br />
: 66-75 Cotton<br />
<br />
: 76-80 Agate<br />
<br />
: 81-85 Quartz<br />
<br />
: 86-90 Pyrite<br />
<br />
: 91-100 Clay<br />
<br />
• 61-80 Uncommon<br />
<br />
: 01-05 Gold<br />
<br />
: 06-20 Silver<br />
<br />
: 21-30 Gems<br />
<br />
:: 01-10 Emeralds<br />
<br />
:: 11-20 Rubies<br />
<br />
:: 21-30 Sapphire <br />
<br />
:: 31-40 Jasper<br />
<br />
:: 41-50 Garnet<br />
<br />
:: 51-60 Carnelian<br />
<br />
:: 61-70 Jacinth<br />
<br />
:: 71-80 Beryl<br />
<br />
:: 81-90 Quarts<br />
<br />
:: 91-100 Agate<br />
<br />
: 31-35 Ivory<br />
<br />
: 36-50 Sugar Cane<br />
<br />
: 51-60 Amber<br />
<br />
: 61-80 Lead<br />
<br />
: 81-100 Nickel<br />
<br />
• 81-95 Rare<br />
<br />
: 01-10 Platinum<br />
<br />
: 11-20 Gems<br />
<br />
:: 01-35 Diamonds<br />
<br />
:: 36-100 Opals<br />
<br />
: 21-30 Malachite<br />
<br />
: 31-40 Cinnabar<br />
<br />
: 41-50 Vermillion<br />
<br />
: 51-60 Limestone<br />
<br />
: 61-70 Salt<br />
<br />
: 71-80 Zinc<br />
<br />
: 81-90 Marble<br />
<br />
: 91-100 Helium (Dangerous)<br />
<br />
• 96-100 Mythical<br />
<br />
: 01-75 Mithril<br />
<br />
: 76-100 Mercury<br />
<br />
=== Renewable Resources (T5) ===<br />
<br />
(See Size Chart)<br />
<br />
<br />
01-75 roll once<br />
<br />
76-100 roll twice<br />
<br />
Re-roll as need, if something comes up that doesn't fit. (Example, Glass in the marsh, this one should only be found in or around desert or ocean type areas.)<br />
<br />
• 01-10 Bee’s Wax/Honey<br />
<br />
• 11-25 Wool<br />
<br />
• 26-35 Milk/Cheese<br />
<br />
• 36-50 Leather<br />
<br />
• 51-70 Crops<br />
<br />
: 01-20 Rice<br />
<br />
: 21-50 Wheat<br />
<br />
: 51-80 Barley<br />
<br />
: 81-100 Corn<br />
<br />
• 71-85 Herbs<br />
<br />
: 01-15 Saffron<br />
<br />
: 16-30 Mustard<br />
<br />
: 31-40 Kings foil<br />
<br />
: 41-56 Basil<br />
<br />
: 57-76 Oregano<br />
<br />
: 75-100 Parsley<br />
<br />
• 86-90 Peppers<br />
<br />
• 91-95 Steel<br />
<br />
• 96-100 Glass</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791&diff=538593User:Lyrad87912011-10-21T08:26:23Z<p>Lyrad8791: /* Current Projects */</p>
<hr />
<div>==About Me==<br />
<br />
Hey, I'm Daryl! I play ADnD of 3.5E and earlier. I prefer 2nd Edition but since most people I can find don't play it I am stuck playing 3.? until I find someone who does. I am also known as Lyrad8791, Senyah, Hikaru Shimo, and many other names. I am here to contribute what I have made so far for my own campaign world, Peroan; but alas, it seems I need to learn how to code in wiki before I can do that. In the mean time, I am posting my creations for commentary in my sandbox. If you would like to see what I have or comment on what you have seen there, then feel free to browse. Constructive criticism only please! [[User:Lyrad8791|Lyrad8791]] 20:19, 4 January 2011 (MST)<br />
<br />
I am currently working on the background of my world Peroan. If anyone is interested in helping a fellow gamer out, please leave a message on my talk page. I could use help naming places, getting and revising ideas, and LOTS of help placing the cities and kingdoms into the proper place. I don't currently have a map, as my system is hardly more then crap, BUT I can easily enough plot out the places according surrounding details of the world. Again, let me know within my talk page if you would like to help. [[User:Lyrad8791|Lyrad8791]] 00:09, 9 October 2011 (MDT)<br />
<br />
==Contributions==<br />
<br />
[http://www.dandwiki.com/wiki/Dimidium_Troll_%283.5e_Creature%29 Dimidium Troll (3.5_Creature)]<br />
<br />
[http://www.dandwiki.com/wiki/Orb_of_Plenty_%283.5e_Equipment%29 Orb of Plenty]<br />
<br />
[http://www.dandwiki.com/wiki/Elementalist_V2.0_%283.5e_Class%29 Elementalist]<br />
<br />
== Current Projects ==<br />
<br />
[[User:Lyrad8791/sandbox2|The world of Peroan]]<br />
<br />
[[User:Lyrad8791/sandbox1#Town_Placement_Charts|My Charts]]</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791&diff=538592User:Lyrad87912011-10-21T08:25:20Z<p>Lyrad8791: </p>
<hr />
<div>==About Me==<br />
<br />
Hey, I'm Daryl! I play ADnD of 3.5E and earlier. I prefer 2nd Edition but since most people I can find don't play it I am stuck playing 3.? until I find someone who does. I am also known as Lyrad8791, Senyah, Hikaru Shimo, and many other names. I am here to contribute what I have made so far for my own campaign world, Peroan; but alas, it seems I need to learn how to code in wiki before I can do that. In the mean time, I am posting my creations for commentary in my sandbox. If you would like to see what I have or comment on what you have seen there, then feel free to browse. Constructive criticism only please! [[User:Lyrad8791|Lyrad8791]] 20:19, 4 January 2011 (MST)<br />
<br />
I am currently working on the background of my world Peroan. If anyone is interested in helping a fellow gamer out, please leave a message on my talk page. I could use help naming places, getting and revising ideas, and LOTS of help placing the cities and kingdoms into the proper place. I don't currently have a map, as my system is hardly more then crap, BUT I can easily enough plot out the places according surrounding details of the world. Again, let me know within my talk page if you would like to help. [[User:Lyrad8791|Lyrad8791]] 00:09, 9 October 2011 (MDT)<br />
<br />
==Contributions==<br />
<br />
[http://www.dandwiki.com/wiki/Dimidium_Troll_%283.5e_Creature%29 Dimidium Troll (3.5_Creature)]<br />
<br />
[http://www.dandwiki.com/wiki/Orb_of_Plenty_%283.5e_Equipment%29 Orb of Plenty]<br />
<br />
[http://www.dandwiki.com/wiki/Elementalist_V2.0_%283.5e_Class%29 Elementalist]<br />
<br />
== Current Projects ==<br />
<br />
[[User:Lyrad8791/sandbox2|The world of Peroan]]<br />
<br />
[[User:Lyrad8791/sandbox1#The_Town_Placement_Charts|My Charts]]</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User_talk:Badger&diff=538589User talk:Badger2011-10-21T08:22:43Z<p>Lyrad8791: /* Copperwood permission */</p>
<hr />
<div>{{Anti-Vandal Barnstar|For your help with finding vandal's edits, removing vandal's work, and helping keep D&D Wiki clean, I give you this Barnstar. Thanks for your help. --[[User:Green Dragon|Green Dragon]] 11:06, 4 November 2010 (MDT)}}<br />
{{Archives<br />
|label1= Archived messages 1-20<br />
}}<br />
<br />
==Help (Creature Creation)==<br />
<br />
Hey, I made my creature as best as I can using the template you showed me. For some reason it was not giving me the code usage for the special qualities and such on the basic page so I went and found a page that was using it. From there things seemed to work out. It now has its own page in the Creatures section... not completely sure as to which section since I just pressed add new creature. Anyway, I figured you would like to know how far I have made it, and that if nothing else you will know where to find it. Also, since you mentioned you might chime in and give suggestions and such when you get to look at it. [[Dimidium_Troll_(3.5e_Creature)|Dimidium Troll]] Also, it seems that I have figured out how to link into pages as well. You are a good teacher, thanks for the instruction! --[[User:Lyrad8791|Lyrad8791]] 22:56, 4 January 2011 (MST)<br />
<br />
==Question (Dealing with Spam)==<br />
<br />
I have left a similar message on Green Dragons Talk page but I figure I should be thorough with this. It seems there are a few Users that are posting spam and doing a redirect for their User page to the mentioned Spam. One instance is this link [[Best_Electronic_Cigarette_Review |here]]. I don't know the procedure for deleting spam so I am asking you and the owner. I was just wondering if I should just mention it and leave be or if I should delete the contents of the page since I don't know how I would delete the page itself. [[User:Lyrad8791|Lyrad8791]] 23:57, 8 January 2011 (MST)<br />
<br />
:Well, the long and the short of it is you shouldn't probably bother to do anything. Only Admins can totally delete a page. Likewise, only admins can ban a user. Whenever I come across spam, I blank the page, and then add a delete template. After that, I save changes with something like "Delete this spam" in the edit summary. Usually Jazzman is pretty good about catching these and deleting them for real. I don't know the official site policy on users handling spam, but no one has asked me to stop, so I still do it. One thing, however, is to make sure that the page never had any content on it. We don't want to delete a page that once had content, just because it now has spam. Like I said, us users can't do much in the way of permanent change (that's the admin's job), so if you want to turn a blind eye, no one will blame you. However, if you delete a bunch, someone might give you a nifty little barnstar like I have at the top of this page. --[[User:Badger|Badger]] 00:02, 9 January 2011 (MST)<br />
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== Help (Creating an Animal) ==<br />
<br />
So... you mentioned something about tables and things like that? i did find what each thing means ( [[Template:d20M_Creature|d20M Creature]] ) but what i need is the stuff it lists in the examples please. -[[User:Ozzy1234567890|Ozzy1234567890]] 11:06, 24 January 2011 (MST)<br />
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:Well, [[d20_Modern_Creatures|here]] is a link to every homebrew d20M creature. One of them is bound to have examples of what you need. Jazzman left a comment on one of your messages with some suggestions of how he would do it. You might want to check that out. --[[User:Badger|Badger]] 12:17, 24 January 2011 (MST)<br />
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::Might [[Creature Types (MSRD)#Animal|this]] be what you are looking for? [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 12:22, 24 January 2011 (MST)<br />
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:::It's exacly what I needed. Thanks for the help! --[[User:Ozzy1234567890|Ozzy1234567890]] 10:53, 25 January 2011 (MST)<br />
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== Help (4e Community) ==<br />
<br />
Hey Badger,<br />
Do you know anyone who's really good at making D&D 4e stuff, but is also good at changing 4e stuff (you know, like, changing monsters from the monster manual)? --[[User:Axl|Axl]] 22:11, 1 February 2011 (MST)<br />
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:Well, I'll be honest, I don't know how active they are anymore, but [[User:Sepsis|Sepsis]] has done quite a bit of 4e work (and is an admin here, so he might still be active-ish). For some reason I want to say [[User:Sam_Kay|Sam Kay]] also knows 4e a bit, but I don't think he's active on this wiki much anymore (again, I could be wrong on both points). Those are the two names that spring to mind, but I want to be clear that I don't know how much (if any) help then can/will be. --[[User:Badger|Badger]] 22:21, 1 February 2011 (MST)<br />
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::Thanks for trying to help. But the reason was actually to help me with my Pumped Up [[Pumped Up (4e Sourcebook)|sourcebook]]. But I'm deleting it now. Sorry for bothering you. --[[User:Axl|Axl]] 21:30, 16 March 2011 (MDT)<br />
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:::No problem, I'm here to help. --[[User:Badger|Badger]] 00:54, 30 May 2011 (MDT)<br />
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==Help (Sandboxes)==<br />
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Hey badger it is Dj00345. I wanted to ask you if there is a way to create ur own sandbox? I wanted to create one myself and don't know how to?... Can u help me out and explain how to make one??<br />
[[User:Dj00345|Dj00345]].<br />
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:It's really easy, just add a /sandbox after your username, for example [[User:Dj00345/sandbox]]. You can put anything on the page, so sandbox, or sandbox1, or ninja_of_the_winterlands, or whatever you want. If you go to that page you'll be prompted to make a new page with that name. It's easy. --[[User:Badger|Badger]] 13:31, 1 March 2011 (MST)<br />
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==Help (Pictures)==<br />
hey badger. it is me Dj00345. i just added a image to one of my pages. and the picture is too big. how do i make it small enough to fit on the page??? can you help me at all??? the page is called [[Zendra (3.5e Deity)|Zendra]]. please help me..... [[User:Dj00345|Dj00345]] 17:42, 3 March 2011 (MST)<br />
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:I went ahead and changed the size. Check out the code and you can learn for next time. You can change the text by editing the code. You can change the size of the picture by increasing or decreasing the pixels. --[[User:Badger|Badger]] 17:53, 3 March 2011 (MST)<br />
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::Thx. Got it now! ;) [[User:Dj00345|Dj00345]] 10:14, 6 March 2011 (MST)<br />
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==Help (Stubs)==<br />
<br />
Hey one more question.... If I want to help finish a STUB page, do I just go ahead and edit it, or do I have to wait for someone to give me an answer??? [[User:Dj00345|Dj00345]] 10:14, 6 March 2011 (MST)<br />
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:I usually check to see when the stub template was added, how long the page has gone un-edited, and if the original author is still around. If it looks like no one else is going to do it, just jump right in. On pages that are a little more complete, and just missing little things here and there, it might be better to leave a message on the talk pages with your suggested changes, and give the community a week or so to talk about it. --[[User:Badger|Badger]] 12:10, 6 March 2011 (MST)<br />
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::And if I finish what the stub template says needs to be fixed,, do i remove the template??? [[User:Dj00345|Dj00345]] 17:53, 6 March 2011 (MST)<br />
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:::I assume you're asking about Dhampir, which just needs another adventurer? Yeah, that you can just add whenever you think of one, and remove the stub template when you do. --[[User:Badger|Badger]] 18:05, 6 March 2011 (MST)<br />
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::::Alrighty then. Thx again. And yes I am asking about dhampir [[User:Dj00345|Dj00345]] 18:33, 6 March 2011 (MST)<br />
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:::::I ended up removing [[Template:Stub]] from the [[Dhampir (4e Race)|dampir]]. See the history for what the edit was. --[[User:Green Dragon|Green Dragon]] 18:39, 6 March 2011 (MST)<br />
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== Question (User Creation Log) ==<br />
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hey badger. i was just looking around on the Wiki and ended up in the User Creation log. where it shows every account that has been created. i went down to the date i helped my friend get an account on this wiki and saw it. then i went to December dates to see if my account was there. (i was bored and wanted to see). Apparently, my account i guess doesn't exist... i didnt see my account name anywhere in there... '''Is That A Good Thing or A Bad Thing.???????''' Please answer..... [[User:Dj00345|Dj00345]] 20:15, 11 March 2011 (MST)<br />
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:Huh, that's interesting. Well, do you recall creating an account? It does appear that you never made one, but you are certainly logged in and making edits. To make an account you need to log in. If you log in and make edits, you should have an account. I don't know what's going on, I'd ask Green Dragon if you're concerned. --[[User:Badger|Badger]] 20:36, 11 March 2011 (MST)<br />
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::Well see. I made an account. I guess it didn't recognize it. I didn't get the message that green dragon sends to you saying that you are now a dnd wikian. I never got that message... [[User:Dj00345|Dj00345]] 09:54, 12 March 2011 (MST)<br />
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:::That's not an automated message, GD goes through and does those manually, so it's possible he just missed you. If you have an options menu at the top right corner of the screen that says "Dj00345, my talk, my preferences, my watchlist, my contributions, logout" you're probably a member and the site is just a little hinky. --[[User:Badger|Badger]] 12:40, 12 March 2011 (MST)<br />
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::::Yeah I have all those. So it must be some sort of glitch maybe...? [[User:Dj00345|Dj00345]] 12:43, 12 March 2011 (MST)<br />
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:::::Yeah, as far as I can tell you're a full-blooded wikian, and the wiki is just screwing up. If you're concerned you can leave a message on Green Dragon's talk page, either asking him there, or directing him to this conversation. --[[User:Badger|Badger]] 12:46, 12 March 2011 (MST)<br />
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::::::I'm not really concerned. i was just making sure that the wiki wasn't screwed up or anything. i was just keeping an eye out. thx for the help badger! [[User:Dj00345|Dj00345]] 14:57, 12 March 2011 (MST)<br />
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:::::::Oh, the wiki screws up all the time. This isn't anything major, so I wouldn't worry about it. --[[User:Badger|Badger]] 15:46, 12 March 2011 (MST)<br />
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== Question (Multi-classing) ==<br />
Alright, so I think I'm doing this right. And I suppose this will be the first question I will ask, is it possible to go back to a class that specifically says you can't after multiclassing? Even if the class you multiclass with says you can? (Sorry if you don't understand or if this seems stupid.)--[[User:Raem|Raem]] 17:35, 12 March 2011 (MST)<br />
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:First, yeah, you did everything correctly. Now, let me try to understand your question. I think if the 2nd class explicitly says "you can multi-class, even if your first class says you cannot" then you ''can''. However, if the 2nd class ''doesn't'' say that, you're out of luck. That said, it's really up to your DM. --[[User:Badger|Badger]] 17:42, 12 March 2011 (MST)<br />
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== Help (Campaign Creation) ==<br />
<br />
Hey badger! Dj00345. I have a question. I'm thinking of making my own campaign setting and was just wondering where to go in order to create the "Supplement" pages for it??? I took a look at the "Valgora" campaign setting and it's edit stuff. And noticed that the links said '''Valgora supplement'''. Where do I go to make one of those pages except under a different campaign setting of course... [[User:Dj00345|Dj00345]] 13:57, 5 April 2011 (MDT)<br />
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:Oh, well, as far as I know there is no official formatting for creating campaign settings. This little box might make it easier to add to a campaign setting, just replace "MyPage" with the name of your page, and "MySetting" with the name of your setting:<br />
<br />
<!-----Campaign Setting-----><br />
<div style="text-align: left; width: 23.5em; margin: 2em;"><br />
<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create New Page for Campaign Setting<br />
default=MyPage (MySetting Supplement)<br />
preload=<br />
</inputbox><br />
</div><br />
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:If you'd like, I'm sure someone can help you making a footer/header for your campaign setting and using it as a preload. My guess is Hooper would be the guy to ask about that, as I think Valgora is his setting, and you seem to like that one. --[[User:Badger|Badger]] 18:30, 5 April 2011 (MDT)<br />
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== Help (Class Creation)==<br />
<br />
Hello it was recomended to me that you might be able to help me with a concept. You see me and my friends are planning to start a DnD 3.5 OP campaign (so crazy templates etc...) But im new to dnd so I have no idea how to make the class/template/race I wanted. the concept I came up with was a ''Prototype'' character based off of the game prototype for the xbox 360. Im not quite sure weither it would be a class a template or a race. So I was wondering if you could help me make it? (or make it for me)? -- [[User:Grunt|Grunt]] 17:03, 25 April 2011 (MDT)<br />
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:Well, let me begin by saying I've never played Prototype, so I probably can't help you with much. However, here's how I'd recommend you try it. <br />
<br />
:If you want to use existing classes, here's what I'd suggest: I don't know if you're familiar with [[UA:Gestalt_Characters|gestalt characters]], but that's what I'd recommend. Basically, you combine the best parts of two classes into one super-class. I'd recommend something like a [[Psion]] with an emphasis in psychometabolism, or maybe psychokinesis. From there, I'd make your other class something that would work well with the abilities of your psion, so maybe rogue. I like rogues a lot, so maybe I'm just biased. It sounds like a barbarian might also work well. Since you're going for overpowered, I think a gestalt [[Psion]]/[[Barbarian,_Tome_(3.5e_Class)|Tome Barbarian]] would best approximate what you're looking for.<br />
<br />
:However, if you're looking to create your own homemade material, here's what I'd suggest: Start with a beefy Hit Die, like a d10, give yourself medium or good Base attack bonus(like the rogue or fighter), good fortitude and reflex saves (+12 at 20) and bad will saves (+6 at 20). After that, I'd give yourself a limited spell list, pulling your favorite spells from psionics, and use Constitution instead of Intelligence for the key ability. After that, add on a bunch of heavy hitting power class skills, using classes like [[Threat_(3.5e_Class)|Threat]], [[Barbarian,_Tome_(3.5e_Class)|Tome Barbarian]], and maybe even [[Death_Knight_(DnD_Prestige_Class)|Death Knight]] for ideas.<br />
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:I hope this helps. --[[User:Badger|Badger]] 17:03, 25 April 2011 (MDT)<br />
<br />
== Hey Badger ==<br />
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Hey, Badger.<br />
<br />
:Hi. --[[User:Badger|Badger]] 18:42, 15 May 2011 (MDT)<br />
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yo what up badger think i could get u to take a look at the mage of earthsea class again?? give me a few more pointers?<br />
<br />
==ty [[User:La Mortis|La Mortis]]==<br />
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== Help (Campaign Settings) ==<br />
<br />
You asked if I wanted help, I do.<br />
I go straigh to the point.<br />
<br />
I would want to make an own:<br />
#make a page with the info about classes "and the world" and "how to make a class character".<br />
#Then put a link to it in the Classes.<br />
#make links that change pages adn scrolls down to an article. <br />
#learn to make footers<br />
#page for my classes that are adapted for my campaign setting.<br />
<br />
::I've numbered each of the questions you have, and I'll answer them in order. Let me know if you need more detail on any of them<br />
::1. If you want to make a page about classes for your Campaign Setting, just make a standard page for your Campaign setting. If you want, you can use the "Add New Campaign Setting Info" thing that I made [[User_talk:Badger#Help_.28Campaign_Creation.29|here]]. As far as I know there is no codified pre-load for this, so you can just model it off a page that you like, or do it on your own. <br />
::2. Putting a link to it is just like adding any other link. You simply type this code: <nowiki> [[Name_Of_Page | Display Text]]</nowiki>.<br />
::For example, you would probably make the pages named "Classes_(MyCampaign_Supplement)", so your code would say: <nowiki>[[Classes_(MyCampaign_Supplement) | Classes in MyCampaign]]</nowiki>. Naturally, you'll want to replace "MyCampaign" with whatever the name of your campaign is. <br />
::3. Making links that link to a specific section is also pretty easy. You use the same format that you used above for creating a link, and to link to a particular section, you put a #SectionName after the name of the page. For example, if you wanted to make a link to this section, you would write " <nowiki>[[User_Talk:Badger#Help_(Campaign Settings) | Display Text]]</nowiki>.<br />
::4. Making footers is as easy as making a page. First you make a page and put on it whatever you want the footer to say. Name the page something like "Navigation Footer (MyCampaign Supplement)". After that, you just have to include that page at the bottom of every page you want a footer. Only, this time, instead of using brackets like you normally use for a link (These: "[[]]"), use braces (These: "{{}}")<br />
::5. Again, just make a page that's name ends with (MyCampaign Supplement), and put a list of classes and changes. You may find it is easier to make full on tables to show changes, or just text lists of changes. It's up to you.<br />
::One last note, as helpful as I may be with this, [[User:Hooper]] is probably better. He is the one who rates most of the campaign settings, and he is the one who has one of the most complete campaign settings on this wiki. --[[User:Badger|Badger]] 16:47, 30 May 2011 (MDT)<br />
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== For Identification Purposes? ==<br />
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Ok now i'm curious why you moved my page... made it loads of fun to try and find it through my simple input of the address it was sitting at without the variant 3.5 mumbo jumbo.<br />
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I'm just curious why you did it, I understand that there WAS a Dragoon class that was made and deleted for whatever reason... That's why i made it a Dragoon Lancer, there was someone who made a Dragoon that i thought was totally whacked out on ADnD and well I felt it needed a do-over, pouring through the books i found a nice combination that is actually based on pre-existing 3.0 and 3.5 edition material, short of some attack/ Wings purposes it is all based on the rules. I think it works marvelously and when i find the actual balance i would really hope people start picking it up. It was one of my favorite classes in FF Tactics, short of the huge error in missing people because they moved while you were in the air (Huge disappointment there) but getting back on track. I would appreciate a simple explanation, and well some feedback would be nice since you seem to have been the ONLY person on here who has done anything of note to my Dragoon Lancer.<br />
<br />
James<br />
<br />
:Badger didn't mean any offense. All homebrew pages are (supposed to be) appended with an identifying tag such as (3.5e Creature) or (d20M Advanced Class). [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 19:14, 7 June 2011 (MDT)<br />
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::Yep, Jazzman summed it up. Sorry for any confusion it may have caused. There should have been a redirect from the old URL to the updated one, I don't know why that wasn't working (but it appears to be working now). I've not actually read the page, but since my vacation has just begun I'll get around to it (sooner or later) and leave some thoughts on the talk page. Once again, sorry for any confusion or trouble this may have caused; I was just following policy.--[[User:Badger|Badger]] 20:24, 7 June 2011 (MDT)<br />
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::: Well i was really just curious as to the why... since it really didn't seem to have been a part of any of the other classes that i looked at. I have been going through and trying to reflect any changes i've come across and would really like some insight anyone has. [[User:Gainesja|Gainesja]] 04:34, 12 June 2011 (EST)<br />
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::::People are really, really, really, bad about adding those tags, so I'm sure there are many pages floating around that don't have them yet. Though more pages have them than not, so if you haven't seen any yet you must just be really lucky. [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 07:40, 12 June 2011 (MDT)<br />
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:::::I think on that day alone I moved like 3 or 4 other classes and deities. It's just something I do every so often, when I notice a few pages in the recent changes need it. --[[User:Badger|Badger]] 10:27, 12 June 2011 (MDT)<br />
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==Admin Nomination==<br />
I hope that you accept the recent nomination for adminship that has been activated for you. Please go to [[Requests for Adminship/Badger]] to reply to the nominee questions. I look forward to seeing the community's thoughts! &nbsp;<small><span style="border: 1px solid black; -moz-border-radius:10px">[[User:Hooper|'''<span style="background-color:White; color:Black; -moz-border-radius-topleft:10px; -moz-border-radius-bottomleft:10px"> Hooper </span>''']][[User talk:Hooper|<span style="background-color:Black; color:white; -moz-border-radius-bottomleft:10px; -moz-border-radius-topleft:10px">&nbsp;&nbsp;talk&nbsp;&nbsp;</span>]][[Special:Contributions/Hooper|<span style="background-color:black; color:white">&nbsp;&nbsp;contribs&nbsp;&nbsp;</span>]][[Special:Emailuser/Hooper|<span style="background-color:black; color:white; -moz-border-radius-bottomright:10px; -moz-border-radius-topright:10px">&nbsp;&nbsp;email&nbsp;&nbsp;</span>]]</span></small> 06:10, 19 June 2011 (MDT)<br />
<br />
:Thank you for your nomination, as well as your support. I accept the nomination, and I look forward to continuing to contribute to the community, either as a administrator, or as a user. --[[User:Badger|Badger]] 20:09, 19 June 2011 (MDT)<br />
<br />
::Welcome to Adminship. You are now part of "The Face" of D&D Wiki. Honestly, as you will notice, not much has been changed now that you are an admin. If anything, I would say more burden is placed on you. I recommend you take a look at [[Special:ListGroupRights]] if you have not already. Some of the the new features' uses pertaining to D&D Wiki follow. You can now delete pages, protect pages, rollback edits, block users and IP's, edit every page, patrol edits, and do a couple more minor things.<br />
::*Deleting pages is normally done through [[:Category:Candidates for Deletion]]. Anything with a good reason to be deleted on that page should be deleted. The other time pages should be deleted is when someone makes a certain page and after a few edits they either blank the page or replace it with something like "Please delete this". If this page consisted of close to just the preload, just delete it.<br />
::*Protecting pages has quite a few different times when it should be used. Pages should be protected according to the author's wishes (with [[Template:Locked Page]] added to the top of the page in question), in case of conflict (with [[Template:Temp Locked Page]] added to the top of the page in question), in case of [[Help:FAQ#What are OGL, OGC, SRD, and GNU FPL?|OGC]] published materials (with [[Template:OGL Top]] added to the top of the page in question and [[Template:OGL Bottom]] added to the bottom), or finally if the page is a vital part of D&D Wiki's organization. If it deals with D&D Wiki's organization it either needs to be be protected from IP edits or all non-sysop edits. As a rule of thumb pages up to two tiers deep (up for discussion/rethinking) from the [[Main Page]] are normally locked to anyone but sysops and all the others are just protected from IP edits. For Example [[3.5e Homebrew]] is protected from all non-sysop edits whereas a deeper in page like [[LA 0 Races]] is only protected from IP edits. No template needs to be added to pages if they are part of D&D Wiki's organization (even though some do exist like [[Template:Admin Locked Page]])<br />
::*Blocking a user or IP should only be used after an IP or user vandalizes a certain page. To block someone just click "block" (found on [[Special:Recentchanges|RC]], the diff in question, the userpage, etc) and fill out the corresponding form. For a typical vandalism attack I normally block the user for two weeks. Certain things demand a longer block and others a shorter. No standards have been set for block lengths, use your best judgment.<br />
::*Editing every page on D&D Wiki mostly means you can now edit the [[SRD:System Reference Document|SRD]] and the [[MSRD:Modern System Reference Document|MSRD]]. Feel free to edit them if inaccuracies are found. If interested further please look at the [[SRD Talk:System Reference Document#SRD ToDo List|SRD ToDO List]] or the [[MSRD Talk:Modern System Reference Document#Tasks|MSRD tasks]]. Of course that is only the base. There is never enough help to get everything done, so I am sure your help would be appreciated.<br />
::*Patrolling edits should, in a nutshell, be used when you have looked over an edit and fixed everything that needs to be fixed (this includes reviewing the content with templates, answering questions, etc).<br />
::I know this is really long-winded, so I'll keep the rest short. You have more burden on yourself now that you are an admin because users will be looking at you for editing help, knowledge of the standards, etc. It's a bit more work, but I really hope you enjoy being an admin and I hope you decide to stay around on D&D Wiki for a while more to come. Welcome to Adminship, again you're now part of "The Face" of D&D Wiki. --[[User:Green Dragon|Green Dragon]] 12:58, 26 June 2011 (MDT)<br />
<br />
== Modifiers Added, But for future refrence, ==<br />
<br />
what are the modifiers to use? Class, Prestige Class, NPC, Monster, Equipment, Campaign, Quest, Deity, Trait, Flaw, Feat, Spell, Race are the ones i can think of, am i missing any? Also, Is there a way i can set a page to only accept changes that I approve?<br />
<br />
:I've corrected the spelling of the modifiers above (and added a few more). Those are all the ones I can think of off the top of my head (and all the major ones), but I am sure there are more obscure ones. As for your second question, no there is not. However, you can use the "watch" tab, at the top of each page, and any changes that are made to that page will show up in the "my watchlist" page linked in the top right corner of the page (when you're logged in). You can click on "diff" to see the changes made in each edit. This is about as close as you can get to what you want. --[[User:Badger|Badger]] 19:26, 14 July 2011 (MDT)<br />
<br />
== Hi I was interested in joining the D&D WIKI but it seams your create account is broken ==<br />
<br />
Hi, I was trying to find the webmaster but didn't see a link to leave a message for one. Maybe you can forward this on to her/him/them.<br />
<br />
Anyway, I went to create an account and tried to make an account but it seams to be broken. A box keeps popping up saying type two words to in to prevent span but the silly thing just keeps cycling and won't go away to let you create the account. I tried at least a dozen times to get past it but always comes back. Very frustrating!<br />
<br />
And now the fool thing shows up trying to post this message.<br />
<br />
:Does it mention it is related to CloudFlare ([[D&D Wiki:General disclaimer]])? --[[User:Green Dragon|Green Dragon]] 17:05, 30 July 2011 (MDT)<br />
<br />
::If you can give me the exact error message you're getting, that would help immensely. What name are you trying to register? Is it possible that someone has already registered that name? Green Dragon, who responded above me, is the owner/operator of the website, so he's probably your best bet for a fix. --[[User:Badger|Badger]] 00:37, 31 July 2011 (MDT)<br />
<br />
== Thank You ==<br />
<br />
I wished to thank you for your recent remarks on my page. And to acknowledge your intrinsic and direct approach.<br />
<br />
:Any time? But seriously, I have no idea who you are or what page you're talking about (I've been a whirlwind of edits these past few days), but you're welcome. Let me know if there's anything else you need. In the future, don't forget to sign your posts with <nowiki>--~~~~</nowiki> or by pressing the signature button. --[[User:Badger|Badger]] 18:51, 24 August 2011 (MDT)<br />
<br />
::Your deletion of a page was most appreciated.<br />
<br />
:::Oh, well, glad I could help. --[[User:Badger|Badger]] 19:19, 24 August 2011 (MDT)<br />
<br />
::::Could you extend your gracious policy upon a few of my other incomplete works?<br />
<br />
:::::Policy says that we're supposed to wait at least 2 weeks before deleting anything. If I've deleted anything sooner than that, I apologize. Most of our to-be-deleted content is months, if not years old, though (so you should have plenty of time). If your content has a delete template, I'll check on the history, and if it looks like you're making progress on it, I'll give it time. If you give me the links you want me to keep an eye out for, I'll get around to checking on them later. Also, if I delete anything that you'd like back, I think can restore it easily (I've never tried, but I know I should be able to). --[[User:Badger|Badger]] 19:29, 24 August 2011 (MDT)<br />
<br />
::::::I understand. I would like 75% of all my work deleted (noting most is incomplete, and I have no wish to complete 75%). I have only a few articles here; and have a desire to complete the 25%. The other work only hurts my prestige.<br />
<br />
:::::::Right, well, place the code <nowiki>{{delete|~~~~~|Author has abandoned.}}</nowiki> to the top of every incomplete page you don't want to keep, and I'll delete them as I get around to them. --[[User:Badger|Badger]] 19:45, 24 August 2011 (MDT)<br />
<br />
::::::::It is finished.<br />
<br />
:::::::::Is there a reason that you're signing out and not signing your comments when leaving a message to me, but logging in to edit your pages? You're not trying to hide your identity, are you? --[[User:Badger|Badger]] 20:00, 24 August 2011 (MDT)<br />
<br />
::::::::::No. I simply wanted to make sure you were interested before damming the pages. --[[User:Frankenkesey|Frankenkesey]] 20:12, 24 August 2011 (MDT)<br />
<br />
:::::::::::Well, it's not policy to delete pages just because the author doesn't want them anymore. Arguably you should be using the "abandoned" template instead, but I've never seen anyone adopt one of those pages and fix it up, so I don't know that it's a very useful template (although it's a good idea). It's my personal belief that we should just delete unfinished and unusable material, rather than letting it stick around as abandoned for years. If your pages don't have enough content for someone else to take and finish up, I'll delete them. However, if they have enough already, I'll swap out delete with abandoned. --[[User:Badger|Badger]] 20:12, 24 August 2011 (MDT)<br />
<br />
::::::::::::This maxim sounds fair. --[[User:Frankenkesey|Frankenkesey]] 20:15, 24 August 2011 (MDT)<br />
<br />
== Master of the twin paths ==<br />
<br />
Just created the "Master of the twin paths" for 3.5e custom prestige classes. It was moved to "formatting issues" soon after.<br />
<br />
My question is simple, is now officially removed or is it waiting to be checked? If it is removed, how may I improve it to have it added to the homebrew category it fits.<br />
<br />
Also how do I format it correctly?<br />
<br />
with many thanks,<br />
Ryulin18<br />
<br />
You're doing a great job<br />
<br />
:Right, well, good news! Master of the twin paths hasn't been removed, it was just moved (for a totally unrelated reason). You can find you creation [[Master_of_the_Twin_Paths_(3.5e_Prestige_Class)|here]]. <br />
<br />
:First off, your page was moved to include an "identifer", which means I added "_(3.5e_Prestige_Class)" to the end of your class name. We use these to keep all our content straight, and every page is supposed to have one.<br />
<br />
:If you check out other Prestige classes, like [[Animal_Lord_(3.5e_Prestige_Class)|this one]], you'll notice the bottom has a sort of footer that works as navigation, as well as some categories. You'll want to add those to your page (not those exact ones, but the ones that apply to your class). I'd search through other [[3.5e_Prestige_Classes|prestige classes]] until you find one that seems like yours, and check out what categories you'll want to include. Let me know if you need anything else. --[[User:Badger|Badger]] 19:18, 24 August 2011 (MDT)<br />
<br />
== Tavern ==<br />
<br />
If it existed, you should get on it right now. But it doesn't so... [[User:Jazzman831|Jazz]][[User talk:Jazzman831|Man]] 13:37, 28 August 2011 (MDT)<br />
<br />
== Master of the twin paths - Part 2 ==<br />
<br />
Okay. I have added breadcrumbs and the categories! Is it okay now?<br />
<br />
Any advice to get it finished?<br />
<br />
much thanks, Ryulin<br />
<br />
:Alright, well, the cats and breadcrumbs look a lot better now. The next thing I'd say is fluff. Everything always needs more fluff. Well, almost everything. Check out a featured article like [[Deviant_(3.5e_Class)|this one]] for notes on making your page better. If you're committed enough, you can turn your page into a featured article. --[[User:Badger|Badger]] 13:53, 28 August 2011 (MDT)<br />
<br />
== Apologies ==<br />
<br />
Hi Badger,<br />
<br />
I realized that I took my trolling too far yesterday. Seriously, I'm not a jerk like that usually. I have just been using this website as out outlet, so to speak, which is pretty immature. Anyways, I've decided to quit my trolling here altogether and also to stop harboring resentment for Green Dragon and Hooper.<br />
<br />
In the case of Green Dragon, I realized that teasing him may have been fun, it really was a childish way to burn off steam over real life issues.<br />
<br />
In the case of Hooper, I realized that he's just like a lot of other D&D players I've met and gotten along with: he's got a strong personality and reflects that with strong opinions. And really, that's a good thing, not a bad thing. Unfortunately, I let situations where I saw him butt horns with other users sway me to dislike him.<br />
<br />
I was logged into a chatroom that both of you were in last night (although I was afk), and although most of your conversation was cut off, I realized that I was being pretty stupid and you are decent guys.<br />
<br />
So, my apologies to you (and Hooper), for the nonsense I stirred up. Cheers. --[[User:Aarnott|Aarnott]] 08:15, 31 August 2011 (MDT)<br />
<br />
:From my administrator standpoint: That was mean, you shouldn't do that. I have half a mind to ban you here and now, regardless of policy.<br />
:From my human being standpoint: Ehh, just don't do it again. <s>At least, not on important pages.</s> I probably over-reacted in my message asking you to cut it out. It wasn't really that big of a deal. No hard feelings, at least on my end. It is my suspicion, though I can't speak for him, that Hooper also thought it was no big thing. --[[User:Badger|Badger]] 14:02, 31 August 2011 (MDT)<br />
<br />
== Master of the twin paths - Part 3 ==<br />
<br />
Added all the fluff I dare to. Can you give me an idea of what to do next before I can have this page legitimized (I'm an English teacher, so using a z there hurt) and sent to my DM?<br />
<br />
I really want this rated...Anyone want to do it?<br />
<br />
== Hey Badger ==<br />
<br />
I saw that you Changed the name of my raze Urgalz to Urgalz (3.5e Race) I forgott to do that and I just wanted to thank you for that. I looked at your the classes that you created and I do sai that the Hooker (3.5e class) is kinda funny at least i haven't lauged so much when I looked at some class. --Baharas 05:54, 16 September 2011 (MDT)<br />
<br />
:Well, thank you; I'm pretty proud of that Hooker class, even though it's a April Fools class. Don't worry about missing that identifier, lot's people get it wrong the first few times, just try to include it for all the future pages you make. If you've already made pages without identifiers, you can use the "move" tab at the top of that page to move it to a page with the correct identifier. Welcome to the wiki. --[[User:Badger|Badger]] 18:09, 16 September 2011 (MDT)<br />
<br />
::yeah I noticed when you moved it how to change it and I just noticed that you were a admin so congratulation for that :P <br />
::and I want to ask you: I am creating a class named [[Guardians(3.5e Class)]] why does this look like this?<br />
<br />
:::When the page says "remove this entire line" it means that entire line of text from the edit window, not just everything after it says "remove this line" (so also delete the bit that says <nowiki><nowiki><!- REMOVE THIS ENTIRE LINE</nowiki>). I've fixed it for you, but you can see what I did by checking out [http://www.dandwiki.com/w/index.php?title=Guardians(3.5e_Class)&diff=next&oldid=535771 this diff]. Also, don't forget to sign your posts by typing <nowiki>--~~~~</nowiki> at the end of your message, or by hitting the signature button in the toolbar (the one that looks like a bunch of loops, second from the end).--[[User:Badger|Badger]] 13:59, 19 September 2011 (MDT)<br />
<br />
::::yeah sorry about that forgott and thanks for helping me :P --Baharas 02:26, 20 September 2011 (MDT)<br />
<br />
:::::No worries, that's why I'm here. Kinda. Mostly. It's why I enjoy being here at least. --[[User:Badger|Badger]] 02:34, 20 September 2011 (MDT)<br />
<br />
== Patronage Featured Article? ==<br />
<br />
Hey, Badger. I've put in images on most of my pages for my [[Patronage (4e Campaign Setting)]]. Could you take a look and decide if more is needed to get your vote for Featured Article status?--[[User:Wrecan|Wrecan]] 16:42, 16 September 2011 (MDT)<br />
<br />
:Wow. Those pages look so much better now with pictures, in my opinion. I've changed my vote on the FA nomination accordingly. Good work. --[[User:Badger|Badger]] 18:09, 16 September 2011 (MDT)<br />
<br />
== Image ==<br />
<br />
I just wanted to ask you how can I put Image on my races pages I tryed but it doesent work? --[[User:Baharas|Baharas]] 05:05, 29 September 2011 (MDT)<br />
<br />
:Uh, well, let me first start by making sure the image you want to upload is legal. Assuming it is, what you have to do is type out <nowiki>[[File:Image_Name.jpg]]</nowiki> and save the changes. Once you've done that, your "image" will show up as a red link. Click on that link. It should take you to a page that will allow you to upload your chosen image. If you've already uploaded the image to our image server, it appear right away, rather than as a red link. If you can show me what image you want to upload, and where it needs to go, I can show you in more detail. As far as I know, that should work. Images tend to go a little wonky every so often, but they seem to be working just fine right now. --[[User:Badger|Badger]] 21:40, 29 September 2011 (MDT)<br />
<br />
::well I tryed that but it didn't work and here is a link to the pic [http://browse.deviantart.com/?qh=&section=&q=barbarian#/d1k47mn] and I am trying to put it on [[Urgalz (3.5e Race)]] --[[User:Baharas|Baharas]] 03:53, 3 October 2011 (MDT)<br />
<br />
::you don't have to do anything I found out what i whas doing wrong and I finaly uploaded pic on [[Urgalz (3.5e Race)]] and [[Knasari(3.5e Race)]] --[[User:Baharas|Baharas]] 05:51, 7 October 2011 (MDT)<br />
<br />
== Copperwood permission ==<br />
<br />
Hi from new account.<br />
I came across this wiki by accident and just happened to notice a message saying "awaiting permission from copperwood" for a couple of articles.<br />
<br />
Well, I am the one and only copperwood. Those permissions have been waiting for about, ooh, 5 years ago! Bit of a long time, but I created the account on Wizards ages ago to submit those articles and haven't logged back in since they changed to 'D&D Insider'<br />
<br />
If it matters, and the articles are still available, then you have my permission!<br />
<br />
== Greetings Badger ==<br />
<br />
Greeting Badger, this is Lyrad8791. We have talked a bit before on some of my stuff that I have submitted a while back. I was wondering if you had the time to take a look at my sandbox and tell me what you think about my charts there. I also have a second sandbox, which I have dedicated to my world that I am creating. Since the charts didn't fit in with the world itself, I left them in their current location. Anyway, I was hoping I might get some opinions on them, as well as some ideas on how to progress from where I am currently at in my project. If you can think of anyone else who might like to help or would be interested to see what I have thus far, send them over and have them leave a message in the discussion area of either page. The link to the charts is [[User:Lyrad8791/sandbox1#Town_Placement_Charts|here]] and the page for what I currently have on my world is [[User:Lyrad8791/sandbox2|here]]. Thanks for the time you took in reading this, and I hope to hear from you again. [[User:Lyrad8791|Lyrad8791]] 02:22, 21 October 2011 (MDT)</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox1&diff=538588User:Lyrad8791/sandbox12011-10-21T08:11:17Z<p>Lyrad8791: /* Size Chart (T2) */</p>
<hr />
<div>===''Dimidium Troll''===<br />
<br />
{{3.5e Creature<br />
|creature=Trolain, 1st-Level Warrior<br />
|size=Medium<br />
|type=Humanoid (trolain)<br />
|hd=1d8+0<br />
|hp=4<br />
|init=+0<br />
|speed=30 ft. (6 squares), climb 20ft.<br />
|ac=11 (Natural +1)<br />
|touch=11<br />
|flat=11<br />
|bab=+2<br />
|grapple=+2<br />
|at= “Claws” +7 melee (1d4+3), Bite (1d4), Tail Whip (1d4)<br />
|full_at= 2 “claws” (1d4+3) and bite (1d4) or tail whip (1d4)<br />
|space=5 ft.<br />
|reach=5 ft.<br />
|fort=+3 (+1)<br />
|ref=+3 (+1)<br />
|will=+2<br />
|str=13 (+3)<br />
|dex=12 (+2)<br />
|con=13 (+3)<br />
|int=9 (-2)<br />
|wis=10<br />
|cha=7 (-2)<br />
|skills= The Trolain’s Class skills are Listen +1, Spot +2, and Climb +5. A Trolain’s monster levels give it 5x (Int modifier +2).<br />
|feats= 1 Bonus feats<br />
|env= Warm forests, Swamps, Marshlands.<br />
|cr=2<br />
|treas=Standard<br />
|adv=By character class<br />
|la=+3-6<br />
}}<br />
Prehensile tail came from assassin vine and cat mix during experiment<br />
The “Trolain” are descended from what at first were magical experiments on trolls and the mixing of other animals. These humanoids are the results. The Trolain stand between 5 ½ to 7 feet in height and usually weigh, when full grown, between 250 and 400 pounds. Unlike their Troll ancestors, they are not a truly gruesome looking race. While they did get some features from them, they are really a race unto their own. After the experiments went awry, the results congregated and bred themselves into further existence. Other than being as tall and heavy as they are, the Trolain have a prehensile tail half the length of their own height and hardened nails almost like claws, reminiscent of some of their ancestors, as are the scales they gain as they grow older. These scales, which are not a hindrance in any way, even when they grow over the eyes, are a means of telling ones age, if they know how. Naturally, or perhaps unnaturally if you will, because of the way these creatures were “born”, they have an extremely long life lasting anywhere from 800 to 1000 years in length. While this race is not unknown to most regions, they don’t normally live in towns and cities like most humanoids, for they aren’t known for what they really are. Most seem to take them as Trolls or some other nightmarish monster. The Trolain normally live on their own, with a mate or spouse, or with their family. They generally don’t get much larger in groups than 8-10 people at one time. At this point the younger members of the group break off to form their own family. In a sense, though, these members are still part of the group, only separated by distance and relations. Several families will sometime congregate to one area and form a sort of “village” which spans the length of a few miles.<br />
<br />
== Town Placement Charts ==<br />
Select the area around the town<br />
<br />
<br />
=== Terrain Type Chart (T1) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-10 Mountain<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 11-20 Hill<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 21-30 Plains<br />
<br />
• 31-40 Ocean (Ship Craft)<br />
<br />
• 41-50 Island<br />
<br />
: 01-33 Single<br />
<br />
: 34-66 Group<br />
<br />
: 67-100 Series<br />
<br />
• 51-60 Forest<br />
<br />
• 61-70 Desert<br />
<br />
• 71-80 Jungle<br />
<br />
• 81-90 Marsh<br />
<br />
• 91-100 Ruins (Large Ruins)<br />
<br />
=== Size Chart (T2) ===<br />
<br />
• 01-15 Tiny <br />
: 01 - 25 1-3<br />
: 26 - 50 2-4<br />
: 51 - 75 3-5<br />
: 76 - 100 4-6<br />
• 16-25 Small <br />
: 01 - 25 5-8<br />
: 26 - 50 7-10<br />
: 51 - 75 9-12<br />
: 76 - 100 11-13<br />
• 26-75 Medium <br />
: 01 - 25 10-14<br />
: 26 - 50 13-17<br />
: 51 - 75 16-20<br />
: 76 - 100 19-23<br />
• 76-90 Large <br />
: 01 - 25 20-25<br />
: 26 - 50 23-28<br />
: 51 - 75 25-30<br />
: 76 - 100 27-32<br />
• 91-100 Huge <br />
: You determine anything passed Large Stage as needed.<br />
<br />
<br />
Terrain: Determine in miles<br />
<br />
City: Determine size in population<br />
<br />
:Population: Total number of population, 75% are male, 25% are female. (Example, population is 10, 10 multiplied by 0.75 = 7.5 which mean there are 7 males and 3 females. Always round down, Determine total number and do the same process to find children, if needed.)<br />
<br />
Landscape: Determine in feet (Either how deep, how wide, how tall, how many, etc.)<br />
<br />
Natural: Determine the size in feet (see landscape) as well as clusters (are there multiples? are there veins? pools?)<br />
<br />
Renewable: Determine how many according to the type of resource, then determine by feet or population. (Bees should be in the :hundreds or thousands, sheep in the dozens, goats up to a dozen sometimes more, etc.)<br />
<br />
=== Landscape Chart (T3) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-25 River<br />
<br />
• 26-35 Ravine<br />
<br />
• 36-45 Crater<br />
<br />
• 46-65 Ruin (Small Ruins)<br />
<br />
• 66-85 Cave<br />
<br />
• 86-100 Monster Lair<br />
<br />
=== Natural Resource Chart (T4) ===<br />
<br />
(See Size Chart)<br />
<br />
01-75 roll once<br />
<br />
76-100 roll twice<br />
<br />
Re-roll as needed, if something comes up that doesn't fit. (Example, Sugar cane in the ocean, Pearls in the jungle, etc.)<br />
<br />
• 01-60 Common<br />
<br />
: 01-10 Iron<br />
<br />
: 11-25 Coal<br />
<br />
: 26-40 Copper<br />
<br />
: 41-55 Pearls<br />
<br />
: 56-60 Jade<br />
<br />
: 61-65 Granite<br />
<br />
: 66-75 Cotton<br />
<br />
: 76-80 Agate<br />
<br />
: 81-85 Quartz<br />
<br />
: 86-90 Pyrite<br />
<br />
: 91-100 Clay<br />
<br />
• 61-80 Uncommon<br />
<br />
: 01-05 Gold<br />
<br />
: 06-20 Silver<br />
<br />
: 21-30 Gems<br />
<br />
:: 01-10 Emeralds<br />
<br />
:: 11-20 Rubies<br />
<br />
:: 21-30 Sapphire <br />
<br />
:: 31-40 Jasper<br />
<br />
:: 41-50 Garnet<br />
<br />
:: 51-60 Carnelian<br />
<br />
:: 61-70 Jacinth<br />
<br />
:: 71-80 Beryl<br />
<br />
:: 81-90 Quarts<br />
<br />
:: 91-100 Agate<br />
<br />
: 31-35 Ivory<br />
<br />
: 36-50 Sugar Cane<br />
<br />
: 51-60 Amber<br />
<br />
: 61-80 Lead<br />
<br />
: 81-100 Nickel<br />
<br />
• 81-95 Rare<br />
<br />
: 01-10 Platinum<br />
<br />
: 11-20 Gems<br />
<br />
:: 01-35 Diamonds<br />
<br />
:: 36-100 Opals<br />
<br />
: 21-30 Malachite<br />
<br />
: 31-40 Cinnabar<br />
<br />
: 41-50 Vermillion<br />
<br />
: 51-60 Limestone<br />
<br />
: 61-70 Salt<br />
<br />
: 71-80 Zinc<br />
<br />
: 81-90 Marble<br />
<br />
: 91-100 Helium (Dangerous)<br />
<br />
• 96-100 Mythical<br />
<br />
: 01-75 Mithril<br />
<br />
: 76-100 Mercury<br />
<br />
=== Renewable Resources (T5) ===<br />
<br />
(See Size Chart)<br />
<br />
<br />
01-75 roll once<br />
<br />
76-100 roll twice<br />
<br />
Re-roll as need, if something comes up that doesn't fit. (Example, Glass in the marsh, this one should only be found in or around desert or ocean type areas.)<br />
<br />
• 01-10 Bee’s Wax/Honey<br />
<br />
• 11-25 Wool<br />
<br />
• 26-35 Milk/Cheese<br />
<br />
• 36-50 Leather<br />
<br />
• 51-70 Crops<br />
<br />
: 01-20 Rice<br />
<br />
: 21-50 Wheat<br />
<br />
: 51-80 Barley<br />
<br />
: 81-100 Corn<br />
<br />
• 71-85 Herbs<br />
<br />
: 01-15 Saffron<br />
<br />
: 16-30 Mustard<br />
<br />
: 31-40 Kings foil<br />
<br />
: 41-56 Basil<br />
<br />
: 57-76 Oregano<br />
<br />
: 75-100 Parsley<br />
<br />
• 86-90 Peppers<br />
<br />
• 91-95 Steel<br />
<br />
• 96-100 Glass</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox1&diff=538586User:Lyrad8791/sandbox12011-10-21T08:05:40Z<p>Lyrad8791: /* Renewable Resources (T5) */</p>
<hr />
<div>===''Dimidium Troll''===<br />
<br />
{{3.5e Creature<br />
|creature=Trolain, 1st-Level Warrior<br />
|size=Medium<br />
|type=Humanoid (trolain)<br />
|hd=1d8+0<br />
|hp=4<br />
|init=+0<br />
|speed=30 ft. (6 squares), climb 20ft.<br />
|ac=11 (Natural +1)<br />
|touch=11<br />
|flat=11<br />
|bab=+2<br />
|grapple=+2<br />
|at= “Claws” +7 melee (1d4+3), Bite (1d4), Tail Whip (1d4)<br />
|full_at= 2 “claws” (1d4+3) and bite (1d4) or tail whip (1d4)<br />
|space=5 ft.<br />
|reach=5 ft.<br />
|fort=+3 (+1)<br />
|ref=+3 (+1)<br />
|will=+2<br />
|str=13 (+3)<br />
|dex=12 (+2)<br />
|con=13 (+3)<br />
|int=9 (-2)<br />
|wis=10<br />
|cha=7 (-2)<br />
|skills= The Trolain’s Class skills are Listen +1, Spot +2, and Climb +5. A Trolain’s monster levels give it 5x (Int modifier +2).<br />
|feats= 1 Bonus feats<br />
|env= Warm forests, Swamps, Marshlands.<br />
|cr=2<br />
|treas=Standard<br />
|adv=By character class<br />
|la=+3-6<br />
}}<br />
Prehensile tail came from assassin vine and cat mix during experiment<br />
The “Trolain” are descended from what at first were magical experiments on trolls and the mixing of other animals. These humanoids are the results. The Trolain stand between 5 ½ to 7 feet in height and usually weigh, when full grown, between 250 and 400 pounds. Unlike their Troll ancestors, they are not a truly gruesome looking race. While they did get some features from them, they are really a race unto their own. After the experiments went awry, the results congregated and bred themselves into further existence. Other than being as tall and heavy as they are, the Trolain have a prehensile tail half the length of their own height and hardened nails almost like claws, reminiscent of some of their ancestors, as are the scales they gain as they grow older. These scales, which are not a hindrance in any way, even when they grow over the eyes, are a means of telling ones age, if they know how. Naturally, or perhaps unnaturally if you will, because of the way these creatures were “born”, they have an extremely long life lasting anywhere from 800 to 1000 years in length. While this race is not unknown to most regions, they don’t normally live in towns and cities like most humanoids, for they aren’t known for what they really are. Most seem to take them as Trolls or some other nightmarish monster. The Trolain normally live on their own, with a mate or spouse, or with their family. They generally don’t get much larger in groups than 8-10 people at one time. At this point the younger members of the group break off to form their own family. In a sense, though, these members are still part of the group, only separated by distance and relations. Several families will sometime congregate to one area and form a sort of “village” which spans the length of a few miles.<br />
<br />
== Town Placement Charts ==<br />
Select the area around the town<br />
<br />
<br />
=== Terrain Type Chart (T1) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-10 Mountain<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 11-20 Hill<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 21-30 Plains<br />
<br />
• 31-40 Ocean (Ship Craft)<br />
<br />
• 41-50 Island<br />
<br />
: 01-33 Single<br />
<br />
: 34-66 Group<br />
<br />
: 67-100 Series<br />
<br />
• 51-60 Forest<br />
<br />
• 61-70 Desert<br />
<br />
• 71-80 Jungle<br />
<br />
• 81-90 Marsh<br />
<br />
• 91-100 Ruins (Large Ruins)<br />
<br />
=== Size Chart (T2) ===<br />
<br />
• 01-15 Tiny <br />
: 01 - 25 1-3<br />
: 26 - 50 2-4<br />
: 51 - 75 3-5<br />
: 76 - 100 4-6<br />
• 16-25 Small <br />
: 01 - 25 5-8<br />
: 26 - 50 7-10<br />
: 51 - 75 9-12<br />
: 76 - 100 11-13<br />
• 26-75 Medium <br />
: 01 - 25 10-14<br />
: 26 - 50 13-17<br />
: 51 - 75 16-20<br />
: 76 - 100 19-23<br />
• 76-90 Large <br />
: 01 - 25 20-25<br />
: 26 - 50 23-28<br />
: 51 - 75 25-30<br />
: 76 - 100 27-32<br />
• 91-100 Huge <br />
: You determine anything passed Large Stage as needed.<br />
<br />
<br />
Terrain: Determine in miles<br />
<br />
City: Determine size in population<br />
<br />
Landscape: Determine in feet (Either how deep, how wide, how tall, how many, etc.)<br />
<br />
Natural: Determine the size in feet (see landscape) as well as clusters (are there multiples? are there veins? pools?)<br />
<br />
Renewable: Determine how many according to the type of resource, then determine by feet or population. (Bees should be in the :hundreds or thousands, sheep in the dozens, goats up to a dozen sometimes more, etc.)<br />
<br />
=== Landscape Chart (T3) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-25 River<br />
<br />
• 26-35 Ravine<br />
<br />
• 36-45 Crater<br />
<br />
• 46-65 Ruin (Small Ruins)<br />
<br />
• 66-85 Cave<br />
<br />
• 86-100 Monster Lair<br />
<br />
=== Natural Resource Chart (T4) ===<br />
<br />
(See Size Chart)<br />
<br />
01-75 roll once<br />
<br />
76-100 roll twice<br />
<br />
Re-roll as needed, if something comes up that doesn't fit. (Example, Sugar cane in the ocean, Pearls in the jungle, etc.)<br />
<br />
• 01-60 Common<br />
<br />
: 01-10 Iron<br />
<br />
: 11-25 Coal<br />
<br />
: 26-40 Copper<br />
<br />
: 41-55 Pearls<br />
<br />
: 56-60 Jade<br />
<br />
: 61-65 Granite<br />
<br />
: 66-75 Cotton<br />
<br />
: 76-80 Agate<br />
<br />
: 81-85 Quartz<br />
<br />
: 86-90 Pyrite<br />
<br />
: 91-100 Clay<br />
<br />
• 61-80 Uncommon<br />
<br />
: 01-05 Gold<br />
<br />
: 06-20 Silver<br />
<br />
: 21-30 Gems<br />
<br />
:: 01-10 Emeralds<br />
<br />
:: 11-20 Rubies<br />
<br />
:: 21-30 Sapphire <br />
<br />
:: 31-40 Jasper<br />
<br />
:: 41-50 Garnet<br />
<br />
:: 51-60 Carnelian<br />
<br />
:: 61-70 Jacinth<br />
<br />
:: 71-80 Beryl<br />
<br />
:: 81-90 Quarts<br />
<br />
:: 91-100 Agate<br />
<br />
: 31-35 Ivory<br />
<br />
: 36-50 Sugar Cane<br />
<br />
: 51-60 Amber<br />
<br />
: 61-80 Lead<br />
<br />
: 81-100 Nickel<br />
<br />
• 81-95 Rare<br />
<br />
: 01-10 Platinum<br />
<br />
: 11-20 Gems<br />
<br />
:: 01-35 Diamonds<br />
<br />
:: 36-100 Opals<br />
<br />
: 21-30 Malachite<br />
<br />
: 31-40 Cinnabar<br />
<br />
: 41-50 Vermillion<br />
<br />
: 51-60 Limestone<br />
<br />
: 61-70 Salt<br />
<br />
: 71-80 Zinc<br />
<br />
: 81-90 Marble<br />
<br />
: 91-100 Helium (Dangerous)<br />
<br />
• 96-100 Mythical<br />
<br />
: 01-75 Mithril<br />
<br />
: 76-100 Mercury<br />
<br />
=== Renewable Resources (T5) ===<br />
<br />
(See Size Chart)<br />
<br />
<br />
01-75 roll once<br />
<br />
76-100 roll twice<br />
<br />
Re-roll as need, if something comes up that doesn't fit. (Example, Glass in the marsh, this one should only be found in or around desert or ocean type areas.)<br />
<br />
• 01-10 Bee’s Wax/Honey<br />
<br />
• 11-25 Wool<br />
<br />
• 26-35 Milk/Cheese<br />
<br />
• 36-50 Leather<br />
<br />
• 51-70 Crops<br />
<br />
: 01-20 Rice<br />
<br />
: 21-50 Wheat<br />
<br />
: 51-80 Barley<br />
<br />
: 81-100 Corn<br />
<br />
• 71-85 Herbs<br />
<br />
: 01-15 Saffron<br />
<br />
: 16-30 Mustard<br />
<br />
: 31-40 Kings foil<br />
<br />
: 41-56 Basil<br />
<br />
: 57-76 Oregano<br />
<br />
: 75-100 Parsley<br />
<br />
• 86-90 Peppers<br />
<br />
• 91-95 Steel<br />
<br />
• 96-100 Glass</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox1&diff=538585User:Lyrad8791/sandbox12011-10-21T08:03:34Z<p>Lyrad8791: /* Natural Resource Chart (T4) */</p>
<hr />
<div>===''Dimidium Troll''===<br />
<br />
{{3.5e Creature<br />
|creature=Trolain, 1st-Level Warrior<br />
|size=Medium<br />
|type=Humanoid (trolain)<br />
|hd=1d8+0<br />
|hp=4<br />
|init=+0<br />
|speed=30 ft. (6 squares), climb 20ft.<br />
|ac=11 (Natural +1)<br />
|touch=11<br />
|flat=11<br />
|bab=+2<br />
|grapple=+2<br />
|at= “Claws” +7 melee (1d4+3), Bite (1d4), Tail Whip (1d4)<br />
|full_at= 2 “claws” (1d4+3) and bite (1d4) or tail whip (1d4)<br />
|space=5 ft.<br />
|reach=5 ft.<br />
|fort=+3 (+1)<br />
|ref=+3 (+1)<br />
|will=+2<br />
|str=13 (+3)<br />
|dex=12 (+2)<br />
|con=13 (+3)<br />
|int=9 (-2)<br />
|wis=10<br />
|cha=7 (-2)<br />
|skills= The Trolain’s Class skills are Listen +1, Spot +2, and Climb +5. A Trolain’s monster levels give it 5x (Int modifier +2).<br />
|feats= 1 Bonus feats<br />
|env= Warm forests, Swamps, Marshlands.<br />
|cr=2<br />
|treas=Standard<br />
|adv=By character class<br />
|la=+3-6<br />
}}<br />
Prehensile tail came from assassin vine and cat mix during experiment<br />
The “Trolain” are descended from what at first were magical experiments on trolls and the mixing of other animals. These humanoids are the results. The Trolain stand between 5 ½ to 7 feet in height and usually weigh, when full grown, between 250 and 400 pounds. Unlike their Troll ancestors, they are not a truly gruesome looking race. While they did get some features from them, they are really a race unto their own. After the experiments went awry, the results congregated and bred themselves into further existence. Other than being as tall and heavy as they are, the Trolain have a prehensile tail half the length of their own height and hardened nails almost like claws, reminiscent of some of their ancestors, as are the scales they gain as they grow older. These scales, which are not a hindrance in any way, even when they grow over the eyes, are a means of telling ones age, if they know how. Naturally, or perhaps unnaturally if you will, because of the way these creatures were “born”, they have an extremely long life lasting anywhere from 800 to 1000 years in length. While this race is not unknown to most regions, they don’t normally live in towns and cities like most humanoids, for they aren’t known for what they really are. Most seem to take them as Trolls or some other nightmarish monster. The Trolain normally live on their own, with a mate or spouse, or with their family. They generally don’t get much larger in groups than 8-10 people at one time. At this point the younger members of the group break off to form their own family. In a sense, though, these members are still part of the group, only separated by distance and relations. Several families will sometime congregate to one area and form a sort of “village” which spans the length of a few miles.<br />
<br />
== Town Placement Charts ==<br />
Select the area around the town<br />
<br />
<br />
=== Terrain Type Chart (T1) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-10 Mountain<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 11-20 Hill<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 21-30 Plains<br />
<br />
• 31-40 Ocean (Ship Craft)<br />
<br />
• 41-50 Island<br />
<br />
: 01-33 Single<br />
<br />
: 34-66 Group<br />
<br />
: 67-100 Series<br />
<br />
• 51-60 Forest<br />
<br />
• 61-70 Desert<br />
<br />
• 71-80 Jungle<br />
<br />
• 81-90 Marsh<br />
<br />
• 91-100 Ruins (Large Ruins)<br />
<br />
=== Size Chart (T2) ===<br />
<br />
• 01-15 Tiny <br />
: 01 - 25 1-3<br />
: 26 - 50 2-4<br />
: 51 - 75 3-5<br />
: 76 - 100 4-6<br />
• 16-25 Small <br />
: 01 - 25 5-8<br />
: 26 - 50 7-10<br />
: 51 - 75 9-12<br />
: 76 - 100 11-13<br />
• 26-75 Medium <br />
: 01 - 25 10-14<br />
: 26 - 50 13-17<br />
: 51 - 75 16-20<br />
: 76 - 100 19-23<br />
• 76-90 Large <br />
: 01 - 25 20-25<br />
: 26 - 50 23-28<br />
: 51 - 75 25-30<br />
: 76 - 100 27-32<br />
• 91-100 Huge <br />
: You determine anything passed Large Stage as needed.<br />
<br />
<br />
Terrain: Determine in miles<br />
<br />
City: Determine size in population<br />
<br />
Landscape: Determine in feet (Either how deep, how wide, how tall, how many, etc.)<br />
<br />
Natural: Determine the size in feet (see landscape) as well as clusters (are there multiples? are there veins? pools?)<br />
<br />
Renewable: Determine how many according to the type of resource, then determine by feet or population. (Bees should be in the :hundreds or thousands, sheep in the dozens, goats up to a dozen sometimes more, etc.)<br />
<br />
=== Landscape Chart (T3) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-25 River<br />
<br />
• 26-35 Ravine<br />
<br />
• 36-45 Crater<br />
<br />
• 46-65 Ruin (Small Ruins)<br />
<br />
• 66-85 Cave<br />
<br />
• 86-100 Monster Lair<br />
<br />
=== Natural Resource Chart (T4) ===<br />
<br />
(See Size Chart)<br />
<br />
01-75 roll once<br />
<br />
76-100 roll twice<br />
<br />
Re-roll as needed, if something comes up that doesn't fit. (Example, Sugar cane in the ocean, Pearls in the jungle, etc.)<br />
<br />
• 01-60 Common<br />
<br />
: 01-10 Iron<br />
<br />
: 11-25 Coal<br />
<br />
: 26-40 Copper<br />
<br />
: 41-55 Pearls<br />
<br />
: 56-60 Jade<br />
<br />
: 61-65 Granite<br />
<br />
: 66-75 Cotton<br />
<br />
: 76-80 Agate<br />
<br />
: 81-85 Quartz<br />
<br />
: 86-90 Pyrite<br />
<br />
: 91-100 Clay<br />
<br />
• 61-80 Uncommon<br />
<br />
: 01-05 Gold<br />
<br />
: 06-20 Silver<br />
<br />
: 21-30 Gems<br />
<br />
:: 01-10 Emeralds<br />
<br />
:: 11-20 Rubies<br />
<br />
:: 21-30 Sapphire <br />
<br />
:: 31-40 Jasper<br />
<br />
:: 41-50 Garnet<br />
<br />
:: 51-60 Carnelian<br />
<br />
:: 61-70 Jacinth<br />
<br />
:: 71-80 Beryl<br />
<br />
:: 81-90 Quarts<br />
<br />
:: 91-100 Agate<br />
<br />
: 31-35 Ivory<br />
<br />
: 36-50 Sugar Cane<br />
<br />
: 51-60 Amber<br />
<br />
: 61-80 Lead<br />
<br />
: 81-100 Nickel<br />
<br />
• 81-95 Rare<br />
<br />
: 01-10 Platinum<br />
<br />
: 11-20 Gems<br />
<br />
:: 01-35 Diamonds<br />
<br />
:: 36-100 Opals<br />
<br />
: 21-30 Malachite<br />
<br />
: 31-40 Cinnabar<br />
<br />
: 41-50 Vermillion<br />
<br />
: 51-60 Limestone<br />
<br />
: 61-70 Salt<br />
<br />
: 71-80 Zinc<br />
<br />
: 81-90 Marble<br />
<br />
: 91-100 Helium (Dangerous)<br />
<br />
• 96-100 Mythical<br />
<br />
: 01-75 Mithril<br />
<br />
: 76-100 Mercury<br />
<br />
=== Renewable Resources (T5) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-10 Bee’s Wax/Honey<br />
<br />
• 11-25 Wool<br />
<br />
• 26-35 Milk/Cheese<br />
<br />
• 36-50 Leather<br />
<br />
• 51-70 Crops<br />
<br />
: 01-20 Rice<br />
<br />
: 21-50 Wheat<br />
<br />
: 51-80 Barley<br />
<br />
: 81-100 Corn<br />
<br />
• 71-85 Herbs<br />
<br />
: 01-15 Saffron<br />
<br />
: 16-30 Mustard<br />
<br />
: 31-40 Kings foil<br />
<br />
: 41-56 Basil<br />
<br />
: 57-76 Oregano<br />
<br />
: 75-100 Parsley<br />
<br />
• 86-90 Peppers<br />
<br />
• 91-95 Steel<br />
<br />
• 96-100 Glass</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox1&diff=538584User:Lyrad8791/sandbox12011-10-21T08:03:14Z<p>Lyrad8791: /* Natural Resource Chart (T4) */</p>
<hr />
<div>===''Dimidium Troll''===<br />
<br />
{{3.5e Creature<br />
|creature=Trolain, 1st-Level Warrior<br />
|size=Medium<br />
|type=Humanoid (trolain)<br />
|hd=1d8+0<br />
|hp=4<br />
|init=+0<br />
|speed=30 ft. (6 squares), climb 20ft.<br />
|ac=11 (Natural +1)<br />
|touch=11<br />
|flat=11<br />
|bab=+2<br />
|grapple=+2<br />
|at= “Claws” +7 melee (1d4+3), Bite (1d4), Tail Whip (1d4)<br />
|full_at= 2 “claws” (1d4+3) and bite (1d4) or tail whip (1d4)<br />
|space=5 ft.<br />
|reach=5 ft.<br />
|fort=+3 (+1)<br />
|ref=+3 (+1)<br />
|will=+2<br />
|str=13 (+3)<br />
|dex=12 (+2)<br />
|con=13 (+3)<br />
|int=9 (-2)<br />
|wis=10<br />
|cha=7 (-2)<br />
|skills= The Trolain’s Class skills are Listen +1, Spot +2, and Climb +5. A Trolain’s monster levels give it 5x (Int modifier +2).<br />
|feats= 1 Bonus feats<br />
|env= Warm forests, Swamps, Marshlands.<br />
|cr=2<br />
|treas=Standard<br />
|adv=By character class<br />
|la=+3-6<br />
}}<br />
Prehensile tail came from assassin vine and cat mix during experiment<br />
The “Trolain” are descended from what at first were magical experiments on trolls and the mixing of other animals. These humanoids are the results. The Trolain stand between 5 ½ to 7 feet in height and usually weigh, when full grown, between 250 and 400 pounds. Unlike their Troll ancestors, they are not a truly gruesome looking race. While they did get some features from them, they are really a race unto their own. After the experiments went awry, the results congregated and bred themselves into further existence. Other than being as tall and heavy as they are, the Trolain have a prehensile tail half the length of their own height and hardened nails almost like claws, reminiscent of some of their ancestors, as are the scales they gain as they grow older. These scales, which are not a hindrance in any way, even when they grow over the eyes, are a means of telling ones age, if they know how. Naturally, or perhaps unnaturally if you will, because of the way these creatures were “born”, they have an extremely long life lasting anywhere from 800 to 1000 years in length. While this race is not unknown to most regions, they don’t normally live in towns and cities like most humanoids, for they aren’t known for what they really are. Most seem to take them as Trolls or some other nightmarish monster. The Trolain normally live on their own, with a mate or spouse, or with their family. They generally don’t get much larger in groups than 8-10 people at one time. At this point the younger members of the group break off to form their own family. In a sense, though, these members are still part of the group, only separated by distance and relations. Several families will sometime congregate to one area and form a sort of “village” which spans the length of a few miles.<br />
<br />
== Town Placement Charts ==<br />
Select the area around the town<br />
<br />
<br />
=== Terrain Type Chart (T1) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-10 Mountain<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 11-20 Hill<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 21-30 Plains<br />
<br />
• 31-40 Ocean (Ship Craft)<br />
<br />
• 41-50 Island<br />
<br />
: 01-33 Single<br />
<br />
: 34-66 Group<br />
<br />
: 67-100 Series<br />
<br />
• 51-60 Forest<br />
<br />
• 61-70 Desert<br />
<br />
• 71-80 Jungle<br />
<br />
• 81-90 Marsh<br />
<br />
• 91-100 Ruins (Large Ruins)<br />
<br />
=== Size Chart (T2) ===<br />
<br />
• 01-15 Tiny <br />
: 01 - 25 1-3<br />
: 26 - 50 2-4<br />
: 51 - 75 3-5<br />
: 76 - 100 4-6<br />
• 16-25 Small <br />
: 01 - 25 5-8<br />
: 26 - 50 7-10<br />
: 51 - 75 9-12<br />
: 76 - 100 11-13<br />
• 26-75 Medium <br />
: 01 - 25 10-14<br />
: 26 - 50 13-17<br />
: 51 - 75 16-20<br />
: 76 - 100 19-23<br />
• 76-90 Large <br />
: 01 - 25 20-25<br />
: 26 - 50 23-28<br />
: 51 - 75 25-30<br />
: 76 - 100 27-32<br />
• 91-100 Huge <br />
: You determine anything passed Large Stage as needed.<br />
<br />
<br />
Terrain: Determine in miles<br />
<br />
City: Determine size in population<br />
<br />
Landscape: Determine in feet (Either how deep, how wide, how tall, how many, etc.)<br />
<br />
Natural: Determine the size in feet (see landscape) as well as clusters (are there multiples? are there veins? pools?)<br />
<br />
Renewable: Determine how many according to the type of resource, then determine by feet or population. (Bees should be in the :hundreds or thousands, sheep in the dozens, goats up to a dozen sometimes more, etc.)<br />
<br />
=== Landscape Chart (T3) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-25 River<br />
<br />
• 26-35 Ravine<br />
<br />
• 36-45 Crater<br />
<br />
• 46-65 Ruin (Small Ruins)<br />
<br />
• 66-85 Cave<br />
<br />
• 86-100 Monster Lair<br />
<br />
=== Natural Resource Chart (T4) ===<br />
<br />
(See Size Chart)<br />
<br />
01-75 roll once<br />
76-100 roll twice<br />
Re-roll as needed, if something comes up that doesn't fit. (Example, Sugar cane in the ocean, Pearls in the jungle, etc.)<br />
<br />
• 01-60 Common<br />
<br />
: 01-10 Iron<br />
<br />
: 11-25 Coal<br />
<br />
: 26-40 Copper<br />
<br />
: 41-55 Pearls<br />
<br />
: 56-60 Jade<br />
<br />
: 61-65 Granite<br />
<br />
: 66-75 Cotton<br />
<br />
: 76-80 Agate<br />
<br />
: 81-85 Quartz<br />
<br />
: 86-90 Pyrite<br />
<br />
: 91-100 Clay<br />
<br />
• 61-80 Uncommon<br />
<br />
: 01-05 Gold<br />
<br />
: 06-20 Silver<br />
<br />
: 21-30 Gems<br />
<br />
:: 01-10 Emeralds<br />
<br />
:: 11-20 Rubies<br />
<br />
:: 21-30 Sapphire <br />
<br />
:: 31-40 Jasper<br />
<br />
:: 41-50 Garnet<br />
<br />
:: 51-60 Carnelian<br />
<br />
:: 61-70 Jacinth<br />
<br />
:: 71-80 Beryl<br />
<br />
:: 81-90 Quarts<br />
<br />
:: 91-100 Agate<br />
<br />
: 31-35 Ivory<br />
<br />
: 36-50 Sugar Cane<br />
<br />
: 51-60 Amber<br />
<br />
: 61-80 Lead<br />
<br />
: 81-100 Nickel<br />
<br />
• 81-95 Rare<br />
<br />
: 01-10 Platinum<br />
<br />
: 11-20 Gems<br />
<br />
:: 01-35 Diamonds<br />
<br />
:: 36-100 Opals<br />
<br />
: 21-30 Malachite<br />
<br />
: 31-40 Cinnabar<br />
<br />
: 41-50 Vermillion<br />
<br />
: 51-60 Limestone<br />
<br />
: 61-70 Salt<br />
<br />
: 71-80 Zinc<br />
<br />
: 81-90 Marble<br />
<br />
: 91-100 Helium (Dangerous)<br />
<br />
• 96-100 Mythical<br />
<br />
: 01-75 Mithril<br />
<br />
: 76-100 Mercury<br />
<br />
=== Renewable Resources (T5) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-10 Bee’s Wax/Honey<br />
<br />
• 11-25 Wool<br />
<br />
• 26-35 Milk/Cheese<br />
<br />
• 36-50 Leather<br />
<br />
• 51-70 Crops<br />
<br />
: 01-20 Rice<br />
<br />
: 21-50 Wheat<br />
<br />
: 51-80 Barley<br />
<br />
: 81-100 Corn<br />
<br />
• 71-85 Herbs<br />
<br />
: 01-15 Saffron<br />
<br />
: 16-30 Mustard<br />
<br />
: 31-40 Kings foil<br />
<br />
: 41-56 Basil<br />
<br />
: 57-76 Oregano<br />
<br />
: 75-100 Parsley<br />
<br />
• 86-90 Peppers<br />
<br />
• 91-95 Steel<br />
<br />
• 96-100 Glass</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox1&diff=538583User:Lyrad8791/sandbox12011-10-21T07:36:32Z<p>Lyrad8791: /* Size Chart (T2) */</p>
<hr />
<div>===''Dimidium Troll''===<br />
<br />
{{3.5e Creature<br />
|creature=Trolain, 1st-Level Warrior<br />
|size=Medium<br />
|type=Humanoid (trolain)<br />
|hd=1d8+0<br />
|hp=4<br />
|init=+0<br />
|speed=30 ft. (6 squares), climb 20ft.<br />
|ac=11 (Natural +1)<br />
|touch=11<br />
|flat=11<br />
|bab=+2<br />
|grapple=+2<br />
|at= “Claws” +7 melee (1d4+3), Bite (1d4), Tail Whip (1d4)<br />
|full_at= 2 “claws” (1d4+3) and bite (1d4) or tail whip (1d4)<br />
|space=5 ft.<br />
|reach=5 ft.<br />
|fort=+3 (+1)<br />
|ref=+3 (+1)<br />
|will=+2<br />
|str=13 (+3)<br />
|dex=12 (+2)<br />
|con=13 (+3)<br />
|int=9 (-2)<br />
|wis=10<br />
|cha=7 (-2)<br />
|skills= The Trolain’s Class skills are Listen +1, Spot +2, and Climb +5. A Trolain’s monster levels give it 5x (Int modifier +2).<br />
|feats= 1 Bonus feats<br />
|env= Warm forests, Swamps, Marshlands.<br />
|cr=2<br />
|treas=Standard<br />
|adv=By character class<br />
|la=+3-6<br />
}}<br />
Prehensile tail came from assassin vine and cat mix during experiment<br />
The “Trolain” are descended from what at first were magical experiments on trolls and the mixing of other animals. These humanoids are the results. The Trolain stand between 5 ½ to 7 feet in height and usually weigh, when full grown, between 250 and 400 pounds. Unlike their Troll ancestors, they are not a truly gruesome looking race. While they did get some features from them, they are really a race unto their own. After the experiments went awry, the results congregated and bred themselves into further existence. Other than being as tall and heavy as they are, the Trolain have a prehensile tail half the length of their own height and hardened nails almost like claws, reminiscent of some of their ancestors, as are the scales they gain as they grow older. These scales, which are not a hindrance in any way, even when they grow over the eyes, are a means of telling ones age, if they know how. Naturally, or perhaps unnaturally if you will, because of the way these creatures were “born”, they have an extremely long life lasting anywhere from 800 to 1000 years in length. While this race is not unknown to most regions, they don’t normally live in towns and cities like most humanoids, for they aren’t known for what they really are. Most seem to take them as Trolls or some other nightmarish monster. The Trolain normally live on their own, with a mate or spouse, or with their family. They generally don’t get much larger in groups than 8-10 people at one time. At this point the younger members of the group break off to form their own family. In a sense, though, these members are still part of the group, only separated by distance and relations. Several families will sometime congregate to one area and form a sort of “village” which spans the length of a few miles.<br />
<br />
== Town Placement Charts ==<br />
Select the area around the town<br />
<br />
<br />
=== Terrain Type Chart (T1) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-10 Mountain<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 11-20 Hill<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 21-30 Plains<br />
<br />
• 31-40 Ocean (Ship Craft)<br />
<br />
• 41-50 Island<br />
<br />
: 01-33 Single<br />
<br />
: 34-66 Group<br />
<br />
: 67-100 Series<br />
<br />
• 51-60 Forest<br />
<br />
• 61-70 Desert<br />
<br />
• 71-80 Jungle<br />
<br />
• 81-90 Marsh<br />
<br />
• 91-100 Ruins (Large Ruins)<br />
<br />
=== Size Chart (T2) ===<br />
<br />
• 01-15 Tiny <br />
: 01 - 25 1-3<br />
: 26 - 50 2-4<br />
: 51 - 75 3-5<br />
: 76 - 100 4-6<br />
• 16-25 Small <br />
: 01 - 25 5-8<br />
: 26 - 50 7-10<br />
: 51 - 75 9-12<br />
: 76 - 100 11-13<br />
• 26-75 Medium <br />
: 01 - 25 10-14<br />
: 26 - 50 13-17<br />
: 51 - 75 16-20<br />
: 76 - 100 19-23<br />
• 76-90 Large <br />
: 01 - 25 20-25<br />
: 26 - 50 23-28<br />
: 51 - 75 25-30<br />
: 76 - 100 27-32<br />
• 91-100 Huge <br />
: You determine anything passed Large Stage as needed.<br />
<br />
<br />
Terrain: Determine in miles<br />
<br />
City: Determine size in population<br />
<br />
Landscape: Determine in feet (Either how deep, how wide, how tall, how many, etc.)<br />
<br />
Natural: Determine the size in feet (see landscape) as well as clusters (are there multiples? are there veins? pools?)<br />
<br />
Renewable: Determine how many according to the type of resource, then determine by feet or population. (Bees should be in the :hundreds or thousands, sheep in the dozens, goats up to a dozen sometimes more, etc.)<br />
<br />
=== Landscape Chart (T3) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-25 River<br />
<br />
• 26-35 Ravine<br />
<br />
• 36-45 Crater<br />
<br />
• 46-65 Ruin (Small Ruins)<br />
<br />
• 66-85 Cave<br />
<br />
• 86-100 Monster Lair<br />
<br />
=== Natural Resource Chart (T4) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-60 Common<br />
<br />
: 01-10 Iron<br />
<br />
: 11-25 Coal<br />
<br />
: 26-40 Copper<br />
<br />
: 41-55 Pearls<br />
<br />
: 56-60 Jade<br />
<br />
: 61-65 Granite<br />
<br />
: 66-75 Cotton<br />
<br />
: 76-80 Agate<br />
<br />
: 81-85 Quartz<br />
<br />
: 86-90 Pyrite<br />
<br />
: 91-100 Clay<br />
<br />
• 61-80 Uncommon<br />
<br />
: 01-05 Gold<br />
<br />
: 06-20 Silver<br />
<br />
: 21-30 Gems<br />
<br />
:: 01-10 Emeralds<br />
<br />
:: 11-20 Rubies<br />
<br />
:: 21-30 Sapphire <br />
<br />
:: 31-40 Jasper<br />
<br />
:: 41-50 Garnet<br />
<br />
:: 51-60 Carnelian<br />
<br />
:: 61-70 Jacinth<br />
<br />
:: 71-80 Beryl<br />
<br />
:: 81-90 Quarts<br />
<br />
:: 91-100 Agate<br />
<br />
: 31-35 Ivory<br />
<br />
: 36-50 Sugar Cane<br />
<br />
: 51-60 Amber<br />
<br />
: 61-80 Lead<br />
<br />
: 81-100 Nickel<br />
<br />
• 81-95 Rare<br />
<br />
: 01-10 Platinum<br />
<br />
: 11-20 Gems<br />
<br />
:: 01-35 Diamonds<br />
<br />
:: 36-100 Opals<br />
<br />
: 21-30 Malachite<br />
<br />
: 31-40 Cinnabar<br />
<br />
: 41-50 Vermillion<br />
<br />
: 51-60 Limestone<br />
<br />
: 61-70 Salt<br />
<br />
: 71-80 Zinc<br />
<br />
: 81-90 Marble<br />
<br />
: 91-100 Helium (Dangerous)<br />
<br />
• 96-100 Mythical<br />
<br />
: 01-75 Mithril<br />
<br />
: 76-100 Mercury<br />
<br />
<br />
=== Renewable Resources (T5) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-10 Bee’s Wax/Honey<br />
<br />
• 11-25 Wool<br />
<br />
• 26-35 Milk/Cheese<br />
<br />
• 36-50 Leather<br />
<br />
• 51-70 Crops<br />
<br />
: 01-20 Rice<br />
<br />
: 21-50 Wheat<br />
<br />
: 51-80 Barley<br />
<br />
: 81-100 Corn<br />
<br />
• 71-85 Herbs<br />
<br />
: 01-15 Saffron<br />
<br />
: 16-30 Mustard<br />
<br />
: 31-40 Kings foil<br />
<br />
: 41-56 Basil<br />
<br />
: 57-76 Oregano<br />
<br />
: 75-100 Parsley<br />
<br />
• 86-90 Peppers<br />
<br />
• 91-95 Steel<br />
<br />
• 96-100 Glass</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox1&diff=538581User:Lyrad8791/sandbox12011-10-21T07:26:59Z<p>Lyrad8791: /* Area Type Chart (T1) */</p>
<hr />
<div>===''Dimidium Troll''===<br />
<br />
{{3.5e Creature<br />
|creature=Trolain, 1st-Level Warrior<br />
|size=Medium<br />
|type=Humanoid (trolain)<br />
|hd=1d8+0<br />
|hp=4<br />
|init=+0<br />
|speed=30 ft. (6 squares), climb 20ft.<br />
|ac=11 (Natural +1)<br />
|touch=11<br />
|flat=11<br />
|bab=+2<br />
|grapple=+2<br />
|at= “Claws” +7 melee (1d4+3), Bite (1d4), Tail Whip (1d4)<br />
|full_at= 2 “claws” (1d4+3) and bite (1d4) or tail whip (1d4)<br />
|space=5 ft.<br />
|reach=5 ft.<br />
|fort=+3 (+1)<br />
|ref=+3 (+1)<br />
|will=+2<br />
|str=13 (+3)<br />
|dex=12 (+2)<br />
|con=13 (+3)<br />
|int=9 (-2)<br />
|wis=10<br />
|cha=7 (-2)<br />
|skills= The Trolain’s Class skills are Listen +1, Spot +2, and Climb +5. A Trolain’s monster levels give it 5x (Int modifier +2).<br />
|feats= 1 Bonus feats<br />
|env= Warm forests, Swamps, Marshlands.<br />
|cr=2<br />
|treas=Standard<br />
|adv=By character class<br />
|la=+3-6<br />
}}<br />
Prehensile tail came from assassin vine and cat mix during experiment<br />
The “Trolain” are descended from what at first were magical experiments on trolls and the mixing of other animals. These humanoids are the results. The Trolain stand between 5 ½ to 7 feet in height and usually weigh, when full grown, between 250 and 400 pounds. Unlike their Troll ancestors, they are not a truly gruesome looking race. While they did get some features from them, they are really a race unto their own. After the experiments went awry, the results congregated and bred themselves into further existence. Other than being as tall and heavy as they are, the Trolain have a prehensile tail half the length of their own height and hardened nails almost like claws, reminiscent of some of their ancestors, as are the scales they gain as they grow older. These scales, which are not a hindrance in any way, even when they grow over the eyes, are a means of telling ones age, if they know how. Naturally, or perhaps unnaturally if you will, because of the way these creatures were “born”, they have an extremely long life lasting anywhere from 800 to 1000 years in length. While this race is not unknown to most regions, they don’t normally live in towns and cities like most humanoids, for they aren’t known for what they really are. Most seem to take them as Trolls or some other nightmarish monster. The Trolain normally live on their own, with a mate or spouse, or with their family. They generally don’t get much larger in groups than 8-10 people at one time. At this point the younger members of the group break off to form their own family. In a sense, though, these members are still part of the group, only separated by distance and relations. Several families will sometime congregate to one area and form a sort of “village” which spans the length of a few miles.<br />
<br />
== Town Placement Charts ==<br />
Select the area around the town<br />
<br />
<br />
=== Terrain Type Chart (T1) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-10 Mountain<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 11-20 Hill<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 21-30 Plains<br />
<br />
• 31-40 Ocean (Ship Craft)<br />
<br />
• 41-50 Island<br />
<br />
: 01-33 Single<br />
<br />
: 34-66 Group<br />
<br />
: 67-100 Series<br />
<br />
• 51-60 Forest<br />
<br />
• 61-70 Desert<br />
<br />
• 71-80 Jungle<br />
<br />
• 81-90 Marsh<br />
<br />
• 91-100 Ruins (Large Ruins)<br />
<br />
=== Size Chart (T2) ===<br />
<br />
• 01-15 Tiny <br />
: 01 - 25 <br />
: 26 - 50 <br />
: 51 - 75 <br />
: 76 - 100 <br />
• 16-25 Small <br />
: 01 - 25 <br />
: 26 - 50 <br />
: 51 - 75 <br />
: 76 - 100 <br />
• 26-75 Medium <br />
: 01 - 25 <br />
: 26 - 50 <br />
: 51 - 75 <br />
: 76 - 100 <br />
• 76-90 Large <br />
: 01 - 25 <br />
: 26 - 50 <br />
: 51 - 75 <br />
: 76 - 100 <br />
• 91-100 Huge <br />
: You determine anything passed Large Stage as needed.<br />
<br />
=== Landscape Chart (T3) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-25 River<br />
<br />
• 26-35 Ravine<br />
<br />
• 36-45 Crater<br />
<br />
• 46-65 Ruin (Small Ruins)<br />
<br />
• 66-85 Cave<br />
<br />
• 86-100 Monster Lair<br />
<br />
=== Natural Resource Chart (T4) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-60 Common<br />
<br />
: 01-10 Iron<br />
<br />
: 11-25 Coal<br />
<br />
: 26-40 Copper<br />
<br />
: 41-55 Pearls<br />
<br />
: 56-60 Jade<br />
<br />
: 61-65 Granite<br />
<br />
: 66-75 Cotton<br />
<br />
: 76-80 Agate<br />
<br />
: 81-85 Quartz<br />
<br />
: 86-90 Pyrite<br />
<br />
: 91-100 Clay<br />
<br />
• 61-80 Uncommon<br />
<br />
: 01-05 Gold<br />
<br />
: 06-20 Silver<br />
<br />
: 21-30 Gems<br />
<br />
:: 01-10 Emeralds<br />
<br />
:: 11-20 Rubies<br />
<br />
:: 21-30 Sapphire <br />
<br />
:: 31-40 Jasper<br />
<br />
:: 41-50 Garnet<br />
<br />
:: 51-60 Carnelian<br />
<br />
:: 61-70 Jacinth<br />
<br />
:: 71-80 Beryl<br />
<br />
:: 81-90 Quarts<br />
<br />
:: 91-100 Agate<br />
<br />
: 31-35 Ivory<br />
<br />
: 36-50 Sugar Cane<br />
<br />
: 51-60 Amber<br />
<br />
: 61-80 Lead<br />
<br />
: 81-100 Nickel<br />
<br />
• 81-95 Rare<br />
<br />
: 01-10 Platinum<br />
<br />
: 11-20 Gems<br />
<br />
:: 01-35 Diamonds<br />
<br />
:: 36-100 Opals<br />
<br />
: 21-30 Malachite<br />
<br />
: 31-40 Cinnabar<br />
<br />
: 41-50 Vermillion<br />
<br />
: 51-60 Limestone<br />
<br />
: 61-70 Salt<br />
<br />
: 71-80 Zinc<br />
<br />
: 81-90 Marble<br />
<br />
: 91-100 Helium (Dangerous)<br />
<br />
• 96-100 Mythical<br />
<br />
: 01-75 Mithril<br />
<br />
: 76-100 Mercury<br />
<br />
<br />
=== Renewable Resources (T5) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-10 Bee’s Wax/Honey<br />
<br />
• 11-25 Wool<br />
<br />
• 26-35 Milk/Cheese<br />
<br />
• 36-50 Leather<br />
<br />
• 51-70 Crops<br />
<br />
: 01-20 Rice<br />
<br />
: 21-50 Wheat<br />
<br />
: 51-80 Barley<br />
<br />
: 81-100 Corn<br />
<br />
• 71-85 Herbs<br />
<br />
: 01-15 Saffron<br />
<br />
: 16-30 Mustard<br />
<br />
: 31-40 Kings foil<br />
<br />
: 41-56 Basil<br />
<br />
: 57-76 Oregano<br />
<br />
: 75-100 Parsley<br />
<br />
• 86-90 Peppers<br />
<br />
• 91-95 Steel<br />
<br />
• 96-100 Glass</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox1&diff=538579User:Lyrad8791/sandbox12011-10-21T07:25:39Z<p>Lyrad8791: /* Size Chart (T2) */</p>
<hr />
<div>===''Dimidium Troll''===<br />
<br />
{{3.5e Creature<br />
|creature=Trolain, 1st-Level Warrior<br />
|size=Medium<br />
|type=Humanoid (trolain)<br />
|hd=1d8+0<br />
|hp=4<br />
|init=+0<br />
|speed=30 ft. (6 squares), climb 20ft.<br />
|ac=11 (Natural +1)<br />
|touch=11<br />
|flat=11<br />
|bab=+2<br />
|grapple=+2<br />
|at= “Claws” +7 melee (1d4+3), Bite (1d4), Tail Whip (1d4)<br />
|full_at= 2 “claws” (1d4+3) and bite (1d4) or tail whip (1d4)<br />
|space=5 ft.<br />
|reach=5 ft.<br />
|fort=+3 (+1)<br />
|ref=+3 (+1)<br />
|will=+2<br />
|str=13 (+3)<br />
|dex=12 (+2)<br />
|con=13 (+3)<br />
|int=9 (-2)<br />
|wis=10<br />
|cha=7 (-2)<br />
|skills= The Trolain’s Class skills are Listen +1, Spot +2, and Climb +5. A Trolain’s monster levels give it 5x (Int modifier +2).<br />
|feats= 1 Bonus feats<br />
|env= Warm forests, Swamps, Marshlands.<br />
|cr=2<br />
|treas=Standard<br />
|adv=By character class<br />
|la=+3-6<br />
}}<br />
Prehensile tail came from assassin vine and cat mix during experiment<br />
The “Trolain” are descended from what at first were magical experiments on trolls and the mixing of other animals. These humanoids are the results. The Trolain stand between 5 ½ to 7 feet in height and usually weigh, when full grown, between 250 and 400 pounds. Unlike their Troll ancestors, they are not a truly gruesome looking race. While they did get some features from them, they are really a race unto their own. After the experiments went awry, the results congregated and bred themselves into further existence. Other than being as tall and heavy as they are, the Trolain have a prehensile tail half the length of their own height and hardened nails almost like claws, reminiscent of some of their ancestors, as are the scales they gain as they grow older. These scales, which are not a hindrance in any way, even when they grow over the eyes, are a means of telling ones age, if they know how. Naturally, or perhaps unnaturally if you will, because of the way these creatures were “born”, they have an extremely long life lasting anywhere from 800 to 1000 years in length. While this race is not unknown to most regions, they don’t normally live in towns and cities like most humanoids, for they aren’t known for what they really are. Most seem to take them as Trolls or some other nightmarish monster. The Trolain normally live on their own, with a mate or spouse, or with their family. They generally don’t get much larger in groups than 8-10 people at one time. At this point the younger members of the group break off to form their own family. In a sense, though, these members are still part of the group, only separated by distance and relations. Several families will sometime congregate to one area and form a sort of “village” which spans the length of a few miles.<br />
<br />
== Town Placement Charts ==<br />
Select the area around the town<br />
<br />
<br />
=== Area Type Chart (T1) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-10 Mountain<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 11-20 Hill<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 21-30 Plains<br />
<br />
• 31-40 Ocean (Ship Craft)<br />
<br />
• 41-50 Island<br />
<br />
: 01-33 Single<br />
<br />
: 34-66 Group<br />
<br />
: 67-100 Series<br />
<br />
• 51-60 Forest<br />
<br />
• 61-70 Desert<br />
<br />
• 71-80 Jungle<br />
<br />
• 81-90 Marsh<br />
<br />
• 91-100 Ruins (Large Ruins)<br />
<br />
<br />
=== Size Chart (T2) ===<br />
<br />
• 01-15 Tiny <br />
: 01 - 25 <br />
: 26 - 50 <br />
: 51 - 75 <br />
: 76 - 100 <br />
• 16-25 Small <br />
: 01 - 25 <br />
: 26 - 50 <br />
: 51 - 75 <br />
: 76 - 100 <br />
• 26-75 Medium <br />
: 01 - 25 <br />
: 26 - 50 <br />
: 51 - 75 <br />
: 76 - 100 <br />
• 76-90 Large <br />
: 01 - 25 <br />
: 26 - 50 <br />
: 51 - 75 <br />
: 76 - 100 <br />
• 91-100 Huge <br />
: You determine anything passed Large Stage as needed.<br />
<br />
=== Landscape Chart (T3) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-25 River<br />
<br />
• 26-35 Ravine<br />
<br />
• 36-45 Crater<br />
<br />
• 46-65 Ruin (Small Ruins)<br />
<br />
• 66-85 Cave<br />
<br />
• 86-100 Monster Lair<br />
<br />
=== Natural Resource Chart (T4) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-60 Common<br />
<br />
: 01-10 Iron<br />
<br />
: 11-25 Coal<br />
<br />
: 26-40 Copper<br />
<br />
: 41-55 Pearls<br />
<br />
: 56-60 Jade<br />
<br />
: 61-65 Granite<br />
<br />
: 66-75 Cotton<br />
<br />
: 76-80 Agate<br />
<br />
: 81-85 Quartz<br />
<br />
: 86-90 Pyrite<br />
<br />
: 91-100 Clay<br />
<br />
• 61-80 Uncommon<br />
<br />
: 01-05 Gold<br />
<br />
: 06-20 Silver<br />
<br />
: 21-30 Gems<br />
<br />
:: 01-10 Emeralds<br />
<br />
:: 11-20 Rubies<br />
<br />
:: 21-30 Sapphire <br />
<br />
:: 31-40 Jasper<br />
<br />
:: 41-50 Garnet<br />
<br />
:: 51-60 Carnelian<br />
<br />
:: 61-70 Jacinth<br />
<br />
:: 71-80 Beryl<br />
<br />
:: 81-90 Quarts<br />
<br />
:: 91-100 Agate<br />
<br />
: 31-35 Ivory<br />
<br />
: 36-50 Sugar Cane<br />
<br />
: 51-60 Amber<br />
<br />
: 61-80 Lead<br />
<br />
: 81-100 Nickel<br />
<br />
• 81-95 Rare<br />
<br />
: 01-10 Platinum<br />
<br />
: 11-20 Gems<br />
<br />
:: 01-35 Diamonds<br />
<br />
:: 36-100 Opals<br />
<br />
: 21-30 Malachite<br />
<br />
: 31-40 Cinnabar<br />
<br />
: 41-50 Vermillion<br />
<br />
: 51-60 Limestone<br />
<br />
: 61-70 Salt<br />
<br />
: 71-80 Zinc<br />
<br />
: 81-90 Marble<br />
<br />
: 91-100 Helium (Dangerous)<br />
<br />
• 96-100 Mythical<br />
<br />
: 01-75 Mithril<br />
<br />
: 76-100 Mercury<br />
<br />
<br />
=== Renewable Resources (T5) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-10 Bee’s Wax/Honey<br />
<br />
• 11-25 Wool<br />
<br />
• 26-35 Milk/Cheese<br />
<br />
• 36-50 Leather<br />
<br />
• 51-70 Crops<br />
<br />
: 01-20 Rice<br />
<br />
: 21-50 Wheat<br />
<br />
: 51-80 Barley<br />
<br />
: 81-100 Corn<br />
<br />
• 71-85 Herbs<br />
<br />
: 01-15 Saffron<br />
<br />
: 16-30 Mustard<br />
<br />
: 31-40 Kings foil<br />
<br />
: 41-56 Basil<br />
<br />
: 57-76 Oregano<br />
<br />
: 75-100 Parsley<br />
<br />
• 86-90 Peppers<br />
<br />
• 91-95 Steel<br />
<br />
• 96-100 Glass</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox1&diff=538377User:Lyrad8791/sandbox12011-10-19T00:25:51Z<p>Lyrad8791: /* Landscape Chart (T3) */</p>
<hr />
<div>===''Dimidium Troll''===<br />
<br />
{{3.5e Creature<br />
|creature=Trolain, 1st-Level Warrior<br />
|size=Medium<br />
|type=Humanoid (trolain)<br />
|hd=1d8+0<br />
|hp=4<br />
|init=+0<br />
|speed=30 ft. (6 squares), climb 20ft.<br />
|ac=11 (Natural +1)<br />
|touch=11<br />
|flat=11<br />
|bab=+2<br />
|grapple=+2<br />
|at= “Claws” +7 melee (1d4+3), Bite (1d4), Tail Whip (1d4)<br />
|full_at= 2 “claws” (1d4+3) and bite (1d4) or tail whip (1d4)<br />
|space=5 ft.<br />
|reach=5 ft.<br />
|fort=+3 (+1)<br />
|ref=+3 (+1)<br />
|will=+2<br />
|str=13 (+3)<br />
|dex=12 (+2)<br />
|con=13 (+3)<br />
|int=9 (-2)<br />
|wis=10<br />
|cha=7 (-2)<br />
|skills= The Trolain’s Class skills are Listen +1, Spot +2, and Climb +5. A Trolain’s monster levels give it 5x (Int modifier +2).<br />
|feats= 1 Bonus feats<br />
|env= Warm forests, Swamps, Marshlands.<br />
|cr=2<br />
|treas=Standard<br />
|adv=By character class<br />
|la=+3-6<br />
}}<br />
Prehensile tail came from assassin vine and cat mix during experiment<br />
The “Trolain” are descended from what at first were magical experiments on trolls and the mixing of other animals. These humanoids are the results. The Trolain stand between 5 ½ to 7 feet in height and usually weigh, when full grown, between 250 and 400 pounds. Unlike their Troll ancestors, they are not a truly gruesome looking race. While they did get some features from them, they are really a race unto their own. After the experiments went awry, the results congregated and bred themselves into further existence. Other than being as tall and heavy as they are, the Trolain have a prehensile tail half the length of their own height and hardened nails almost like claws, reminiscent of some of their ancestors, as are the scales they gain as they grow older. These scales, which are not a hindrance in any way, even when they grow over the eyes, are a means of telling ones age, if they know how. Naturally, or perhaps unnaturally if you will, because of the way these creatures were “born”, they have an extremely long life lasting anywhere from 800 to 1000 years in length. While this race is not unknown to most regions, they don’t normally live in towns and cities like most humanoids, for they aren’t known for what they really are. Most seem to take them as Trolls or some other nightmarish monster. The Trolain normally live on their own, with a mate or spouse, or with their family. They generally don’t get much larger in groups than 8-10 people at one time. At this point the younger members of the group break off to form their own family. In a sense, though, these members are still part of the group, only separated by distance and relations. Several families will sometime congregate to one area and form a sort of “village” which spans the length of a few miles.<br />
<br />
== Town Placement Charts ==<br />
Select the area around the town<br />
<br />
<br />
=== Area Type Chart (T1) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-10 Mountain<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 11-20 Hill<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 21-30 Plains<br />
<br />
• 31-40 Ocean (Ship Craft)<br />
<br />
• 41-50 Island<br />
<br />
: 01-33 Single<br />
<br />
: 34-66 Group<br />
<br />
: 67-100 Series<br />
<br />
• 51-60 Forest<br />
<br />
• 61-70 Desert<br />
<br />
• 71-80 Jungle<br />
<br />
• 81-90 Marsh<br />
<br />
• 91-100 Ruins (Large Ruins)<br />
<br />
<br />
=== Size Chart (T2) ===<br />
<br />
• 01-15 Tiny<br />
<br />
• 16-25 Small<br />
<br />
• 26-75 Medium<br />
<br />
• 76-90 Large<br />
<br />
• 91-100 Huge<br />
<br />
<br />
=== Landscape Chart (T3) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-25 River<br />
<br />
• 26-35 Ravine<br />
<br />
• 36-45 Crater<br />
<br />
• 46-65 Ruin (Small Ruins)<br />
<br />
• 66-85 Cave<br />
<br />
• 86-100 Monster Lair<br />
<br />
=== Natural Resource Chart (T4) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-60 Common<br />
<br />
: 01-10 Iron<br />
<br />
: 11-25 Coal<br />
<br />
: 26-40 Copper<br />
<br />
: 41-55 Pearls<br />
<br />
: 56-60 Jade<br />
<br />
: 61-65 Granite<br />
<br />
: 66-75 Cotton<br />
<br />
: 76-80 Agate<br />
<br />
: 81-85 Quartz<br />
<br />
: 86-90 Pyrite<br />
<br />
: 91-100 Clay<br />
<br />
• 61-80 Uncommon<br />
<br />
: 01-05 Gold<br />
<br />
: 06-20 Silver<br />
<br />
: 21-30 Gems<br />
<br />
:: 01-10 Emeralds<br />
<br />
:: 11-20 Rubies<br />
<br />
:: 21-30 Sapphire <br />
<br />
:: 31-40 Jasper<br />
<br />
:: 41-50 Garnet<br />
<br />
:: 51-60 Carnelian<br />
<br />
:: 61-70 Jacinth<br />
<br />
:: 71-80 Beryl<br />
<br />
:: 81-90 Quarts<br />
<br />
:: 91-100 Agate<br />
<br />
: 31-35 Ivory<br />
<br />
: 36-50 Sugar Cane<br />
<br />
: 51-60 Amber<br />
<br />
: 61-80 Lead<br />
<br />
: 81-100 Nickel<br />
<br />
• 81-95 Rare<br />
<br />
: 01-10 Platinum<br />
<br />
: 11-20 Gems<br />
<br />
:: 01-35 Diamonds<br />
<br />
:: 36-100 Opals<br />
<br />
: 21-30 Malachite<br />
<br />
: 31-40 Cinnabar<br />
<br />
: 41-50 Vermillion<br />
<br />
: 51-60 Limestone<br />
<br />
: 61-70 Salt<br />
<br />
: 71-80 Zinc<br />
<br />
: 81-90 Marble<br />
<br />
: 91-100 Helium (Dangerous)<br />
<br />
• 96-100 Mythical<br />
<br />
: 01-75 Mithril<br />
<br />
: 76-100 Mercury<br />
<br />
<br />
=== Renewable Resources (T5) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-10 Bee’s Wax/Honey<br />
<br />
• 11-25 Wool<br />
<br />
• 26-35 Milk/Cheese<br />
<br />
• 36-50 Leather<br />
<br />
• 51-70 Crops<br />
<br />
: 01-20 Rice<br />
<br />
: 21-50 Wheat<br />
<br />
: 51-80 Barley<br />
<br />
: 81-100 Corn<br />
<br />
• 71-85 Herbs<br />
<br />
: 01-15 Saffron<br />
<br />
: 16-30 Mustard<br />
<br />
: 31-40 Kings foil<br />
<br />
: 41-56 Basil<br />
<br />
: 57-76 Oregano<br />
<br />
: 75-100 Parsley<br />
<br />
• 86-90 Peppers<br />
<br />
• 91-95 Steel<br />
<br />
• 96-100 Glass</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User_talk:Dj00345&diff=538294User talk:Dj003452011-10-18T10:18:03Z<p>Lyrad8791: /* Hey DJ00345 */</p>
<hr />
<div>==About your "Help??" sections on pages==<br />
I noticed on a few of your pages you've included a little blurb offering help to people trying to include your material in their games. While this is probably appreciated, you should post this on the discussion page, not on the page itself. If you need me to clear this up, leave a message on my discussion page. --[[User:Badger|Badger]] 20:49, 1 January 2011 (MST)<br />
<br />
:If you need help getting the hang of wiki formatting, I'd advise you to check out my [[User:Badger/sandbox3|New User Guide]]. There are better resources for general wiki-code, but this guide is specially geared to making and editing pages on this wiki. It's unfinished, and incomplete, but it does have a lot of helpful things, and what it does have is better organized than any other editing help on the wiki. Eventually I will get around to finishing it, but if you have any questions just ask on my talk page, or on the talk page of the thing you need clarified. --[[User:Badger|Badger]] 14:20, 3 January 2011 (MST)<br />
<br />
==Identifiers==<br />
As you may have noticed, we try to keep identifiers at the end of all of our pages. We do this so we can have, for example, a creature and a race by the same name. On the NPCs you've created, you're making both a page with the identifier, and one without. I'm going to go through and place the delete template on the ones without the identifier. In the future, try to only make one page. If you need help with linking again, I can show you how to make links that have text other than the page's name. --[[User:Badger|Badger]] 18:31, 4 January 2011 (MST)<br />
<br />
==Hi Dj00345==<br />
Here's the comment you wanted me to leave. [[User:ELord]]<br />
<br />
==Images==<br />
I've noticed you're adding a bunch of images to the wiki, which is totally ok. However, you need to make sure that the owners of the images know and OK with it. It's a violation of copyright to have images without their permission. Violations of copyright are bad. A lot of artists are ok with using their work as long as you leave a note like "'Bird in Flight' by Gus Anderson" somewhere on the site. You just need to be sure that you aren't using art without the owner's permission. --[[User:Badger|Badger]] 19:33, 6 March 2011 (MST)<br />
<br />
:Oh ok.. I will fix that right away.. Srry! [[User:Dj00345|Dj00345]] 19:00, 6 March 2011 (MST)<br />
<br />
::You can't just credit the artist; you have to ask them if you're allowed to use it at all. They might say no, in which case you have to remove it entirely. A lot of artists are ok with it, but some aren't. You have to ask each one individually, to find out what they want, or just use images that are free to use. I know, for example, your Malik Gro Malar picture is done by Todd Lockwood, and I think WotC actually owns the rights to it. That means odds are we can't have it on the site at all. To be clear: if you haven't gotten express permission from the artist, you shouldn't include any art you don't own. --[[User:Badger|Badger]] 19:33, 6 March 2011 (MST)<br />
<br />
:::Ok. Apparently some of the images that I had already put the names of the artists were actually free. Lord Malik Gro Malar's picture will be removed. All the others were free. My mistake.... Srry for the inconvenience.... [[User:Dj00345|Dj00345]] 19:38, 6 March 2011 (MST)<br />
<br />
::::Yeah, like I said, some people love it when you display their work, and sometimes the copyright has expired on art, but sometimes you need to ask permission first. Just be careful about what you upload in the future. --[[User:Badger|Badger]] 19:45, 6 March 2011 (MST)<br />
<br />
:::::All right. I'll pay more close attention. Thx Badger! [[User:Dj00345|Dj00345]] 19:52, 6 March 2011 (MST)<br />
<br />
::::::To mark an image for deletion (on media) add [[Template:Delete]] with a reason and it will be dealt with. --[[User:Green Dragon|Green Dragon]] 20:20, 6 March 2011 (MST)<br />
<br />
:::::::ok. i will see what i can do. thx. arent you the one who made this wiki, Green Dragon? [[User:Dj00345|Dj00345]] 05:48, 7 March 2011 (MST)<br />
<br />
::::::::i will let you know if i am having trouble with the template delete process. i am just trying to get rid of the picture. i already got it off the page. i dont really understand what to do to get it off media. [[User:Dj00345|Dj00345]] 05:50, 7 March 2011 (MST)<br />
<br />
== Sandboxes ==<br />
<br />
You have like a bajillion. Not saying that's a bad thing, but there probably is no need for so many. Take, for example, your spells. You can have a single page that has all of your spells. If you find yourself writing way more spells, so that the page is crazy long, you can break it apart into spells for each class. You, however, probably don't need a new page for every single spell. Not until you move them into the main namespace, at least. The only problem with having a billion sub-pages is that when you're done with them, you have to ask someone to come and delete them. That just makes more work for admins. While it's not really a big deal, they won't want to delete 40 pages, and they shouldn't have to. They have more important things to deal with, like vandalism (grrr...). Anyway, so I've gone through and re-directed the links on your sandbox to go to the right pages. You should still check to make sure pages go to the right place before making new pages, though. If what you are adding isn't ready for everyone on the wiki to see, it better have your username in front of the page (be sandboxed). Alright, well, it looks like you've got a lot of work to do, adding all these spells and whatnot, so have fun. Let me know if you need any help. --[[User:Badger|Badger]] 17:24, 8 March 2011 (MST)<br />
<br />
:I will let you know if i need any help. and thx. your right!! i do have a lot of WORK to do. This is going to be a long night...... [[User:Dj00345|Dj00345]] 17:30, 8 March 2011 (MST)<br />
<br />
== AD&D ==<br />
<br />
When I mentioned that I would like an AD&D section for this wiki, it was just a casual comment. Also, I play 1st edition AD&D, not 2E :) [[User:Camulus|Camulus]] 16:06, 26 April 2011 (MDT)<br />
<br />
: they are almost the same thing.... and its too late to stop making it. ive already got so far into it. still needs a lot of work. [[User:Dj00345|Dj00345]] 16:15, 26 April 2011 (MDT)<br />
<br />
== Srry! ==<br />
<br />
Hey everybody! Srry I haven't Been on in a while. Been very busy and still am!!! I am hoping to be not busy by the weekend!! I'll start adding more stuff on the weekend! [[User:Dj00345|Dj00345]] 13:36, 26 May 2011 (MDT)<br />
<br />
== ey man ==<br />
<br />
ey Dj have been wondering if you were still gunna help me on the Balor Tarraque cross. [[User:Ohgren|Ohgren]]<br />
<br />
:yeah I am. Just been kind of busy the last few days. I will take a look at it when I get back to Florida, (my house), and i will see what I can do!!! [[User:Dj00345|Dj00345]] 07:33, 17 July 2011 (MDT)<br />
<br />
::I've just been busy because I am going to be moving soon, and I am looking for a new house with my parents. I will be back to my house by Saturday, and then I will take a look. Just hang in there!!! I'll be back soon to help!!! [[User:Dj00345|Dj00345]] 07:36, 17 July 2011 (MDT)<br />
<br />
:::Np man Just curious you know like i have time, just thought id asked, wasnt sure if you forgot if u kno what i mean [[User:Ohgren|Ohgren]]<br />
<br />
::::k. By the way I left a message on your discussion for the Tarrassque and Balor thing. I may have an idea for it, but I need to know what plane of existence a Tarrassque lives on. I don't have my books with me because I am in another state.... Answer that question and then I can get started and show you when I finish. :) [[User:Dj00345|Dj00345]] 06:08, 22 July 2011 (MDT)<br />
<br />
::::: I would have to say its from the elemental plane cause from what i read its classed as a "Gargantuan elemental magical beast" and thats i can really say man thats all i kno bout the plane and stuff. But it should probly be the Material plane too idk man.[[User:Ohgren|Ohgren]] 21:06, 22 July 2011 (MDT)<br />
<br />
::::::that's ok. I just got back home and looked at my books. I know it is from the prime material plane. I will start working on the Tarrassque Balor and will show you the results on your discussion page about the Tarrassque mixes. (where it shows all the combinations you need help with. [[User:Dj00345|Dj00345]] 16:14, 23 July 2011 (MDT)<br />
<br />
:::::::OK man Sounds good Now idk if we should make more then one kind like each one is different in some way. we should also come up with our own race name for them [[User:Ohgren|Ohgren]] 00:42, 27 July 2011 (MDT)<br />
<br />
::::::::do you mean make a name so that we can stop calling it a Tarrassque Balor??? Because that I will agree on... As for the making more than one of a kind for each, hmmm.... I'm not sure.. Like for example if there are two of the Tarrassque Balor's in the same spot then they can be different in some way. But if they are completely different than I think that would be hard. If there is one thing or maybe two things different about each one then that should be easy to work out... [[User:Dj00345|Dj00345]] 13:57, 27 July 2011 (MDT)<br />
<br />
::::::::: oh one more thing, let's continue this conversation on this sandbox link that I will provide,(just so my talk page doesnt get super duper long)(look for the blue link below that says '''Ohgren's Tarrassque Mixes''', that way we can just copy and paste the results for you or whatever you want to do with them)... Is that alright??? If It is, then click on the link below, and make sure you '''Watch the page''' by clicking on the '''watch''' button. I'll make the sandbox and if u agree then we can start the conversation on there... I'll do the first comment, that way the page is up. I'll get to work on the Tarrassque Balor!! (we need to find a shorter name for it!) [[User:Dj00345|Dj00345]] 13:57, 27 July 2011 (MDT)<br />
<br />
:::::::::: here is the link to the sandbox... [[User:Dj00345/sandbox16|Ohgren's Tarrassque Mixes]].<br />
<br />
==Barnstar==<br />
{{Barnstar|I proudly present Dj00345 with this barnstar in honor of his dedication towards creating and improving 2.5e content here on D&D wiki, one of the previously unrepresented editions of D&D on the site. {{User:Hooper/autosig2}} 21:39, 5 September 2011 (MDT)}}<br />
<br />
:thank you, I will continue to make you proud. [[User:Dj00345|Dj00345]] 21:42, 5 September 2011 (MDT)<br />
<br />
== Hey DJ00345 ==<br />
<br />
Hey man, I have been working on my campaign world I am developing. I lost most of my work not to long ago when I lost my flash drive though. So I was wondering, would you like to help me out a bit with it? I just need someone to revise and edit what I get. I could also use help coming up with names and ideas for places. Its a large project and what not. If you would like to see what I have posted for people who would like to help, check it out [[User:Lyrad8791/sandbox2|here]]. Thanks for anything you might have the time for. [[User:Lyrad8791|Lyrad8791]] 20:57, 9 October 2011 (MDT)<br />
:sure. I'd love to help. Just let me know what you need help with, and I'll see what I can do. [[User:Dj00345|Dj00345]] 04:13, 10 October 2011 (MDT)<br />
<br />
::For the moment, I just need someone to go over what I have put up within my sandbox. Go over it and tell me whether something makes sense, whether I need to clarify something, or expand on a single idea. Ideas and revision for the most part is all I need at the moment. If you would like to do more, then please do, as this is a work in progress and isn't going to be used for anything for a long time yet. [[User:Lyrad8791|Lyrad8791]] 17:48, 10 October 2011 (MDT)<br />
<br />
:::ok I'll take a look. And I know what you mean when you say that it "is a work in progress and isn't going to be used for anything for a long time yet". I'm working on my own Campaign Setting as well, [[Temple (2.5e Campaign Setting)|Temple]], and I am no where close to finishing it. But I will take a look at yours and see what I can do. [[User:Dj00345|Dj00345]] 19:33, 10 October 2011 (MDT)<br />
<br />
:::: Awesome, thanks for anything you can help me with, seeing as you are also working upon your own setting. Is yours a single setting? Or is it more like mine, in that it isn't just a setting but an entire world? Or continent, as that is the current stage of production.... for the most part. Congrats on the Barnstar by the way. If you need or want any help on your own setting, leave me a message or something and I will see if I can do anything. I normally have tons of ideas that I can't use, or that I forget about before I ever manage to write them down for my own use. [[User:Lyrad8791|Lyrad8791]] 20:10, 10 October 2011 (MDT)<br />
<br />
:::::yeah thx. The barnstar took a while to get. My campaign setting, [[Temple (2.5e Campaign Setting)|Temple]], is a entire world. There is a city in the world called Temple, but mine is a whole world. And yes if I need help with my campaign setting, I'll be sure to ask you. I'll be glad to help you, and appreciate you offering to help me. [[User:Dj00345|Dj00345]] 21:26, 10 October 2011 (MDT)<br />
<br />
:::::: Well, I looked at Temple. I see that is in a post modern time period. Or rather, some version of that. After the Rapture and all that I mean. What I have read thus far looks great and much farther then what I have manage to put up in my sandbox as well. I will have to go through this "2.5E" section though, just so I know the differences between it and 2E. All in all, I like the looks of what you have and I can't really think of anything that you would need help on. If you decide you do need help though, tell me what with, maybe then I can think of something. Good work so far and good luck. [[User:Lyrad8791|Lyrad8791]] 13:18, 11 October 2011 (MDT)<br />
<br />
::::::: you too!! [[User:Dj00345|Dj00345]] 16:59, 11 October 2011 (MDT)<br />
<br />
:::::::: Hey man, its me again. Think you can take a quick look at the charts I made in my sandbox? I am making these charts to help myself place and build my towns. Tell me what you think in the discussion page for it. If you can think of anything that I shouldn't add or that you think is missing leave me a note as well. Thanks again! Here is the link [[User:Lyrad8791/sandbox1#Town_Placement_Charts|here]] [[User:Lyrad8791|Lyrad8791]] 21:27, 17 October 2011 (MDT)<br />
<br />
::::::::: I just took a look. They look great! :) I left you a question on the discussion page. Please answer it for me please. Thanks! Great job! [[User:Dj00345|Dj00345]] 04:15, 18 October 2011 (MDT)<br />
<br />
:::::::::: Go look. *wink* [[User:Lyrad8791|Lyrad8791]] 04:18, 18 October 2011 (MDT)</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User_talk:Lyrad8791/sandbox1&diff=538293User talk:Lyrad8791/sandbox12011-10-18T10:16:59Z<p>Lyrad8791: /* Town placement charts */</p>
<hr />
<div>== Comments ==<br />
<br />
:''Discussion moved from [[User talk:Lyrad8791#Dimidium Troll]] and [[User:Lyrad8791/sandbox1]].'' <small>{{Unsigned|Lyrad8791|06:17, 4 January 2011 (UTC)}} and --[[User:Green Dragon|Green Dragon]] 13:13, 13 January 2011 (MST)</small><br />
<br />
This is what I have for this creature so far. The way I see it, if you can play AGAINST it you should be able to play AS it. Anyway, this is just a rough draft of the creature and any information anyone gives or comments about it would be good. Constructive criticism is appreciated!<br />
<br />
:Hey, Badger here. So you may be interested in using the preloads we have on the site for creatures, as it will make it much easier to read. A link on how to do that can be found [[DnD_Creature_Instructions|here]]. Also, you may want to consider just copying this to your actual user page, or a sandbox like [[User:Lyrad8791/sandbox1]], as discussion pages are traditionally kept for conversations between users. If there is anything else I can help with, let me know. --[[User:Badger|Badger]] 22:41, 3 January 2011 (MST)<br />
<br />
:: Okay, thanks for the help so far. I will check out the page you suggested. Also I transferred the discussion so far to the sandbox as you can see. Now back to topic. :) What are your thoughts as it is on this creature so far though? After I look at the page you suggested, I will come back and edit the format of the creature in question to the proper one. On another note, how is it you auto-sign the way you do? Most of the posts I have seen have these signatures that show date and time and such. I see the code you have in edit mode but I don't see how it auto signs for you. Is it as simple as this for the code? --[[User:Lyrad8791|Lyrad8791]] If so how do I make it auto-sign? Thanks! --[[User:Lyrad8791|Lyrad8791]]<br />
<br />
:::I have found out how to auto-sign, well sort of anyway. You use the approximation symbol in the upper left-hand corner of the keyboard. Anyway, I have now looked at the page you left here and have looked at what I put up and it seems to me they are the same format, I only just need to indent it and put it back to how it is in my Microsoft document. [[User:Lyrad8791|Lyrad8791]] 23:42, 3 January 2011 (MST)<br />
<br />
::::I've not read over the creature you've written up yet, and I'm on my iPhone right now, so I'll read over it later, but as for auto-sign,it seems like you figured it out. You can type <nowiki> --~~~~</nowiki>. 3 tildes (~ is called a tilde) gives your username, 4 gives username and date, and 5 gives just the date. Also, you can use the signature button on the edit toolbar, it looks like a bunch of swoopy black lines. If you have any other questions about basic editing a wiki-related stuff, I'd advise you to check out my [[User:Badger/sandbox3|New User Guide]]. It's not finished, but it does have some basic info and might help with things. I'm not sure, but I may even have a sample 3.5e creature written up. --[[User:Badger|Badger]] 23:48, 3 January 2011 (MST)<br />
<br />
::::: Ah, in that case. Yes, I have figured out the auto-sign function. As for the creature set-up. It seems to me that I should just copy the format into a page and save it for future usage. Copy paste works wonders sometimes. :) Also, I will go look at your New User page and read through that to get me caught up on things. If nothing else I updated the format of the creature to the one used here. I hope that it makes more sense this way then the way it did before. Also, the numbers in the parenthesis are the race bonus to the score not the modifier from the total score itself. Thanks for the help so far and thanks for whatever help you give me after this when you get online instead of your phone. Have fun! [[User:Lyrad8791|Lyrad8791]] 00:11, 4 January 2011 (MST)<br />
<br />
::::::Moving the page (move tab) is actually the preferred method as it keeps history. --[[User:Green Dragon|Green Dragon]] 13:13, 13 January 2011 (MST)<br />
<br />
== Town placement charts ==<br />
<br />
I think the town placement charts are perfect. Really good actually. I might use your charts for my town placement if that's ok?? Great job [[User:Dj00345|Dj00345]] 04:13, 18 October 2011 (MDT)<br />
<br />
: Awesome. Go right ahead man. Can you think of anything else to add to them though? I know I am still missing a lot for random placement tables that would go with this. Import/Export would be good, but export can be determined by what is nearby and such. I hope these help you in your world "Temple" [[User:Lyrad8791|Lyrad8791]] 04:16, 18 October 2011 (MDT)</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User_talk:Dj00345&diff=538283User talk:Dj003452011-10-18T05:51:50Z<p>Lyrad8791: /* Hey DJ00345 */</p>
<hr />
<div>==About your "Help??" sections on pages==<br />
I noticed on a few of your pages you've included a little blurb offering help to people trying to include your material in their games. While this is probably appreciated, you should post this on the discussion page, not on the page itself. If you need me to clear this up, leave a message on my discussion page. --[[User:Badger|Badger]] 20:49, 1 January 2011 (MST)<br />
<br />
:If you need help getting the hang of wiki formatting, I'd advise you to check out my [[User:Badger/sandbox3|New User Guide]]. There are better resources for general wiki-code, but this guide is specially geared to making and editing pages on this wiki. It's unfinished, and incomplete, but it does have a lot of helpful things, and what it does have is better organized than any other editing help on the wiki. Eventually I will get around to finishing it, but if you have any questions just ask on my talk page, or on the talk page of the thing you need clarified. --[[User:Badger|Badger]] 14:20, 3 January 2011 (MST)<br />
<br />
==Identifiers==<br />
As you may have noticed, we try to keep identifiers at the end of all of our pages. We do this so we can have, for example, a creature and a race by the same name. On the NPCs you've created, you're making both a page with the identifier, and one without. I'm going to go through and place the delete template on the ones without the identifier. In the future, try to only make one page. If you need help with linking again, I can show you how to make links that have text other than the page's name. --[[User:Badger|Badger]] 18:31, 4 January 2011 (MST)<br />
<br />
==Hi Dj00345==<br />
Here's the comment you wanted me to leave. [[User:ELord]]<br />
<br />
==Images==<br />
I've noticed you're adding a bunch of images to the wiki, which is totally ok. However, you need to make sure that the owners of the images know and OK with it. It's a violation of copyright to have images without their permission. Violations of copyright are bad. A lot of artists are ok with using their work as long as you leave a note like "'Bird in Flight' by Gus Anderson" somewhere on the site. You just need to be sure that you aren't using art without the owner's permission. --[[User:Badger|Badger]] 19:33, 6 March 2011 (MST)<br />
<br />
:Oh ok.. I will fix that right away.. Srry! [[User:Dj00345|Dj00345]] 19:00, 6 March 2011 (MST)<br />
<br />
::You can't just credit the artist; you have to ask them if you're allowed to use it at all. They might say no, in which case you have to remove it entirely. A lot of artists are ok with it, but some aren't. You have to ask each one individually, to find out what they want, or just use images that are free to use. I know, for example, your Malik Gro Malar picture is done by Todd Lockwood, and I think WotC actually owns the rights to it. That means odds are we can't have it on the site at all. To be clear: if you haven't gotten express permission from the artist, you shouldn't include any art you don't own. --[[User:Badger|Badger]] 19:33, 6 March 2011 (MST)<br />
<br />
:::Ok. Apparently some of the images that I had already put the names of the artists were actually free. Lord Malik Gro Malar's picture will be removed. All the others were free. My mistake.... Srry for the inconvenience.... [[User:Dj00345|Dj00345]] 19:38, 6 March 2011 (MST)<br />
<br />
::::Yeah, like I said, some people love it when you display their work, and sometimes the copyright has expired on art, but sometimes you need to ask permission first. Just be careful about what you upload in the future. --[[User:Badger|Badger]] 19:45, 6 March 2011 (MST)<br />
<br />
:::::All right. I'll pay more close attention. Thx Badger! [[User:Dj00345|Dj00345]] 19:52, 6 March 2011 (MST)<br />
<br />
::::::To mark an image for deletion (on media) add [[Template:Delete]] with a reason and it will be dealt with. --[[User:Green Dragon|Green Dragon]] 20:20, 6 March 2011 (MST)<br />
<br />
:::::::ok. i will see what i can do. thx. arent you the one who made this wiki, Green Dragon? [[User:Dj00345|Dj00345]] 05:48, 7 March 2011 (MST)<br />
<br />
::::::::i will let you know if i am having trouble with the template delete process. i am just trying to get rid of the picture. i already got it off the page. i dont really understand what to do to get it off media. [[User:Dj00345|Dj00345]] 05:50, 7 March 2011 (MST)<br />
<br />
== Sandboxes ==<br />
<br />
You have like a bajillion. Not saying that's a bad thing, but there probably is no need for so many. Take, for example, your spells. You can have a single page that has all of your spells. If you find yourself writing way more spells, so that the page is crazy long, you can break it apart into spells for each class. You, however, probably don't need a new page for every single spell. Not until you move them into the main namespace, at least. The only problem with having a billion sub-pages is that when you're done with them, you have to ask someone to come and delete them. That just makes more work for admins. While it's not really a big deal, they won't want to delete 40 pages, and they shouldn't have to. They have more important things to deal with, like vandalism (grrr...). Anyway, so I've gone through and re-directed the links on your sandbox to go to the right pages. You should still check to make sure pages go to the right place before making new pages, though. If what you are adding isn't ready for everyone on the wiki to see, it better have your username in front of the page (be sandboxed). Alright, well, it looks like you've got a lot of work to do, adding all these spells and whatnot, so have fun. Let me know if you need any help. --[[User:Badger|Badger]] 17:24, 8 March 2011 (MST)<br />
<br />
:I will let you know if i need any help. and thx. your right!! i do have a lot of WORK to do. This is going to be a long night...... [[User:Dj00345|Dj00345]] 17:30, 8 March 2011 (MST)<br />
<br />
== AD&D ==<br />
<br />
When I mentioned that I would like an AD&D section for this wiki, it was just a casual comment. Also, I play 1st edition AD&D, not 2E :) [[User:Camulus|Camulus]] 16:06, 26 April 2011 (MDT)<br />
<br />
: they are almost the same thing.... and its too late to stop making it. ive already got so far into it. still needs a lot of work. [[User:Dj00345|Dj00345]] 16:15, 26 April 2011 (MDT)<br />
<br />
== Srry! ==<br />
<br />
Hey everybody! Srry I haven't Been on in a while. Been very busy and still am!!! I am hoping to be not busy by the weekend!! I'll start adding more stuff on the weekend! [[User:Dj00345|Dj00345]] 13:36, 26 May 2011 (MDT)<br />
<br />
== ey man ==<br />
<br />
ey Dj have been wondering if you were still gunna help me on the Balor Tarraque cross. [[User:Ohgren|Ohgren]]<br />
<br />
:yeah I am. Just been kind of busy the last few days. I will take a look at it when I get back to Florida, (my house), and i will see what I can do!!! [[User:Dj00345|Dj00345]] 07:33, 17 July 2011 (MDT)<br />
<br />
::I've just been busy because I am going to be moving soon, and I am looking for a new house with my parents. I will be back to my house by Saturday, and then I will take a look. Just hang in there!!! I'll be back soon to help!!! [[User:Dj00345|Dj00345]] 07:36, 17 July 2011 (MDT)<br />
<br />
:::Np man Just curious you know like i have time, just thought id asked, wasnt sure if you forgot if u kno what i mean [[User:Ohgren|Ohgren]]<br />
<br />
::::k. By the way I left a message on your discussion for the Tarrassque and Balor thing. I may have an idea for it, but I need to know what plane of existence a Tarrassque lives on. I don't have my books with me because I am in another state.... Answer that question and then I can get started and show you when I finish. :) [[User:Dj00345|Dj00345]] 06:08, 22 July 2011 (MDT)<br />
<br />
::::: I would have to say its from the elemental plane cause from what i read its classed as a "Gargantuan elemental magical beast" and thats i can really say man thats all i kno bout the plane and stuff. But it should probly be the Material plane too idk man.[[User:Ohgren|Ohgren]] 21:06, 22 July 2011 (MDT)<br />
<br />
::::::that's ok. I just got back home and looked at my books. I know it is from the prime material plane. I will start working on the Tarrassque Balor and will show you the results on your discussion page about the Tarrassque mixes. (where it shows all the combinations you need help with. [[User:Dj00345|Dj00345]] 16:14, 23 July 2011 (MDT)<br />
<br />
:::::::OK man Sounds good Now idk if we should make more then one kind like each one is different in some way. we should also come up with our own race name for them [[User:Ohgren|Ohgren]] 00:42, 27 July 2011 (MDT)<br />
<br />
::::::::do you mean make a name so that we can stop calling it a Tarrassque Balor??? Because that I will agree on... As for the making more than one of a kind for each, hmmm.... I'm not sure.. Like for example if there are two of the Tarrassque Balor's in the same spot then they can be different in some way. But if they are completely different than I think that would be hard. If there is one thing or maybe two things different about each one then that should be easy to work out... [[User:Dj00345|Dj00345]] 13:57, 27 July 2011 (MDT)<br />
<br />
::::::::: oh one more thing, let's continue this conversation on this sandbox link that I will provide,(just so my talk page doesnt get super duper long)(look for the blue link below that says '''Ohgren's Tarrassque Mixes''', that way we can just copy and paste the results for you or whatever you want to do with them)... Is that alright??? If It is, then click on the link below, and make sure you '''Watch the page''' by clicking on the '''watch''' button. I'll make the sandbox and if u agree then we can start the conversation on there... I'll do the first comment, that way the page is up. I'll get to work on the Tarrassque Balor!! (we need to find a shorter name for it!) [[User:Dj00345|Dj00345]] 13:57, 27 July 2011 (MDT)<br />
<br />
:::::::::: here is the link to the sandbox... [[User:Dj00345/sandbox16|Ohgren's Tarrassque Mixes]].<br />
<br />
==Barnstar==<br />
{{Barnstar|I proudly present Dj00345 with this barnstar in honor of his dedication towards creating and improving 2.5e content here on D&D wiki, one of the previously unrepresented editions of D&D on the site. {{User:Hooper/autosig2}} 21:39, 5 September 2011 (MDT)}}<br />
<br />
:thank you, I will continue to make you proud. [[User:Dj00345|Dj00345]] 21:42, 5 September 2011 (MDT)<br />
<br />
== Hey DJ00345 ==<br />
<br />
Hey man, I have been working on my campaign world I am developing. I lost most of my work not to long ago when I lost my flash drive though. So I was wondering, would you like to help me out a bit with it? I just need someone to revise and edit what I get. I could also use help coming up with names and ideas for places. Its a large project and what not. If you would like to see what I have posted for people who would like to help, check it out [[User:Lyrad8791/sandbox2|here]]. Thanks for anything you might have the time for. [[User:Lyrad8791|Lyrad8791]] 20:57, 9 October 2011 (MDT)<br />
:sure. I'd love to help. Just let me know what you need help with, and I'll see what I can do. [[User:Dj00345|Dj00345]] 04:13, 10 October 2011 (MDT)<br />
<br />
::For the moment, I just need someone to go over what I have put up within my sandbox. Go over it and tell me whether something makes sense, whether I need to clarify something, or expand on a single idea. Ideas and revision for the most part is all I need at the moment. If you would like to do more, then please do, as this is a work in progress and isn't going to be used for anything for a long time yet. [[User:Lyrad8791|Lyrad8791]] 17:48, 10 October 2011 (MDT)<br />
<br />
:::ok I'll take a look. And I know what you mean when you say that it "is a work in progress and isn't going to be used for anything for a long time yet". I'm working on my own Campaign Setting as well, [[Temple (2.5e Campaign Setting)|Temple]], and I am no where close to finishing it. But I will take a look at yours and see what I can do. [[User:Dj00345|Dj00345]] 19:33, 10 October 2011 (MDT)<br />
<br />
:::: Awesome, thanks for anything you can help me with, seeing as you are also working upon your own setting. Is yours a single setting? Or is it more like mine, in that it isn't just a setting but an entire world? Or continent, as that is the current stage of production.... for the most part. Congrats on the Barnstar by the way. If you need or want any help on your own setting, leave me a message or something and I will see if I can do anything. I normally have tons of ideas that I can't use, or that I forget about before I ever manage to write them down for my own use. [[User:Lyrad8791|Lyrad8791]] 20:10, 10 October 2011 (MDT)<br />
<br />
:::::yeah thx. The barnstar took a while to get. My campaign setting, [[Temple (2.5e Campaign Setting)|Temple]], is a entire world. There is a city in the world called Temple, but mine is a whole world. And yes if I need help with my campaign setting, I'll be sure to ask you. I'll be glad to help you, and appreciate you offering to help me. [[User:Dj00345|Dj00345]] 21:26, 10 October 2011 (MDT)<br />
<br />
:::::: Well, I looked at Temple. I see that is in a post modern time period. Or rather, some version of that. After the Rapture and all that I mean. What I have read thus far looks great and much farther then what I have manage to put up in my sandbox as well. I will have to go through this "2.5E" section though, just so I know the differences between it and 2E. All in all, I like the looks of what you have and I can't really think of anything that you would need help on. If you decide you do need help though, tell me what with, maybe then I can think of something. Good work so far and good luck. [[User:Lyrad8791|Lyrad8791]] 13:18, 11 October 2011 (MDT)<br />
<br />
::::::: you too!! [[User:Dj00345|Dj00345]] 16:59, 11 October 2011 (MDT)<br />
<br />
:::::::: Hey man, its me again. Think you can take a quick look at the charts I made in my sandbox? I am making these charts to help myself place and build my towns. Tell me what you think in the discussion page for it. If you can think of anything that I shouldn't add or that you think is missing leave me a note as well. Thanks again! Here is the link [[User:Lyrad8791/sandbox1#Town_Placement_Charts|here]] [[User:Lyrad8791|Lyrad8791]] 21:27, 17 October 2011 (MDT)</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox1&diff=538282User:Lyrad8791/sandbox12011-10-18T05:49:48Z<p>Lyrad8791: /* Town Placement Charts */</p>
<hr />
<div>===''Dimidium Troll''===<br />
<br />
{{3.5e Creature<br />
|creature=Trolain, 1st-Level Warrior<br />
|size=Medium<br />
|type=Humanoid (trolain)<br />
|hd=1d8+0<br />
|hp=4<br />
|init=+0<br />
|speed=30 ft. (6 squares), climb 20ft.<br />
|ac=11 (Natural +1)<br />
|touch=11<br />
|flat=11<br />
|bab=+2<br />
|grapple=+2<br />
|at= “Claws” +7 melee (1d4+3), Bite (1d4), Tail Whip (1d4)<br />
|full_at= 2 “claws” (1d4+3) and bite (1d4) or tail whip (1d4)<br />
|space=5 ft.<br />
|reach=5 ft.<br />
|fort=+3 (+1)<br />
|ref=+3 (+1)<br />
|will=+2<br />
|str=13 (+3)<br />
|dex=12 (+2)<br />
|con=13 (+3)<br />
|int=9 (-2)<br />
|wis=10<br />
|cha=7 (-2)<br />
|skills= The Trolain’s Class skills are Listen +1, Spot +2, and Climb +5. A Trolain’s monster levels give it 5x (Int modifier +2).<br />
|feats= 1 Bonus feats<br />
|env= Warm forests, Swamps, Marshlands.<br />
|cr=2<br />
|treas=Standard<br />
|adv=By character class<br />
|la=+3-6<br />
}}<br />
Prehensile tail came from assassin vine and cat mix during experiment<br />
The “Trolain” are descended from what at first were magical experiments on trolls and the mixing of other animals. These humanoids are the results. The Trolain stand between 5 ½ to 7 feet in height and usually weigh, when full grown, between 250 and 400 pounds. Unlike their Troll ancestors, they are not a truly gruesome looking race. While they did get some features from them, they are really a race unto their own. After the experiments went awry, the results congregated and bred themselves into further existence. Other than being as tall and heavy as they are, the Trolain have a prehensile tail half the length of their own height and hardened nails almost like claws, reminiscent of some of their ancestors, as are the scales they gain as they grow older. These scales, which are not a hindrance in any way, even when they grow over the eyes, are a means of telling ones age, if they know how. Naturally, or perhaps unnaturally if you will, because of the way these creatures were “born”, they have an extremely long life lasting anywhere from 800 to 1000 years in length. While this race is not unknown to most regions, they don’t normally live in towns and cities like most humanoids, for they aren’t known for what they really are. Most seem to take them as Trolls or some other nightmarish monster. The Trolain normally live on their own, with a mate or spouse, or with their family. They generally don’t get much larger in groups than 8-10 people at one time. At this point the younger members of the group break off to form their own family. In a sense, though, these members are still part of the group, only separated by distance and relations. Several families will sometime congregate to one area and form a sort of “village” which spans the length of a few miles.<br />
<br />
== Town Placement Charts ==<br />
Select the area around the town<br />
<br />
<br />
=== Area Type Chart (T1) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-10 Mountain<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 11-20 Hill<br />
<br />
: 01-33 Range<br />
<br />
: 34-66 Single<br />
<br />
: 67-100 Group<br />
<br />
• 21-30 Plains<br />
<br />
• 31-40 Ocean (Ship Craft)<br />
<br />
• 41-50 Island<br />
<br />
: 01-33 Single<br />
<br />
: 34-66 Group<br />
<br />
: 67-100 Series<br />
<br />
• 51-60 Forest<br />
<br />
• 61-70 Desert<br />
<br />
• 71-80 Jungle<br />
<br />
• 81-90 Marsh<br />
<br />
• 91-100 Ruins (Large Ruins)<br />
<br />
<br />
=== Size Chart (T2) ===<br />
<br />
• 01-15 Tiny<br />
<br />
• 16-25 Small<br />
<br />
• 26-75 Medium<br />
<br />
• 76-90 Large<br />
<br />
• 91-100 Huge<br />
<br />
<br />
=== Landscape Chart (T3) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-30 River<br />
<br />
• 31-40 Ravine<br />
<br />
• 41-50 Crater<br />
<br />
• 51-70 Ruin (Small Ruins)<br />
<br />
• 71-90 Cave<br />
<br />
• 91-100 Monster Lair<br />
<br />
<br />
=== Natural Resource Chart (T4) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-60 Common<br />
<br />
: 01-10 Iron<br />
<br />
: 11-25 Coal<br />
<br />
: 26-40 Copper<br />
<br />
: 41-55 Pearls<br />
<br />
: 56-60 Jade<br />
<br />
: 61-65 Granite<br />
<br />
: 66-75 Cotton<br />
<br />
: 76-80 Agate<br />
<br />
: 81-85 Quartz<br />
<br />
: 86-90 Pyrite<br />
<br />
: 91-100 Clay<br />
<br />
• 61-80 Uncommon<br />
<br />
: 01-05 Gold<br />
<br />
: 06-20 Silver<br />
<br />
: 21-30 Gems<br />
<br />
:: 01-10 Emeralds<br />
<br />
:: 11-20 Rubies<br />
<br />
:: 21-30 Sapphire <br />
<br />
:: 31-40 Jasper<br />
<br />
:: 41-50 Garnet<br />
<br />
:: 51-60 Carnelian<br />
<br />
:: 61-70 Jacinth<br />
<br />
:: 71-80 Beryl<br />
<br />
:: 81-90 Quarts<br />
<br />
:: 91-100 Agate<br />
<br />
: 31-35 Ivory<br />
<br />
: 36-50 Sugar Cane<br />
<br />
: 51-60 Amber<br />
<br />
: 61-80 Lead<br />
<br />
: 81-100 Nickel<br />
<br />
• 81-95 Rare<br />
<br />
: 01-10 Platinum<br />
<br />
: 11-20 Gems<br />
<br />
:: 01-35 Diamonds<br />
<br />
:: 36-100 Opals<br />
<br />
: 21-30 Malachite<br />
<br />
: 31-40 Cinnabar<br />
<br />
: 41-50 Vermillion<br />
<br />
: 51-60 Limestone<br />
<br />
: 61-70 Salt<br />
<br />
: 71-80 Zinc<br />
<br />
: 81-90 Marble<br />
<br />
: 91-100 Helium (Dangerous)<br />
<br />
• 96-100 Mythical<br />
<br />
: 01-75 Mithril<br />
<br />
: 76-100 Mercury<br />
<br />
<br />
=== Renewable Resources (T5) ===<br />
<br />
(See Size Chart)<br />
<br />
• 01-10 Bee’s Wax/Honey<br />
<br />
• 11-25 Wool<br />
<br />
• 26-35 Milk/Cheese<br />
<br />
• 36-50 Leather<br />
<br />
• 51-70 Crops<br />
<br />
: 01-20 Rice<br />
<br />
: 21-50 Wheat<br />
<br />
: 51-80 Barley<br />
<br />
: 81-100 Corn<br />
<br />
• 71-85 Herbs<br />
<br />
: 01-15 Saffron<br />
<br />
: 16-30 Mustard<br />
<br />
: 31-40 Kings foil<br />
<br />
: 41-56 Basil<br />
<br />
: 57-76 Oregano<br />
<br />
: 75-100 Parsley<br />
<br />
• 86-90 Peppers<br />
<br />
• 91-95 Steel<br />
<br />
• 96-100 Glass</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox1&diff=538278User:Lyrad8791/sandbox12011-10-18T03:31:41Z<p>Lyrad8791: /* Town Placement Charts */</p>
<hr />
<div>===''Dimidium Troll''===<br />
<br />
{{3.5e Creature<br />
|creature=Trolain, 1st-Level Warrior<br />
|size=Medium<br />
|type=Humanoid (trolain)<br />
|hd=1d8+0<br />
|hp=4<br />
|init=+0<br />
|speed=30 ft. (6 squares), climb 20ft.<br />
|ac=11 (Natural +1)<br />
|touch=11<br />
|flat=11<br />
|bab=+2<br />
|grapple=+2<br />
|at= “Claws” +7 melee (1d4+3), Bite (1d4), Tail Whip (1d4)<br />
|full_at= 2 “claws” (1d4+3) and bite (1d4) or tail whip (1d4)<br />
|space=5 ft.<br />
|reach=5 ft.<br />
|fort=+3 (+1)<br />
|ref=+3 (+1)<br />
|will=+2<br />
|str=13 (+3)<br />
|dex=12 (+2)<br />
|con=13 (+3)<br />
|int=9 (-2)<br />
|wis=10<br />
|cha=7 (-2)<br />
|skills= The Trolain’s Class skills are Listen +1, Spot +2, and Climb +5. A Trolain’s monster levels give it 5x (Int modifier +2).<br />
|feats= 1 Bonus feats<br />
|env= Warm forests, Swamps, Marshlands.<br />
|cr=2<br />
|treas=Standard<br />
|adv=By character class<br />
|la=+3-6<br />
}}<br />
Prehensile tail came from assassin vine and cat mix during experiment<br />
The “Trolain” are descended from what at first were magical experiments on trolls and the mixing of other animals. These humanoids are the results. The Trolain stand between 5 ½ to 7 feet in height and usually weigh, when full grown, between 250 and 400 pounds. Unlike their Troll ancestors, they are not a truly gruesome looking race. While they did get some features from them, they are really a race unto their own. After the experiments went awry, the results congregated and bred themselves into further existence. Other than being as tall and heavy as they are, the Trolain have a prehensile tail half the length of their own height and hardened nails almost like claws, reminiscent of some of their ancestors, as are the scales they gain as they grow older. These scales, which are not a hindrance in any way, even when they grow over the eyes, are a means of telling ones age, if they know how. Naturally, or perhaps unnaturally if you will, because of the way these creatures were “born”, they have an extremely long life lasting anywhere from 800 to 1000 years in length. While this race is not unknown to most regions, they don’t normally live in towns and cities like most humanoids, for they aren’t known for what they really are. Most seem to take them as Trolls or some other nightmarish monster. The Trolain normally live on their own, with a mate or spouse, or with their family. They generally don’t get much larger in groups than 8-10 people at one time. At this point the younger members of the group break off to form their own family. In a sense, though, these members are still part of the group, only separated by distance and relations. Several families will sometime congregate to one area and form a sort of “village” which spans the length of a few miles.<br />
<br />
== Town Placement Charts ==<br />
Select the area around the town<br />
<br />
<br />
Area Type Chart (T1)<br />
(See Size Chart)<br />
<br />
• 01-10 Mountain<br />
<br />
o Range<br />
<br />
o Single<br />
<br />
o Group<br />
<br />
• 11-20 Hill<br />
<br />
o 01-33 Range<br />
<br />
o 34-63 Single<br />
<br />
o 64-100 Group<br />
<br />
• 21-30 Plains<br />
<br />
• 31-40 Ocean (Ship Craft)<br />
<br />
• 41-50 Island<br />
<br />
o Single<br />
<br />
o Group<br />
<br />
o Series<br />
<br />
• 51-60 Forest<br />
<br />
• 61-70 Desert<br />
<br />
• 71-80 Jungle<br />
<br />
• 81-90 Marsh<br />
<br />
• 91-100 Ruins (Old Town or larger)<br />
<br />
<br />
Size Chart (T2)<br />
<br />
• 01-15 Tiny<br />
<br />
• 16-25 Small<br />
<br />
• 26-75 Medium<br />
<br />
• 76-90 Large<br />
<br />
• 91-100 Huge<br />
<br />
<br />
Landscape Chart (T3)<br />
(See Size Chart)<br />
<br />
• River<br />
<br />
• Ravine<br />
<br />
• Crater<br />
<br />
• Ruin (Old house or road)<br />
<br />
• Cave <br />
<br />
• Monster Lair<br />
<br />
<br />
Natural Resource Chart (T4)<br />
(See Size Chart)<br />
<br />
• 01-60 Common<br />
<br />
o Iron<br />
<br />
o Coal<br />
<br />
o Copper<br />
<br />
o Pearls<br />
<br />
o Jade<br />
<br />
o Granite<br />
<br />
o Cotton<br />
<br />
o Agate<br />
<br />
o Quartz<br />
<br />
o Pyrite<br />
<br />
o Clay<br />
<br />
• 61-80 Uncommon<br />
<br />
o Gold<br />
<br />
o Silver<br />
<br />
o Emeralds<br />
<br />
o Rubies<br />
<br />
o Sapphire<br />
<br />
o Ivory<br />
<br />
o Beryl<br />
<br />
o Jasper<br />
<br />
o Sugar Cane<br />
<br />
o Amber<br />
<br />
o Lead<br />
<br />
o Garnet<br />
<br />
o Nickel<br />
<br />
o Jacinth<br />
<br />
o Carnelian<br />
<br />
• 81-95 Rare<br />
<br />
o Platinum<br />
<br />
o Diamonds<br />
<br />
o Opals<br />
<br />
o Malachite<br />
<br />
o Cinnabar<br />
<br />
o Vermillion<br />
<br />
o Limestone<br />
<br />
o Salt<br />
<br />
o Zinc<br />
<br />
o Marble<br />
<br />
o Helium<br />
<br />
• 96-100 Mythical<br />
<br />
o Mithril<br />
<br />
o Titanium<br />
<br />
o Mercury<br />
<br />
<br />
<br />
<br />
Un-Natural Resources (T5)<br />
(See Size Chart)<br />
<br />
• Bee’s Wax/Honey<br />
<br />
• Wool<br />
<br />
• Milk/Cheese<br />
<br />
• Leather<br />
<br />
• Crops<br />
<br />
o Rice<br />
<br />
o Wheat<br />
<br />
o Barley<br />
<br />
o Corn<br />
<br />
• Herbs<br />
<br />
o Saffron<br />
<br />
o Mustard<br />
<br />
o Kingsfoil<br />
<br />
o Basil<br />
<br />
o Oregano<br />
<br />
o Parsley<br />
<br />
• Peppers<br />
<br />
• Glass</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User_talk:Dj00345&diff=538277User talk:Dj003452011-10-18T03:28:49Z<p>Lyrad8791: /* Hey DJ00345 */</p>
<hr />
<div>==About your "Help??" sections on pages==<br />
I noticed on a few of your pages you've included a little blurb offering help to people trying to include your material in their games. While this is probably appreciated, you should post this on the discussion page, not on the page itself. If you need me to clear this up, leave a message on my discussion page. --[[User:Badger|Badger]] 20:49, 1 January 2011 (MST)<br />
<br />
:If you need help getting the hang of wiki formatting, I'd advise you to check out my [[User:Badger/sandbox3|New User Guide]]. There are better resources for general wiki-code, but this guide is specially geared to making and editing pages on this wiki. It's unfinished, and incomplete, but it does have a lot of helpful things, and what it does have is better organized than any other editing help on the wiki. Eventually I will get around to finishing it, but if you have any questions just ask on my talk page, or on the talk page of the thing you need clarified. --[[User:Badger|Badger]] 14:20, 3 January 2011 (MST)<br />
<br />
==Identifiers==<br />
As you may have noticed, we try to keep identifiers at the end of all of our pages. We do this so we can have, for example, a creature and a race by the same name. On the NPCs you've created, you're making both a page with the identifier, and one without. I'm going to go through and place the delete template on the ones without the identifier. In the future, try to only make one page. If you need help with linking again, I can show you how to make links that have text other than the page's name. --[[User:Badger|Badger]] 18:31, 4 January 2011 (MST)<br />
<br />
==Hi Dj00345==<br />
Here's the comment you wanted me to leave. [[User:ELord]]<br />
<br />
==Images==<br />
I've noticed you're adding a bunch of images to the wiki, which is totally ok. However, you need to make sure that the owners of the images know and OK with it. It's a violation of copyright to have images without their permission. Violations of copyright are bad. A lot of artists are ok with using their work as long as you leave a note like "'Bird in Flight' by Gus Anderson" somewhere on the site. You just need to be sure that you aren't using art without the owner's permission. --[[User:Badger|Badger]] 19:33, 6 March 2011 (MST)<br />
<br />
:Oh ok.. I will fix that right away.. Srry! [[User:Dj00345|Dj00345]] 19:00, 6 March 2011 (MST)<br />
<br />
::You can't just credit the artist; you have to ask them if you're allowed to use it at all. They might say no, in which case you have to remove it entirely. A lot of artists are ok with it, but some aren't. You have to ask each one individually, to find out what they want, or just use images that are free to use. I know, for example, your Malik Gro Malar picture is done by Todd Lockwood, and I think WotC actually owns the rights to it. That means odds are we can't have it on the site at all. To be clear: if you haven't gotten express permission from the artist, you shouldn't include any art you don't own. --[[User:Badger|Badger]] 19:33, 6 March 2011 (MST)<br />
<br />
:::Ok. Apparently some of the images that I had already put the names of the artists were actually free. Lord Malik Gro Malar's picture will be removed. All the others were free. My mistake.... Srry for the inconvenience.... [[User:Dj00345|Dj00345]] 19:38, 6 March 2011 (MST)<br />
<br />
::::Yeah, like I said, some people love it when you display their work, and sometimes the copyright has expired on art, but sometimes you need to ask permission first. Just be careful about what you upload in the future. --[[User:Badger|Badger]] 19:45, 6 March 2011 (MST)<br />
<br />
:::::All right. I'll pay more close attention. Thx Badger! [[User:Dj00345|Dj00345]] 19:52, 6 March 2011 (MST)<br />
<br />
::::::To mark an image for deletion (on media) add [[Template:Delete]] with a reason and it will be dealt with. --[[User:Green Dragon|Green Dragon]] 20:20, 6 March 2011 (MST)<br />
<br />
:::::::ok. i will see what i can do. thx. arent you the one who made this wiki, Green Dragon? [[User:Dj00345|Dj00345]] 05:48, 7 March 2011 (MST)<br />
<br />
::::::::i will let you know if i am having trouble with the template delete process. i am just trying to get rid of the picture. i already got it off the page. i dont really understand what to do to get it off media. [[User:Dj00345|Dj00345]] 05:50, 7 March 2011 (MST)<br />
<br />
== Sandboxes ==<br />
<br />
You have like a bajillion. Not saying that's a bad thing, but there probably is no need for so many. Take, for example, your spells. You can have a single page that has all of your spells. If you find yourself writing way more spells, so that the page is crazy long, you can break it apart into spells for each class. You, however, probably don't need a new page for every single spell. Not until you move them into the main namespace, at least. The only problem with having a billion sub-pages is that when you're done with them, you have to ask someone to come and delete them. That just makes more work for admins. While it's not really a big deal, they won't want to delete 40 pages, and they shouldn't have to. They have more important things to deal with, like vandalism (grrr...). Anyway, so I've gone through and re-directed the links on your sandbox to go to the right pages. You should still check to make sure pages go to the right place before making new pages, though. If what you are adding isn't ready for everyone on the wiki to see, it better have your username in front of the page (be sandboxed). Alright, well, it looks like you've got a lot of work to do, adding all these spells and whatnot, so have fun. Let me know if you need any help. --[[User:Badger|Badger]] 17:24, 8 March 2011 (MST)<br />
<br />
:I will let you know if i need any help. and thx. your right!! i do have a lot of WORK to do. This is going to be a long night...... [[User:Dj00345|Dj00345]] 17:30, 8 March 2011 (MST)<br />
<br />
== AD&D ==<br />
<br />
When I mentioned that I would like an AD&D section for this wiki, it was just a casual comment. Also, I play 1st edition AD&D, not 2E :) [[User:Camulus|Camulus]] 16:06, 26 April 2011 (MDT)<br />
<br />
: they are almost the same thing.... and its too late to stop making it. ive already got so far into it. still needs a lot of work. [[User:Dj00345|Dj00345]] 16:15, 26 April 2011 (MDT)<br />
<br />
== Srry! ==<br />
<br />
Hey everybody! Srry I haven't Been on in a while. Been very busy and still am!!! I am hoping to be not busy by the weekend!! I'll start adding more stuff on the weekend! [[User:Dj00345|Dj00345]] 13:36, 26 May 2011 (MDT)<br />
<br />
== ey man ==<br />
<br />
ey Dj have been wondering if you were still gunna help me on the Balor Tarraque cross. [[User:Ohgren|Ohgren]]<br />
<br />
:yeah I am. Just been kind of busy the last few days. I will take a look at it when I get back to Florida, (my house), and i will see what I can do!!! [[User:Dj00345|Dj00345]] 07:33, 17 July 2011 (MDT)<br />
<br />
::I've just been busy because I am going to be moving soon, and I am looking for a new house with my parents. I will be back to my house by Saturday, and then I will take a look. Just hang in there!!! I'll be back soon to help!!! [[User:Dj00345|Dj00345]] 07:36, 17 July 2011 (MDT)<br />
<br />
:::Np man Just curious you know like i have time, just thought id asked, wasnt sure if you forgot if u kno what i mean [[User:Ohgren|Ohgren]]<br />
<br />
::::k. By the way I left a message on your discussion for the Tarrassque and Balor thing. I may have an idea for it, but I need to know what plane of existence a Tarrassque lives on. I don't have my books with me because I am in another state.... Answer that question and then I can get started and show you when I finish. :) [[User:Dj00345|Dj00345]] 06:08, 22 July 2011 (MDT)<br />
<br />
::::: I would have to say its from the elemental plane cause from what i read its classed as a "Gargantuan elemental magical beast" and thats i can really say man thats all i kno bout the plane and stuff. But it should probly be the Material plane too idk man.[[User:Ohgren|Ohgren]] 21:06, 22 July 2011 (MDT)<br />
<br />
::::::that's ok. I just got back home and looked at my books. I know it is from the prime material plane. I will start working on the Tarrassque Balor and will show you the results on your discussion page about the Tarrassque mixes. (where it shows all the combinations you need help with. [[User:Dj00345|Dj00345]] 16:14, 23 July 2011 (MDT)<br />
<br />
:::::::OK man Sounds good Now idk if we should make more then one kind like each one is different in some way. we should also come up with our own race name for them [[User:Ohgren|Ohgren]] 00:42, 27 July 2011 (MDT)<br />
<br />
::::::::do you mean make a name so that we can stop calling it a Tarrassque Balor??? Because that I will agree on... As for the making more than one of a kind for each, hmmm.... I'm not sure.. Like for example if there are two of the Tarrassque Balor's in the same spot then they can be different in some way. But if they are completely different than I think that would be hard. If there is one thing or maybe two things different about each one then that should be easy to work out... [[User:Dj00345|Dj00345]] 13:57, 27 July 2011 (MDT)<br />
<br />
::::::::: oh one more thing, let's continue this conversation on this sandbox link that I will provide,(just so my talk page doesnt get super duper long)(look for the blue link below that says '''Ohgren's Tarrassque Mixes''', that way we can just copy and paste the results for you or whatever you want to do with them)... Is that alright??? If It is, then click on the link below, and make sure you '''Watch the page''' by clicking on the '''watch''' button. I'll make the sandbox and if u agree then we can start the conversation on there... I'll do the first comment, that way the page is up. I'll get to work on the Tarrassque Balor!! (we need to find a shorter name for it!) [[User:Dj00345|Dj00345]] 13:57, 27 July 2011 (MDT)<br />
<br />
:::::::::: here is the link to the sandbox... [[User:Dj00345/sandbox16|Ohgren's Tarrassque Mixes]].<br />
<br />
==Barnstar==<br />
{{Barnstar|I proudly present Dj00345 with this barnstar in honor of his dedication towards creating and improving 2.5e content here on D&D wiki, one of the previously unrepresented editions of D&D on the site. {{User:Hooper/autosig2}} 21:39, 5 September 2011 (MDT)}}<br />
<br />
:thank you, I will continue to make you proud. [[User:Dj00345|Dj00345]] 21:42, 5 September 2011 (MDT)<br />
<br />
== Hey DJ00345 ==<br />
<br />
Hey man, I have been working on my campaign world I am developing. I lost most of my work not to long ago when I lost my flash drive though. So I was wondering, would you like to help me out a bit with it? I just need someone to revise and edit what I get. I could also use help coming up with names and ideas for places. Its a large project and what not. If you would like to see what I have posted for people who would like to help, check it out [[User:Lyrad8791/sandbox2|here]]. Thanks for anything you might have the time for. [[User:Lyrad8791|Lyrad8791]] 20:57, 9 October 2011 (MDT)<br />
:sure. I'd love to help. Just let me know what you need help with, and I'll see what I can do. [[User:Dj00345|Dj00345]] 04:13, 10 October 2011 (MDT)<br />
<br />
::For the moment, I just need someone to go over what I have put up within my sandbox. Go over it and tell me whether something makes sense, whether I need to clarify something, or expand on a single idea. Ideas and revision for the most part is all I need at the moment. If you would like to do more, then please do, as this is a work in progress and isn't going to be used for anything for a long time yet. [[User:Lyrad8791|Lyrad8791]] 17:48, 10 October 2011 (MDT)<br />
<br />
:::ok I'll take a look. And I know what you mean when you say that it "is a work in progress and isn't going to be used for anything for a long time yet". I'm working on my own Campaign Setting as well, [[Temple (2.5e Campaign Setting)|Temple]], and I am no where close to finishing it. But I will take a look at yours and see what I can do. [[User:Dj00345|Dj00345]] 19:33, 10 October 2011 (MDT)<br />
<br />
:::: Awesome, thanks for anything you can help me with, seeing as you are also working upon your own setting. Is yours a single setting? Or is it more like mine, in that it isn't just a setting but an entire world? Or continent, as that is the current stage of production.... for the most part. Congrats on the Barnstar by the way. If you need or want any help on your own setting, leave me a message or something and I will see if I can do anything. I normally have tons of ideas that I can't use, or that I forget about before I ever manage to write them down for my own use. [[User:Lyrad8791|Lyrad8791]] 20:10, 10 October 2011 (MDT)<br />
<br />
:::::yeah thx. The barnstar took a while to get. My campaign setting, [[Temple (2.5e Campaign Setting)|Temple]], is a entire world. There is a city in the world called Temple, but mine is a whole world. And yes if I need help with my campaign setting, I'll be sure to ask you. I'll be glad to help you, and appreciate you offering to help me. [[User:Dj00345|Dj00345]] 21:26, 10 October 2011 (MDT)<br />
<br />
:::::: Well, I looked at Temple. I see that is in a post modern time period. Or rather, some version of that. After the Rapture and all that I mean. What I have read thus far looks great and much farther then what I have manage to put up in my sandbox as well. I will have to go through this "2.5E" section though, just so I know the differences between it and 2E. All in all, I like the looks of what you have and I can't really think of anything that you would need help on. If you decide you do need help though, tell me what with, maybe then I can think of something. Good work so far and good luck. [[User:Lyrad8791|Lyrad8791]] 13:18, 11 October 2011 (MDT)<br />
<br />
::::::: you too!! [[User:Dj00345|Dj00345]] 16:59, 11 October 2011 (MDT)<br />
<br />
:::::::: Hey man, its me again. Think you can take a quick look at the charts I made in my sandbox? I am making these charts to help myself place and build my towns. Tell me what you think in the discussion page for it. If you can think of anything that I shouldn't add or that you think is missing leave me a note as well. Thanks again! Here is the link [[User:Lyrad8791/sandbox1|here]] [[User:Lyrad8791|Lyrad8791]] 21:27, 17 October 2011 (MDT)</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User_talk:Dj00345&diff=538275User talk:Dj003452011-10-18T03:27:39Z<p>Lyrad8791: /* Hey DJ00345 */</p>
<hr />
<div>==About your "Help??" sections on pages==<br />
I noticed on a few of your pages you've included a little blurb offering help to people trying to include your material in their games. While this is probably appreciated, you should post this on the discussion page, not on the page itself. If you need me to clear this up, leave a message on my discussion page. --[[User:Badger|Badger]] 20:49, 1 January 2011 (MST)<br />
<br />
:If you need help getting the hang of wiki formatting, I'd advise you to check out my [[User:Badger/sandbox3|New User Guide]]. There are better resources for general wiki-code, but this guide is specially geared to making and editing pages on this wiki. It's unfinished, and incomplete, but it does have a lot of helpful things, and what it does have is better organized than any other editing help on the wiki. Eventually I will get around to finishing it, but if you have any questions just ask on my talk page, or on the talk page of the thing you need clarified. --[[User:Badger|Badger]] 14:20, 3 January 2011 (MST)<br />
<br />
==Identifiers==<br />
As you may have noticed, we try to keep identifiers at the end of all of our pages. We do this so we can have, for example, a creature and a race by the same name. On the NPCs you've created, you're making both a page with the identifier, and one without. I'm going to go through and place the delete template on the ones without the identifier. In the future, try to only make one page. If you need help with linking again, I can show you how to make links that have text other than the page's name. --[[User:Badger|Badger]] 18:31, 4 January 2011 (MST)<br />
<br />
==Hi Dj00345==<br />
Here's the comment you wanted me to leave. [[User:ELord]]<br />
<br />
==Images==<br />
I've noticed you're adding a bunch of images to the wiki, which is totally ok. However, you need to make sure that the owners of the images know and OK with it. It's a violation of copyright to have images without their permission. Violations of copyright are bad. A lot of artists are ok with using their work as long as you leave a note like "'Bird in Flight' by Gus Anderson" somewhere on the site. You just need to be sure that you aren't using art without the owner's permission. --[[User:Badger|Badger]] 19:33, 6 March 2011 (MST)<br />
<br />
:Oh ok.. I will fix that right away.. Srry! [[User:Dj00345|Dj00345]] 19:00, 6 March 2011 (MST)<br />
<br />
::You can't just credit the artist; you have to ask them if you're allowed to use it at all. They might say no, in which case you have to remove it entirely. A lot of artists are ok with it, but some aren't. You have to ask each one individually, to find out what they want, or just use images that are free to use. I know, for example, your Malik Gro Malar picture is done by Todd Lockwood, and I think WotC actually owns the rights to it. That means odds are we can't have it on the site at all. To be clear: if you haven't gotten express permission from the artist, you shouldn't include any art you don't own. --[[User:Badger|Badger]] 19:33, 6 March 2011 (MST)<br />
<br />
:::Ok. Apparently some of the images that I had already put the names of the artists were actually free. Lord Malik Gro Malar's picture will be removed. All the others were free. My mistake.... Srry for the inconvenience.... [[User:Dj00345|Dj00345]] 19:38, 6 March 2011 (MST)<br />
<br />
::::Yeah, like I said, some people love it when you display their work, and sometimes the copyright has expired on art, but sometimes you need to ask permission first. Just be careful about what you upload in the future. --[[User:Badger|Badger]] 19:45, 6 March 2011 (MST)<br />
<br />
:::::All right. I'll pay more close attention. Thx Badger! [[User:Dj00345|Dj00345]] 19:52, 6 March 2011 (MST)<br />
<br />
::::::To mark an image for deletion (on media) add [[Template:Delete]] with a reason and it will be dealt with. --[[User:Green Dragon|Green Dragon]] 20:20, 6 March 2011 (MST)<br />
<br />
:::::::ok. i will see what i can do. thx. arent you the one who made this wiki, Green Dragon? [[User:Dj00345|Dj00345]] 05:48, 7 March 2011 (MST)<br />
<br />
::::::::i will let you know if i am having trouble with the template delete process. i am just trying to get rid of the picture. i already got it off the page. i dont really understand what to do to get it off media. [[User:Dj00345|Dj00345]] 05:50, 7 March 2011 (MST)<br />
<br />
== Sandboxes ==<br />
<br />
You have like a bajillion. Not saying that's a bad thing, but there probably is no need for so many. Take, for example, your spells. You can have a single page that has all of your spells. If you find yourself writing way more spells, so that the page is crazy long, you can break it apart into spells for each class. You, however, probably don't need a new page for every single spell. Not until you move them into the main namespace, at least. The only problem with having a billion sub-pages is that when you're done with them, you have to ask someone to come and delete them. That just makes more work for admins. While it's not really a big deal, they won't want to delete 40 pages, and they shouldn't have to. They have more important things to deal with, like vandalism (grrr...). Anyway, so I've gone through and re-directed the links on your sandbox to go to the right pages. You should still check to make sure pages go to the right place before making new pages, though. If what you are adding isn't ready for everyone on the wiki to see, it better have your username in front of the page (be sandboxed). Alright, well, it looks like you've got a lot of work to do, adding all these spells and whatnot, so have fun. Let me know if you need any help. --[[User:Badger|Badger]] 17:24, 8 March 2011 (MST)<br />
<br />
:I will let you know if i need any help. and thx. your right!! i do have a lot of WORK to do. This is going to be a long night...... [[User:Dj00345|Dj00345]] 17:30, 8 March 2011 (MST)<br />
<br />
== AD&D ==<br />
<br />
When I mentioned that I would like an AD&D section for this wiki, it was just a casual comment. Also, I play 1st edition AD&D, not 2E :) [[User:Camulus|Camulus]] 16:06, 26 April 2011 (MDT)<br />
<br />
: they are almost the same thing.... and its too late to stop making it. ive already got so far into it. still needs a lot of work. [[User:Dj00345|Dj00345]] 16:15, 26 April 2011 (MDT)<br />
<br />
== Srry! ==<br />
<br />
Hey everybody! Srry I haven't Been on in a while. Been very busy and still am!!! I am hoping to be not busy by the weekend!! I'll start adding more stuff on the weekend! [[User:Dj00345|Dj00345]] 13:36, 26 May 2011 (MDT)<br />
<br />
== ey man ==<br />
<br />
ey Dj have been wondering if you were still gunna help me on the Balor Tarraque cross. [[User:Ohgren|Ohgren]]<br />
<br />
:yeah I am. Just been kind of busy the last few days. I will take a look at it when I get back to Florida, (my house), and i will see what I can do!!! [[User:Dj00345|Dj00345]] 07:33, 17 July 2011 (MDT)<br />
<br />
::I've just been busy because I am going to be moving soon, and I am looking for a new house with my parents. I will be back to my house by Saturday, and then I will take a look. Just hang in there!!! I'll be back soon to help!!! [[User:Dj00345|Dj00345]] 07:36, 17 July 2011 (MDT)<br />
<br />
:::Np man Just curious you know like i have time, just thought id asked, wasnt sure if you forgot if u kno what i mean [[User:Ohgren|Ohgren]]<br />
<br />
::::k. By the way I left a message on your discussion for the Tarrassque and Balor thing. I may have an idea for it, but I need to know what plane of existence a Tarrassque lives on. I don't have my books with me because I am in another state.... Answer that question and then I can get started and show you when I finish. :) [[User:Dj00345|Dj00345]] 06:08, 22 July 2011 (MDT)<br />
<br />
::::: I would have to say its from the elemental plane cause from what i read its classed as a "Gargantuan elemental magical beast" and thats i can really say man thats all i kno bout the plane and stuff. But it should probly be the Material plane too idk man.[[User:Ohgren|Ohgren]] 21:06, 22 July 2011 (MDT)<br />
<br />
::::::that's ok. I just got back home and looked at my books. I know it is from the prime material plane. I will start working on the Tarrassque Balor and will show you the results on your discussion page about the Tarrassque mixes. (where it shows all the combinations you need help with. [[User:Dj00345|Dj00345]] 16:14, 23 July 2011 (MDT)<br />
<br />
:::::::OK man Sounds good Now idk if we should make more then one kind like each one is different in some way. we should also come up with our own race name for them [[User:Ohgren|Ohgren]] 00:42, 27 July 2011 (MDT)<br />
<br />
::::::::do you mean make a name so that we can stop calling it a Tarrassque Balor??? Because that I will agree on... As for the making more than one of a kind for each, hmmm.... I'm not sure.. Like for example if there are two of the Tarrassque Balor's in the same spot then they can be different in some way. But if they are completely different than I think that would be hard. If there is one thing or maybe two things different about each one then that should be easy to work out... [[User:Dj00345|Dj00345]] 13:57, 27 July 2011 (MDT)<br />
<br />
::::::::: oh one more thing, let's continue this conversation on this sandbox link that I will provide,(just so my talk page doesnt get super duper long)(look for the blue link below that says '''Ohgren's Tarrassque Mixes''', that way we can just copy and paste the results for you or whatever you want to do with them)... Is that alright??? If It is, then click on the link below, and make sure you '''Watch the page''' by clicking on the '''watch''' button. I'll make the sandbox and if u agree then we can start the conversation on there... I'll do the first comment, that way the page is up. I'll get to work on the Tarrassque Balor!! (we need to find a shorter name for it!) [[User:Dj00345|Dj00345]] 13:57, 27 July 2011 (MDT)<br />
<br />
:::::::::: here is the link to the sandbox... [[User:Dj00345/sandbox16|Ohgren's Tarrassque Mixes]].<br />
<br />
==Barnstar==<br />
{{Barnstar|I proudly present Dj00345 with this barnstar in honor of his dedication towards creating and improving 2.5e content here on D&D wiki, one of the previously unrepresented editions of D&D on the site. {{User:Hooper/autosig2}} 21:39, 5 September 2011 (MDT)}}<br />
<br />
:thank you, I will continue to make you proud. [[User:Dj00345|Dj00345]] 21:42, 5 September 2011 (MDT)<br />
<br />
== Hey DJ00345 ==<br />
<br />
Hey man, I have been working on my campaign world I am developing. I lost most of my work not to long ago when I lost my flash drive though. So I was wondering, would you like to help me out a bit with it? I just need someone to revise and edit what I get. I could also use help coming up with names and ideas for places. Its a large project and what not. If you would like to see what I have posted for people who would like to help, check it out [[User:Lyrad8791/sandbox2|here]]. Thanks for anything you might have the time for. [[User:Lyrad8791|Lyrad8791]] 20:57, 9 October 2011 (MDT)<br />
:sure. I'd love to help. Just let me know what you need help with, and I'll see what I can do. [[User:Dj00345|Dj00345]] 04:13, 10 October 2011 (MDT)<br />
<br />
::For the moment, I just need someone to go over what I have put up within my sandbox. Go over it and tell me whether something makes sense, whether I need to clarify something, or expand on a single idea. Ideas and revision for the most part is all I need at the moment. If you would like to do more, then please do, as this is a work in progress and isn't going to be used for anything for a long time yet. [[User:Lyrad8791|Lyrad8791]] 17:48, 10 October 2011 (MDT)<br />
<br />
:::ok I'll take a look. And I know what you mean when you say that it "is a work in progress and isn't going to be used for anything for a long time yet". I'm working on my own Campaign Setting as well, [[Temple (2.5e Campaign Setting)|Temple]], and I am no where close to finishing it. But I will take a look at yours and see what I can do. [[User:Dj00345|Dj00345]] 19:33, 10 October 2011 (MDT)<br />
<br />
:::: Awesome, thanks for anything you can help me with, seeing as you are also working upon your own setting. Is yours a single setting? Or is it more like mine, in that it isn't just a setting but an entire world? Or continent, as that is the current stage of production.... for the most part. Congrats on the Barnstar by the way. If you need or want any help on your own setting, leave me a message or something and I will see if I can do anything. I normally have tons of ideas that I can't use, or that I forget about before I ever manage to write them down for my own use. [[User:Lyrad8791|Lyrad8791]] 20:10, 10 October 2011 (MDT)<br />
<br />
:::::yeah thx. The barnstar took a while to get. My campaign setting, [[Temple (2.5e Campaign Setting)|Temple]], is a entire world. There is a city in the world called Temple, but mine is a whole world. And yes if I need help with my campaign setting, I'll be sure to ask you. I'll be glad to help you, and appreciate you offering to help me. [[User:Dj00345|Dj00345]] 21:26, 10 October 2011 (MDT)<br />
<br />
:::::: Well, I looked at Temple. I see that is in a post modern time period. Or rather, some version of that. After the Rapture and all that I mean. What I have read thus far looks great and much farther then what I have manage to put up in my sandbox as well. I will have to go through this "2.5E" section though, just so I know the differences between it and 2E. All in all, I like the looks of what you have and I can't really think of anything that you would need help on. If you decide you do need help though, tell me what with, maybe then I can think of something. Good work so far and good luck. [[User:Lyrad8791|Lyrad8791]] 13:18, 11 October 2011 (MDT)<br />
<br />
::::::: you too!! [[User:Dj00345|Dj00345]] 16:59, 11 October 2011 (MDT)<br />
<br />
:::::::: Hey man, its me again. Think you can take a quick look at the charts I made in my sandbox? I am making these charts to help myself place and build my towns. Tell me what you think in the discussion page for it. If you can think of anything that I shouldn't add or that you think is missing leave me a note as well. Thanks again! Here is the link [[User:Lyrad8791/Sandbox1|Here]] [[User:Lyrad8791|Lyrad8791]] 21:27, 17 October 2011 (MDT)</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox1&diff=538274User:Lyrad8791/sandbox12011-10-18T03:23:24Z<p>Lyrad8791: </p>
<hr />
<div>===''Dimidium Troll''===<br />
<br />
{{3.5e Creature<br />
|creature=Trolain, 1st-Level Warrior<br />
|size=Medium<br />
|type=Humanoid (trolain)<br />
|hd=1d8+0<br />
|hp=4<br />
|init=+0<br />
|speed=30 ft. (6 squares), climb 20ft.<br />
|ac=11 (Natural +1)<br />
|touch=11<br />
|flat=11<br />
|bab=+2<br />
|grapple=+2<br />
|at= “Claws” +7 melee (1d4+3), Bite (1d4), Tail Whip (1d4)<br />
|full_at= 2 “claws” (1d4+3) and bite (1d4) or tail whip (1d4)<br />
|space=5 ft.<br />
|reach=5 ft.<br />
|fort=+3 (+1)<br />
|ref=+3 (+1)<br />
|will=+2<br />
|str=13 (+3)<br />
|dex=12 (+2)<br />
|con=13 (+3)<br />
|int=9 (-2)<br />
|wis=10<br />
|cha=7 (-2)<br />
|skills= The Trolain’s Class skills are Listen +1, Spot +2, and Climb +5. A Trolain’s monster levels give it 5x (Int modifier +2).<br />
|feats= 1 Bonus feats<br />
|env= Warm forests, Swamps, Marshlands.<br />
|cr=2<br />
|treas=Standard<br />
|adv=By character class<br />
|la=+3-6<br />
}}<br />
Prehensile tail came from assassin vine and cat mix during experiment<br />
The “Trolain” are descended from what at first were magical experiments on trolls and the mixing of other animals. These humanoids are the results. The Trolain stand between 5 ½ to 7 feet in height and usually weigh, when full grown, between 250 and 400 pounds. Unlike their Troll ancestors, they are not a truly gruesome looking race. While they did get some features from them, they are really a race unto their own. After the experiments went awry, the results congregated and bred themselves into further existence. Other than being as tall and heavy as they are, the Trolain have a prehensile tail half the length of their own height and hardened nails almost like claws, reminiscent of some of their ancestors, as are the scales they gain as they grow older. These scales, which are not a hindrance in any way, even when they grow over the eyes, are a means of telling ones age, if they know how. Naturally, or perhaps unnaturally if you will, because of the way these creatures were “born”, they have an extremely long life lasting anywhere from 800 to 1000 years in length. While this race is not unknown to most regions, they don’t normally live in towns and cities like most humanoids, for they aren’t known for what they really are. Most seem to take them as Trolls or some other nightmarish monster. The Trolain normally live on their own, with a mate or spouse, or with their family. They generally don’t get much larger in groups than 8-10 people at one time. At this point the younger members of the group break off to form their own family. In a sense, though, these members are still part of the group, only separated by distance and relations. Several families will sometime congregate to one area and form a sort of “village” which spans the length of a few miles.<br />
<br />
== Town Placement Charts ==<br />
Select the area around the town<br />
<br />
<br />
Area Type Chart (T1)<br />
(See Size Chart)<br />
<br />
• 01-10 Mountain<br />
o Range<br />
o Single<br />
o Group<br />
• 11-20 Hill<br />
o 01-33 Range<br />
o 34-63 Single<br />
o 64-100 Group<br />
• 21-30 Plains<br />
• 31-40 Ocean (Ship Craft)<br />
• 41-50 Island<br />
o Single<br />
o Group<br />
o Series<br />
• 51-60 Forest<br />
• 61-70 Desert<br />
• 71-80 Jungle<br />
• 81-90 Marsh<br />
• 91-100 Ruins (Old Town or larger)<br />
<br />
<br />
Size Chart (T2)<br />
<br />
• 01-15 Tiny<br />
• 16-25 Small<br />
• 26-75 Medium<br />
• 76-90 Large<br />
• 91-100 Huge<br />
<br />
<br />
Landscape Chart (T3)<br />
(See Size Chart)<br />
<br />
• River<br />
• Ravine<br />
• Crater<br />
• Ruin (Old house or road)<br />
• Cave <br />
• Monster Lair<br />
<br />
<br />
Natural Resource Chart (T4)<br />
(See Size Chart)<br />
<br />
• 01-60 Common<br />
o Iron<br />
o Coal<br />
o Copper<br />
o Pearls<br />
o Jade<br />
o Granite<br />
o Cotton<br />
o Agate<br />
o Quartz<br />
o Pyrite<br />
o Clay<br />
• 61-80 Uncommon<br />
o Gold<br />
o Silver<br />
o Emeralds<br />
o Rubies<br />
o Sapphire<br />
o Ivory<br />
o Beryl<br />
o Jasper<br />
o Sugar Cane<br />
o Amber<br />
o Lead<br />
o Garnet<br />
o Nickel<br />
o Jacinth<br />
o Carnelian<br />
• 81-95 Rare<br />
o Platinum<br />
o Diamonds<br />
o Opals<br />
o Malachite<br />
o Cinnabar<br />
o Vermillion<br />
o Limestone<br />
o Salt<br />
o Zinc<br />
o Marble<br />
o Helium<br />
• 96-100 Mythical<br />
o Mithril<br />
o Titanium<br />
o Mercury<br />
<br />
<br />
<br />
<br />
Un-Natural Resources (T5)<br />
(See Size Chart)<br />
<br />
• Bee’s Wax/Honey<br />
• Wool<br />
• Milk/Cheese<br />
• Leather<br />
• Crops<br />
o Rice<br />
o Wheat<br />
o Barley<br />
o Corn<br />
• Herbs<br />
o Saffron<br />
o Mustard<br />
o Kingsfoil<br />
o Basil<br />
o Oregano<br />
o Parsley<br />
• Peppers<br />
• Glass</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox2&diff=538262User:Lyrad8791/sandbox22011-10-18T01:45:14Z<p>Lyrad8791: /* Last updated */</p>
<hr />
<div>=== The World of Peroan ===<br />
<br />
About 2,000 years ago, a small meteor (known around the world as a chunk of a star) hit the planet. This wiped out a large portion of the population. Those who wanted to leave the Island that it was going towards did so in many fleets. Only one entire fleet survived the voyage across the ocean. Since then, the kingdom from the island has split into many kingdoms and has minor strife between each other. For the most part, people live in peace with each other. Most of the races in DnD (Elves, Dwarves, Gnomes, and so on.) Are believed to be either myths or to have died off in the Cataclysm. The truth isn't that far off. Most of the other races where decimated as much as, if not more then, the human race. Few times have any from these races been seen, and the few times most have, it was thought of as a fluke or an illusion by some mage. Despite the lack of these other races being seen, there is ample proof that some other races lived before the humans settled the current area of the world. There are many wonders that defy logic and reason, The Floating Island is likely the most popular and hardest to believe. That aside, there is much to do to finish rebuilding the empires. <br />
<br />
<br />
<br />
==The Kingdoms==<br />
<br />
There are currently 5 different kingdoms (kingdoms being of a single race of humans or people who live within the same type of region). These are as follows: <br />
<br />
Kepp [kep], The mountain and hill kingdom, is comprised of warriors and smiths, which many lean toward being called barbarians in many ways. <br />
<br />
Jarn [jarn], the plains and fields kingdom, is comprised of nomads and small tribes of barbarians. Each nomadic tribe provides for itself, and chooses its leader according to who is best at the time. Sometimes, a leader can last in place for years, at other times, this leader is only leader for as long as they are in the same area or situation. Generally speaking, the leader is the one who is most fit for the job at the time, and gets replaced if the situation changes and someone else is more fit for the place.<br />
<br />
Krael [cray-ol], the jungle and forest kingdom, is comprised mostly of rangers, druids, and bandits, hermits also fall within this kingdom if they are within the confines of a forest. The leader among this kingdom is not one person, but two. Depending on what the circumstances are, you might talk to or have to deal with one, the other, or both people in charge. These people are known as The Negotiator, which is normally an elder, possibly a druid or hermit of good standing with other kingdoms as well as their own, is the one who speaks on behalf of the kingdom and settles kingdom wide debates; the Warlord, which is the person who rules the bands movements and hostile forces when needed, also the one who tends to lead the hunts when large hunting parties are formed. There are two versions of these leaders, the kingdom wide Warlord and Negotiator as well as the local Warlord and Negotiator.<br />
<br />
Saelk [sale-k], the kingdom of sea and shore, is comprised of water villages, small islands and fishermen. These people tend to be the leading merchants in certain types of product. Just as you would want to go to a mountain kingdom dealer for Iron, you would go to the Sea kingdom for Salt. Obviously, some kingdoms have a monopoly on certain products while other products can be found through multiple kingdoms. This kingdom is ruled by a council of elders and highly experienced people. This council does not dictate the everyday life of its people, but pools their knowledge and resources into providing better lifestyle for all. Sometimes this is in information on a new place to find a certain fish, sometimes it is in the knowledge to the younger generation on weather currents, and the likely hood of storms. <br />
<br />
Magus [may-jus], the kingdom of mages, is comprised solely of mages and sorcerers. While this kingdom is comprised completely of two types of magical people, it also encompasses all the other kingdoms as well as its own. This kingdom does not dictate other kingdoms, but its people must follow their rules in addition to the kingdom they live within. For instance, a mage is born in the Forest kingdom. At a certain point, they will be taken into the Magus kingdom and trained to be, what is considered by the ruling factions in the kingdom, what a proper mage should be. After they reach a certain level they are taken back to where they came from and are let loose upon the world. While this may sound neglectful, you must remember that, the mage must abide by the rules set upon them by BOTH kingdoms, not just one. Otherwise, they will be punished by both. Sometimes, this is just a small matter, while in other cases, the person involved will become exiled from their birth kingdom and put into a service of some sort within the Magus kingdom. More about this kingdom will be posted later on. The leader of the Magus kingdom is actually dependent upon who you talk to. While there is no leader for the kingdom as a whole, each section (or school, town, what-have-you) has their own leader. Much like the Plains kingdom runs, these schools do the same. Only these leaders last until they either decide to step down, or the die. Often times, these leaders are overthrown by up and coming mages who are more powerful. These leaders tend to last only a little amount of time before they step down due to the large amount of work required to maintain their place.<br />
<br />
==The Cities==<br />
<br />
Ion [i-on], which lies within the Kingdom of Kepp, is nestled into a small mountain valley. Its main export is iron, while it also has a smaller export of coal. This town, while small, boasts an impressive amount of militaristic force when the need arises. Unlike many towns, this one does not have a local guardhouse from which it relies upon for defense. Instead, this town has trained itself with basic weapons; such as a mining pick and blacksmith hammer. This town is often attacked by marauding Orcs and other goblinoids. It is also near one of the only suspected dragon hoards remaining in this region.<br />
<br />
The Island of Penn is a small island, which is named after a sailor who died upon its shores, after the Island was nearly submerged. This sailor was Drigor Penn, who was known for his skill while maneuvering through storms and similar weather upon the ocean. The main exported product here is whale oil, often used as an exotic fuel for lamps as well as being used for cooking. Many people go miles just to taste something cooked in the whale oil produced by the Sea kingdom.<br />
<br />
Hiloja [hil-oh-ja], is a town within, living, hollowed out trees, which span hundreds of feet into the air. These trees that are used for housing tend to be solid white, and appear to be some kind of Oak. The exact age of these trees, or the forest they dwell within, is not known, but they have been around at least a few thousand years. They are a primary source of high quality hides and leathers from larger animals such as bears and elk.<br />
<br />
Ferael [fer-ale], a small nomadic village, made primarily of tents and small removable houses on the plains. The village stays in a single place for no more then a few weeks before going to a new designated area. The main export that is produced, by this and many other villages like it, is its goat cheese. Since these villages often have small to medium sized herds of goats (around 5-10 goats in total). This is one of the many reasons why the villages move so often. Some of these villages herd sheep and export wool instead of goats, since the sparse vegetation can sustain sheep much longer then it can goats. While few and far between, some even herd cattle. Although they are not rare, they take far more time and maintenance then either of the other two options, as well as being the most likely to be stolen or killed for their meat.<br />
<br />
== Taint, and its properties ==<br />
<br />
(Under name revision, as well as more information upon the effects of the disease itself.)<br />
An undead disease, that spreads slowly through "poisoned" water, is spreading across vast expanses of land. Sea water seems highly resistant, if not completely immune, to the effects. The animals that die, or have been dead for less than a weeks time, rise within one week after death as undead creatures. Animals that survive here become tainted and can spread the disease to any they bite. If infected by this disease, a week after initial infection the creature begins to turn pale, go rabid (or dire), as well as beginning to rot from the inside out, without the penalties for doing so (this disease does not cause death in this fashion). They exhibit similar symptoms and can pass on the taint in the same manner they got it themselves. As before, one week after death, the creature will rise as an undead. Due to this, the taint is also spread by the death of an infected creature. In this method, an infected creature can cause a Taint to grow in a region which is untainted. This disease can also be caught through eating the corpse or drinking its fluids. If the infected creature is not buried but is burned instead, there is little to no chance of the taint spreading. The only known way to fight the taint is to burn it away. Removal of the tainted area will not work unless the area is made of stone. After an animal or creature has risen from the dead by this method, they will continue to decay at a rapid speed. Often times, the creature affected by the disease, will rise from the dead a week after death. After this point, they will wonder as a zombie or skeleton creature with the formers conscience until the body is completely decomposed and turns to dust. This process can take anywhere from a day to several months. The current method to know how long they have is to know the former creatures con score. This number multiplied by their modifier gives you the approximate lifetime of the creature in "undeath" if the creature makes a successful will save ( DC equaling their con score) they can survive for double the normal length of time. If the creature continues to do this, eventually they can become a permanently "living" undead creature. These are few and far between, at least from this disease, and tend to become a liche after a long enough period. This origin of this disease is thought to be in an ancient set of ruins in an old mountain valley. More on this set of ruins in its own location.<br />
<br />
== Last updated ==<br />
<br />
19:45, 17 October 2011 (MDT)</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox2&diff=538261User:Lyrad8791/sandbox22011-10-18T01:44:43Z<p>Lyrad8791: /* Taint, and its properties */</p>
<hr />
<div>=== The World of Peroan ===<br />
<br />
About 2,000 years ago, a small meteor (known around the world as a chunk of a star) hit the planet. This wiped out a large portion of the population. Those who wanted to leave the Island that it was going towards did so in many fleets. Only one entire fleet survived the voyage across the ocean. Since then, the kingdom from the island has split into many kingdoms and has minor strife between each other. For the most part, people live in peace with each other. Most of the races in DnD (Elves, Dwarves, Gnomes, and so on.) Are believed to be either myths or to have died off in the Cataclysm. The truth isn't that far off. Most of the other races where decimated as much as, if not more then, the human race. Few times have any from these races been seen, and the few times most have, it was thought of as a fluke or an illusion by some mage. Despite the lack of these other races being seen, there is ample proof that some other races lived before the humans settled the current area of the world. There are many wonders that defy logic and reason, The Floating Island is likely the most popular and hardest to believe. That aside, there is much to do to finish rebuilding the empires. <br />
<br />
<br />
<br />
==The Kingdoms==<br />
<br />
There are currently 5 different kingdoms (kingdoms being of a single race of humans or people who live within the same type of region). These are as follows: <br />
<br />
Kepp [kep], The mountain and hill kingdom, is comprised of warriors and smiths, which many lean toward being called barbarians in many ways. <br />
<br />
Jarn [jarn], the plains and fields kingdom, is comprised of nomads and small tribes of barbarians. Each nomadic tribe provides for itself, and chooses its leader according to who is best at the time. Sometimes, a leader can last in place for years, at other times, this leader is only leader for as long as they are in the same area or situation. Generally speaking, the leader is the one who is most fit for the job at the time, and gets replaced if the situation changes and someone else is more fit for the place.<br />
<br />
Krael [cray-ol], the jungle and forest kingdom, is comprised mostly of rangers, druids, and bandits, hermits also fall within this kingdom if they are within the confines of a forest. The leader among this kingdom is not one person, but two. Depending on what the circumstances are, you might talk to or have to deal with one, the other, or both people in charge. These people are known as The Negotiator, which is normally an elder, possibly a druid or hermit of good standing with other kingdoms as well as their own, is the one who speaks on behalf of the kingdom and settles kingdom wide debates; the Warlord, which is the person who rules the bands movements and hostile forces when needed, also the one who tends to lead the hunts when large hunting parties are formed. There are two versions of these leaders, the kingdom wide Warlord and Negotiator as well as the local Warlord and Negotiator.<br />
<br />
Saelk [sale-k], the kingdom of sea and shore, is comprised of water villages, small islands and fishermen. These people tend to be the leading merchants in certain types of product. Just as you would want to go to a mountain kingdom dealer for Iron, you would go to the Sea kingdom for Salt. Obviously, some kingdoms have a monopoly on certain products while other products can be found through multiple kingdoms. This kingdom is ruled by a council of elders and highly experienced people. This council does not dictate the everyday life of its people, but pools their knowledge and resources into providing better lifestyle for all. Sometimes this is in information on a new place to find a certain fish, sometimes it is in the knowledge to the younger generation on weather currents, and the likely hood of storms. <br />
<br />
Magus [may-jus], the kingdom of mages, is comprised solely of mages and sorcerers. While this kingdom is comprised completely of two types of magical people, it also encompasses all the other kingdoms as well as its own. This kingdom does not dictate other kingdoms, but its people must follow their rules in addition to the kingdom they live within. For instance, a mage is born in the Forest kingdom. At a certain point, they will be taken into the Magus kingdom and trained to be, what is considered by the ruling factions in the kingdom, what a proper mage should be. After they reach a certain level they are taken back to where they came from and are let loose upon the world. While this may sound neglectful, you must remember that, the mage must abide by the rules set upon them by BOTH kingdoms, not just one. Otherwise, they will be punished by both. Sometimes, this is just a small matter, while in other cases, the person involved will become exiled from their birth kingdom and put into a service of some sort within the Magus kingdom. More about this kingdom will be posted later on. The leader of the Magus kingdom is actually dependent upon who you talk to. While there is no leader for the kingdom as a whole, each section (or school, town, what-have-you) has their own leader. Much like the Plains kingdom runs, these schools do the same. Only these leaders last until they either decide to step down, or the die. Often times, these leaders are overthrown by up and coming mages who are more powerful. These leaders tend to last only a little amount of time before they step down due to the large amount of work required to maintain their place.<br />
<br />
==The Cities==<br />
<br />
Ion [i-on], which lies within the Kingdom of Kepp, is nestled into a small mountain valley. Its main export is iron, while it also has a smaller export of coal. This town, while small, boasts an impressive amount of militaristic force when the need arises. Unlike many towns, this one does not have a local guardhouse from which it relies upon for defense. Instead, this town has trained itself with basic weapons; such as a mining pick and blacksmith hammer. This town is often attacked by marauding Orcs and other goblinoids. It is also near one of the only suspected dragon hoards remaining in this region.<br />
<br />
The Island of Penn is a small island, which is named after a sailor who died upon its shores, after the Island was nearly submerged. This sailor was Drigor Penn, who was known for his skill while maneuvering through storms and similar weather upon the ocean. The main exported product here is whale oil, often used as an exotic fuel for lamps as well as being used for cooking. Many people go miles just to taste something cooked in the whale oil produced by the Sea kingdom.<br />
<br />
Hiloja [hil-oh-ja], is a town within, living, hollowed out trees, which span hundreds of feet into the air. These trees that are used for housing tend to be solid white, and appear to be some kind of Oak. The exact age of these trees, or the forest they dwell within, is not known, but they have been around at least a few thousand years. They are a primary source of high quality hides and leathers from larger animals such as bears and elk.<br />
<br />
Ferael [fer-ale], a small nomadic village, made primarily of tents and small removable houses on the plains. The village stays in a single place for no more then a few weeks before going to a new designated area. The main export that is produced, by this and many other villages like it, is its goat cheese. Since these villages often have small to medium sized herds of goats (around 5-10 goats in total). This is one of the many reasons why the villages move so often. Some of these villages herd sheep and export wool instead of goats, since the sparse vegetation can sustain sheep much longer then it can goats. While few and far between, some even herd cattle. Although they are not rare, they take far more time and maintenance then either of the other two options, as well as being the most likely to be stolen or killed for their meat.<br />
<br />
== Taint, and its properties ==<br />
<br />
(Under name revision, as well as more information upon the effects of the disease itself.)<br />
An undead disease, that spreads slowly through "poisoned" water, is spreading across vast expanses of land. Sea water seems highly resistant, if not completely immune, to the effects. The animals that die, or have been dead for less than a weeks time, rise within one week after death as undead creatures. Animals that survive here become tainted and can spread the disease to any they bite. If infected by this disease, a week after initial infection the creature begins to turn pale, go rabid (or dire), as well as beginning to rot from the inside out, without the penalties for doing so (this disease does not cause death in this fashion). They exhibit similar symptoms and can pass on the taint in the same manner they got it themselves. As before, one week after death, the creature will rise as an undead. Due to this, the taint is also spread by the death of an infected creature. In this method, an infected creature can cause a Taint to grow in a region which is untainted. This disease can also be caught through eating the corpse or drinking its fluids. If the infected creature is not buried but is burned instead, there is little to no chance of the taint spreading. The only known way to fight the taint is to burn it away. Removal of the tainted area will not work unless the area is made of stone. After an animal or creature has risen from the dead by this method, they will continue to decay at a rapid speed. Often times, the creature affected by the disease, will rise from the dead a week after death. After this point, they will wonder as a zombie or skeleton creature with the formers conscience until the body is completely decomposed and turns to dust. This process can take anywhere from a day to several months. The current method to know how long they have is to know the former creatures con score. This number multiplied by their modifier gives you the approximate lifetime of the creature in "undeath" if the creature makes a successful will save ( DC equaling their con score) they can survive for double the normal length of time. If the creature continues to do this, eventually they can become a permanently "living" undead creature. These are few and far between, at least from this disease, and tend to become a liche after a long enough period. This origin of this disease is thought to be in an ancient set of ruins in an old mountain valley. More on this set of ruins in its own location.<br />
<br />
== Last updated ==<br />
<br />
21:21, 11 October 2011 (MDT)</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=Discussion:Import/Export_Ideas_for_towns_and_cities_in_the_middle_ages&diff=537701Discussion:Import/Export Ideas for towns and cities in the middle ages2011-10-12T03:37:20Z<p>Lyrad8791: /* Import and Export ideas for towns in the medieval era */</p>
<hr />
<div>=== [[User:Lyrad8791|Lyrad8791]]&nbsp;<small><small>21:36, 11 October 2011 (MDT)</small></small> ===<br />
So, I am working on building a "Campaign World" and have come to the point of building towns. While I have populations and such as well as the ruler type for towns setup in my head, I need ideas, and good reasoning behind them, for Imports and almost more importantly, Exports. I have one town, by the name of Ion, which exports Iron and Coal. The town depends heavily on the sale of Iron, but gets by with the amount of Coal that they mine out as well. I have towns that live in forests, plains, and sea shores or islands. Currently, I am working on the mountain type towns to see what would be exported and why as well as what would be imported. What I mean by this, is large quantities bought and sold by the town to other towns. Any takers on this? <br />
<br />
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__NOTOC__</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=Discussion:Import/Export_Ideas_for_towns_and_cities_in_the_middle_ages&diff=537700Discussion:Import/Export Ideas for towns and cities in the middle ages2011-10-12T03:36:45Z<p>Lyrad8791: /* Import and Export ideas for towns in the medieval era */</p>
<hr />
<div>== Import and Export ideas for towns in the medieval era ==<br />
<br />
=== [[User:Lyrad8791|Lyrad8791]]&nbsp;<small><small>21:36, 11 October 2011 (MDT)</small></small> ===<br />
So, I am working on building a "Campaign World" and have come to the point of building towns. While I have populations and such as well as the ruler type for towns setup in my head, I need ideas, and good reasoning behind them, for Imports and almost more importantly, Exports. I have one town, by the name of Ion, which exports Iron and Coal. The town depends heavily on the sale of Iron, but gets by with the amount of Coal that they mine out as well. I have towns that live in forests, plains, and sea shores or islands. Currently, I am working on the mountain type towns to see what would be exported and why as well as what would be imported. What I mean by this, is large quantities bought and sold by the town to other towns. Any takers on this? <br />
<br />
<!-- DO NOT REMOVE OR EDIT THIS LINE NOR ANYTHING BELOW IT<br />
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To make a comment, copy the following line and paste it above the "DO NOT REMOVE" line:<br />
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{{Forumfooter|Discussion}}<br />
__NOTOC__</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=Discussion:Import/Export_Ideas_for_towns_and_cities_in_the_middle_ages&diff=537699Discussion:Import/Export Ideas for towns and cities in the middle ages2011-10-12T03:35:58Z<p>Lyrad8791: Created page with "== Import and Export ideas for towns in the medieval era == So, I am working on building a "Campaign World" and have come to the point of building towns. While I have population..."</p>
<hr />
<div>== Import and Export ideas for towns in the medieval era ==<br />
<br />
So, I am working on building a "Campaign World" and have come to the point of building towns. While I have populations and such as well as the ruler type for towns setup in my head, I need ideas, and good reasoning behind them, for Imports and almost more importantly, Exports. I have one town, by the name of Ion, which exports Iron and Coal. The town depends heavily on the sale of Iron, but gets by with the amount of Coal that they mine out as well. I have towns that live in forests, plains, and sea shores or islands. Currently, I am working on the mountain type towns to see what would be exported and why as well as what would be imported. What I mean by this, is large quantities bought and sold by the town to other towns. Any takers on this? <br />
<br />
<!-- DO NOT REMOVE OR EDIT THIS LINE NOR ANYTHING BELOW IT<br />
<br />
To make a comment, copy the following line and paste it above the "DO NOT REMOVE" line:<br />
<br />
=== ~~~&nbsp;<small><small>~~~~~</small></small> ===<br />
<br />
--><br />
<br />
{{Forumfooter|Discussion}}<br />
__NOTOC__</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox2&diff=537697User:Lyrad8791/sandbox22011-10-12T03:21:36Z<p>Lyrad8791: /* Last updated */</p>
<hr />
<div>=== The World of Peroan ===<br />
<br />
About 2,000 years ago, a small meteor (known around the world as a chunk of a star) hit the planet. This wiped out a large portion of the population. Those who wanted to leave the Island that it was going towards did so in many fleets. Only one entire fleet survived the voyage across the ocean. Since then, the kingdom from the island has split into many kingdoms and has minor strife between each other. For the most part, people live in peace with each other. Most of the races in DnD (Elves, Dwarves, Gnomes, and so on.) Are believed to be either myths or to have died off in the Cataclysm. The truth isn't that far off. Most of the other races where decimated as much as, if not more then, the human race. Few times have any from these races been seen, and the few times most have, it was thought of as a fluke or an illusion by some mage. Despite the lack of these other races being seen, there is ample proof that some other races lived before the humans settled the current area of the world. There are many wonders that defy logic and reason, The Floating Island is likely the most popular and hardest to believe. That aside, there is much to do to finish rebuilding the empires. <br />
<br />
<br />
<br />
==The Kingdoms==<br />
<br />
There are currently 5 different kingdoms (kingdoms being of a single race of humans or people who live within the same type of region). These are as follows: <br />
<br />
Kepp [kep], The mountain and hill kingdom, is comprised of warriors and smiths, which many lean toward being called barbarians in many ways. <br />
<br />
Jarn [jarn], the plains and fields kingdom, is comprised of nomads and small tribes of barbarians. Each nomadic tribe provides for itself, and chooses its leader according to who is best at the time. Sometimes, a leader can last in place for years, at other times, this leader is only leader for as long as they are in the same area or situation. Generally speaking, the leader is the one who is most fit for the job at the time, and gets replaced if the situation changes and someone else is more fit for the place.<br />
<br />
Krael [cray-ol], the jungle and forest kingdom, is comprised mostly of rangers, druids, and bandits, hermits also fall within this kingdom if they are within the confines of a forest. The leader among this kingdom is not one person, but two. Depending on what the circumstances are, you might talk to or have to deal with one, the other, or both people in charge. These people are known as The Negotiator, which is normally an elder, possibly a druid or hermit of good standing with other kingdoms as well as their own, is the one who speaks on behalf of the kingdom and settles kingdom wide debates; the Warlord, which is the person who rules the bands movements and hostile forces when needed, also the one who tends to lead the hunts when large hunting parties are formed. There are two versions of these leaders, the kingdom wide Warlord and Negotiator as well as the local Warlord and Negotiator.<br />
<br />
Saelk [sale-k], the kingdom of sea and shore, is comprised of water villages, small islands and fishermen. These people tend to be the leading merchants in certain types of product. Just as you would want to go to a mountain kingdom dealer for Iron, you would go to the Sea kingdom for Salt. Obviously, some kingdoms have a monopoly on certain products while other products can be found through multiple kingdoms. This kingdom is ruled by a council of elders and highly experienced people. This council does not dictate the everyday life of its people, but pools their knowledge and resources into providing better lifestyle for all. Sometimes this is in information on a new place to find a certain fish, sometimes it is in the knowledge to the younger generation on weather currents, and the likely hood of storms. <br />
<br />
Magus [may-jus], the kingdom of mages, is comprised solely of mages and sorcerers. While this kingdom is comprised completely of two types of magical people, it also encompasses all the other kingdoms as well as its own. This kingdom does not dictate other kingdoms, but its people must follow their rules in addition to the kingdom they live within. For instance, a mage is born in the Forest kingdom. At a certain point, they will be taken into the Magus kingdom and trained to be, what is considered by the ruling factions in the kingdom, what a proper mage should be. After they reach a certain level they are taken back to where they came from and are let loose upon the world. While this may sound neglectful, you must remember that, the mage must abide by the rules set upon them by BOTH kingdoms, not just one. Otherwise, they will be punished by both. Sometimes, this is just a small matter, while in other cases, the person involved will become exiled from their birth kingdom and put into a service of some sort within the Magus kingdom. More about this kingdom will be posted later on. The leader of the Magus kingdom is actually dependent upon who you talk to. While there is no leader for the kingdom as a whole, each section (or school, town, what-have-you) has their own leader. Much like the Plains kingdom runs, these schools do the same. Only these leaders last until they either decide to step down, or the die. Often times, these leaders are overthrown by up and coming mages who are more powerful. These leaders tend to last only a little amount of time before they step down due to the large amount of work required to maintain their place.<br />
<br />
==The Cities==<br />
<br />
Ion [i-on], which lies within the Kingdom of Kepp, is nestled into a small mountain valley. Its main export is iron, while it also has a smaller export of coal. This town, while small, boasts an impressive amount of militaristic force when the need arises. Unlike many towns, this one does not have a local guardhouse from which it relies upon for defense. Instead, this town has trained itself with basic weapons; such as a mining pick and blacksmith hammer. This town is often attacked by marauding Orcs and other goblinoids. It is also near one of the only suspected dragon hoards remaining in this region.<br />
<br />
The Island of Penn is a small island, which is named after a sailor who died upon its shores, after the Island was nearly submerged. This sailor was Drigor Penn, who was known for his skill while maneuvering through storms and similar weather upon the ocean. The main exported product here is whale oil, often used as an exotic fuel for lamps as well as being used for cooking. Many people go miles just to taste something cooked in the whale oil produced by the Sea kingdom.<br />
<br />
Hiloja [hil-oh-ja], is a town within, living, hollowed out trees, which span hundreds of feet into the air. These trees that are used for housing tend to be solid white, and appear to be some kind of Oak. The exact age of these trees, or the forest they dwell within, is not known, but they have been around at least a few thousand years. They are a primary source of high quality hides and leathers from larger animals such as bears and elk.<br />
<br />
Ferael [fer-ale], a small nomadic village, made primarily of tents and small removable houses on the plains. The village stays in a single place for no more then a few weeks before going to a new designated area. The main export that is produced, by this and many other villages like it, is its goat cheese. Since these villages often have small to medium sized herds of goats (around 5-10 goats in total). This is one of the many reasons why the villages move so often. Some of these villages herd sheep and export wool instead of goats, since the sparse vegetation can sustain sheep much longer then it can goats. While few and far between, some even herd cattle. Although they are not rare, they take far more time and maintenance then either of the other two options, as well as being the most likely to be stolen or killed for their meat.<br />
<br />
== Taint, and its properties ==<br />
<br />
An undead disease, that spreads slowly through "poisoned" water, is spreading across vast expanses of land. Sea water seems highly resistant, if not completely immune, to the effects. The animals that die, or have been dead for less than a weeks time, rise within one week after death as undead creatures. Animals that survive here become tainted and can spread the disease to any they bite. If infected by this disease, a week after initial infection the creature begins to turn pale, go rabid (or dire), as well as beginning to rot from the inside out, without the penalties for doing so (this disease does not cause death in this fashion). They exhibit similar symptoms and can pass on the taint in the same manner they got it themselves. As before, one week after death, the creature will rise as an undead. Due to this, the taint is also spread by the death of an infected creature. In this method, an infected creature can cause a Taint to grow in a region which is untainted. This disease can also be caught through eating the corpse or drinking its fluids. If the infected creature is not buried but is burned instead, there is little to no chance of the taint spreading. The only known way to fight the taint is to burn it away. Removal of the tainted area will not work unless the area is made of stone.<br />
<br />
== Last updated ==<br />
<br />
21:21, 11 October 2011 (MDT)</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox2&diff=537695User:Lyrad8791/sandbox22011-10-12T03:00:15Z<p>Lyrad8791: /* Taint, and its properties */</p>
<hr />
<div>=== The World of Peroan ===<br />
<br />
About 2,000 years ago, a small meteor (known around the world as a chunk of a star) hit the planet. This wiped out a large portion of the population. Those who wanted to leave the Island that it was going towards did so in many fleets. Only one entire fleet survived the voyage across the ocean. Since then, the kingdom from the island has split into many kingdoms and has minor strife between each other. For the most part, people live in peace with each other. Most of the races in DnD (Elves, Dwarves, Gnomes, and so on.) Are believed to be either myths or to have died off in the Cataclysm. The truth isn't that far off. Most of the other races where decimated as much as, if not more then, the human race. Few times have any from these races been seen, and the few times most have, it was thought of as a fluke or an illusion by some mage. Despite the lack of these other races being seen, there is ample proof that some other races lived before the humans settled the current area of the world. There are many wonders that defy logic and reason, The Floating Island is likely the most popular and hardest to believe. That aside, there is much to do to finish rebuilding the empires. <br />
<br />
<br />
<br />
==The Kingdoms==<br />
<br />
There are currently 5 different kingdoms (kingdoms being of a single race of humans or people who live within the same type of region). These are as follows: <br />
<br />
Kepp [kep], The mountain and hill kingdom, is comprised of warriors and smiths, which many lean toward being called barbarians in many ways. <br />
<br />
Jarn [jarn], the plains and fields kingdom, is comprised of nomads and small tribes of barbarians. Each nomadic tribe provides for itself, and chooses its leader according to who is best at the time. Sometimes, a leader can last in place for years, at other times, this leader is only leader for as long as they are in the same area or situation. Generally speaking, the leader is the one who is most fit for the job at the time, and gets replaced if the situation changes and someone else is more fit for the place.<br />
<br />
Krael [cray-ol], the jungle and forest kingdom, is comprised mostly of rangers, druids, and bandits, hermits also fall within this kingdom if they are within the confines of a forest. The leader among this kingdom is not one person, but two. Depending on what the circumstances are, you might talk to or have to deal with one, the other, or both people in charge. These people are known as The Negotiator, which is normally an elder, possibly a druid or hermit of good standing with other kingdoms as well as their own, is the one who speaks on behalf of the kingdom and settles kingdom wide debates; the Warlord, which is the person who rules the bands movements and hostile forces when needed, also the one who tends to lead the hunts when large hunting parties are formed. There are two versions of these leaders, the kingdom wide Warlord and Negotiator as well as the local Warlord and Negotiator.<br />
<br />
Saelk [sale-k], the kingdom of sea and shore, is comprised of water villages, small islands and fishermen. These people tend to be the leading merchants in certain types of product. Just as you would want to go to a mountain kingdom dealer for Iron, you would go to the Sea kingdom for Salt. Obviously, some kingdoms have a monopoly on certain products while other products can be found through multiple kingdoms. This kingdom is ruled by a council of elders and highly experienced people. This council does not dictate the everyday life of its people, but pools their knowledge and resources into providing better lifestyle for all. Sometimes this is in information on a new place to find a certain fish, sometimes it is in the knowledge to the younger generation on weather currents, and the likely hood of storms. <br />
<br />
Magus [may-jus], the kingdom of mages, is comprised solely of mages and sorcerers. While this kingdom is comprised completely of two types of magical people, it also encompasses all the other kingdoms as well as its own. This kingdom does not dictate other kingdoms, but its people must follow their rules in addition to the kingdom they live within. For instance, a mage is born in the Forest kingdom. At a certain point, they will be taken into the Magus kingdom and trained to be, what is considered by the ruling factions in the kingdom, what a proper mage should be. After they reach a certain level they are taken back to where they came from and are let loose upon the world. While this may sound neglectful, you must remember that, the mage must abide by the rules set upon them by BOTH kingdoms, not just one. Otherwise, they will be punished by both. Sometimes, this is just a small matter, while in other cases, the person involved will become exiled from their birth kingdom and put into a service of some sort within the Magus kingdom. More about this kingdom will be posted later on. The leader of the Magus kingdom is actually dependent upon who you talk to. While there is no leader for the kingdom as a whole, each section (or school, town, what-have-you) has their own leader. Much like the Plains kingdom runs, these schools do the same. Only these leaders last until they either decide to step down, or the die. Often times, these leaders are overthrown by up and coming mages who are more powerful. These leaders tend to last only a little amount of time before they step down due to the large amount of work required to maintain their place.<br />
<br />
==The Cities==<br />
<br />
Ion [i-on], which lies within the Kingdom of Kepp, is nestled into a small mountain valley. Its main export is iron, while it also has a smaller export of coal. This town, while small, boasts an impressive amount of militaristic force when the need arises. Unlike many towns, this one does not have a local guardhouse from which it relies upon for defense. Instead, this town has trained itself with basic weapons; such as a mining pick and blacksmith hammer. This town is often attacked by marauding Orcs and other goblinoids. It is also near one of the only suspected dragon hoards remaining in this region.<br />
<br />
The Island of Penn is a small island, which is named after a sailor who died upon its shores, after the Island was nearly submerged. This sailor was Drigor Penn, who was known for his skill while maneuvering through storms and similar weather upon the ocean. The main exported product here is whale oil, often used as an exotic fuel for lamps as well as being used for cooking. Many people go miles just to taste something cooked in the whale oil produced by the Sea kingdom.<br />
<br />
Hiloja [hil-oh-ja], is a town within, living, hollowed out trees, which span hundreds of feet into the air. These trees that are used for housing tend to be solid white, and appear to be some kind of Oak. The exact age of these trees, or the forest they dwell within, is not known, but they have been around at least a few thousand years. They are a primary source of high quality hides and leathers from larger animals such as bears and elk.<br />
<br />
Ferael [fer-ale], a small nomadic village, made primarily of tents and small removable houses on the plains. The village stays in a single place for no more then a few weeks before going to a new designated area. The main export that is produced, by this and many other villages like it, is its goat cheese. Since these villages often have small to medium sized herds of goats (around 5-10 goats in total). This is one of the many reasons why the villages move so often. Some of these villages herd sheep and export wool instead of goats, since the sparse vegetation can sustain sheep much longer then it can goats. While few and far between, some even herd cattle. Although they are not rare, they take far more time and maintenance then either of the other two options, as well as being the most likely to be stolen or killed for their meat.<br />
<br />
== Taint, and its properties ==<br />
<br />
An undead disease, that spreads slowly through "poisoned" water, is spreading across vast expanses of land. Sea water seems highly resistant, if not completely immune, to the effects. The animals that die, or have been dead for less than a weeks time, rise within one week after death as undead creatures. Animals that survive here become tainted and can spread the disease to any they bite. If infected by this disease, a week after initial infection the creature begins to turn pale, go rabid (or dire), as well as beginning to rot from the inside out, without the penalties for doing so (this disease does not cause death in this fashion). They exhibit similar symptoms and can pass on the taint in the same manner they got it themselves. As before, one week after death, the creature will rise as an undead. Due to this, the taint is also spread by the death of an infected creature. In this method, an infected creature can cause a Taint to grow in a region which is untainted. This disease can also be caught through eating the corpse or drinking its fluids. If the infected creature is not buried but is burned instead, there is little to no chance of the taint spreading. The only known way to fight the taint is to burn it away. Removal of the tainted area will not work unless the area is made of stone.<br />
<br />
== Last updated ==<br />
<br />
This was last updated on 20:06, 10 October 2011 (MDT)</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox2&diff=537694User:Lyrad8791/sandbox22011-10-12T02:50:07Z<p>Lyrad8791: /* The Cities */</p>
<hr />
<div>=== The World of Peroan ===<br />
<br />
About 2,000 years ago, a small meteor (known around the world as a chunk of a star) hit the planet. This wiped out a large portion of the population. Those who wanted to leave the Island that it was going towards did so in many fleets. Only one entire fleet survived the voyage across the ocean. Since then, the kingdom from the island has split into many kingdoms and has minor strife between each other. For the most part, people live in peace with each other. Most of the races in DnD (Elves, Dwarves, Gnomes, and so on.) Are believed to be either myths or to have died off in the Cataclysm. The truth isn't that far off. Most of the other races where decimated as much as, if not more then, the human race. Few times have any from these races been seen, and the few times most have, it was thought of as a fluke or an illusion by some mage. Despite the lack of these other races being seen, there is ample proof that some other races lived before the humans settled the current area of the world. There are many wonders that defy logic and reason, The Floating Island is likely the most popular and hardest to believe. That aside, there is much to do to finish rebuilding the empires. <br />
<br />
<br />
<br />
==The Kingdoms==<br />
<br />
There are currently 5 different kingdoms (kingdoms being of a single race of humans or people who live within the same type of region). These are as follows: <br />
<br />
Kepp [kep], The mountain and hill kingdom, is comprised of warriors and smiths, which many lean toward being called barbarians in many ways. <br />
<br />
Jarn [jarn], the plains and fields kingdom, is comprised of nomads and small tribes of barbarians. Each nomadic tribe provides for itself, and chooses its leader according to who is best at the time. Sometimes, a leader can last in place for years, at other times, this leader is only leader for as long as they are in the same area or situation. Generally speaking, the leader is the one who is most fit for the job at the time, and gets replaced if the situation changes and someone else is more fit for the place.<br />
<br />
Krael [cray-ol], the jungle and forest kingdom, is comprised mostly of rangers, druids, and bandits, hermits also fall within this kingdom if they are within the confines of a forest. The leader among this kingdom is not one person, but two. Depending on what the circumstances are, you might talk to or have to deal with one, the other, or both people in charge. These people are known as The Negotiator, which is normally an elder, possibly a druid or hermit of good standing with other kingdoms as well as their own, is the one who speaks on behalf of the kingdom and settles kingdom wide debates; the Warlord, which is the person who rules the bands movements and hostile forces when needed, also the one who tends to lead the hunts when large hunting parties are formed. There are two versions of these leaders, the kingdom wide Warlord and Negotiator as well as the local Warlord and Negotiator.<br />
<br />
Saelk [sale-k], the kingdom of sea and shore, is comprised of water villages, small islands and fishermen. These people tend to be the leading merchants in certain types of product. Just as you would want to go to a mountain kingdom dealer for Iron, you would go to the Sea kingdom for Salt. Obviously, some kingdoms have a monopoly on certain products while other products can be found through multiple kingdoms. This kingdom is ruled by a council of elders and highly experienced people. This council does not dictate the everyday life of its people, but pools their knowledge and resources into providing better lifestyle for all. Sometimes this is in information on a new place to find a certain fish, sometimes it is in the knowledge to the younger generation on weather currents, and the likely hood of storms. <br />
<br />
Magus [may-jus], the kingdom of mages, is comprised solely of mages and sorcerers. While this kingdom is comprised completely of two types of magical people, it also encompasses all the other kingdoms as well as its own. This kingdom does not dictate other kingdoms, but its people must follow their rules in addition to the kingdom they live within. For instance, a mage is born in the Forest kingdom. At a certain point, they will be taken into the Magus kingdom and trained to be, what is considered by the ruling factions in the kingdom, what a proper mage should be. After they reach a certain level they are taken back to where they came from and are let loose upon the world. While this may sound neglectful, you must remember that, the mage must abide by the rules set upon them by BOTH kingdoms, not just one. Otherwise, they will be punished by both. Sometimes, this is just a small matter, while in other cases, the person involved will become exiled from their birth kingdom and put into a service of some sort within the Magus kingdom. More about this kingdom will be posted later on. The leader of the Magus kingdom is actually dependent upon who you talk to. While there is no leader for the kingdom as a whole, each section (or school, town, what-have-you) has their own leader. Much like the Plains kingdom runs, these schools do the same. Only these leaders last until they either decide to step down, or the die. Often times, these leaders are overthrown by up and coming mages who are more powerful. These leaders tend to last only a little amount of time before they step down due to the large amount of work required to maintain their place.<br />
<br />
==The Cities==<br />
<br />
Ion [i-on], which lies within the Kingdom of Kepp, is nestled into a small mountain valley. Its main export is iron, while it also has a smaller export of coal. This town, while small, boasts an impressive amount of militaristic force when the need arises. Unlike many towns, this one does not have a local guardhouse from which it relies upon for defense. Instead, this town has trained itself with basic weapons; such as a mining pick and blacksmith hammer. This town is often attacked by marauding Orcs and other goblinoids. It is also near one of the only suspected dragon hoards remaining in this region.<br />
<br />
The Island of Penn is a small island, which is named after a sailor who died upon its shores, after the Island was nearly submerged. This sailor was Drigor Penn, who was known for his skill while maneuvering through storms and similar weather upon the ocean. The main exported product here is whale oil, often used as an exotic fuel for lamps as well as being used for cooking. Many people go miles just to taste something cooked in the whale oil produced by the Sea kingdom.<br />
<br />
Hiloja [hil-oh-ja], is a town within, living, hollowed out trees, which span hundreds of feet into the air. These trees that are used for housing tend to be solid white, and appear to be some kind of Oak. The exact age of these trees, or the forest they dwell within, is not known, but they have been around at least a few thousand years. They are a primary source of high quality hides and leathers from larger animals such as bears and elk.<br />
<br />
Ferael [fer-ale], a small nomadic village, made primarily of tents and small removable houses on the plains. The village stays in a single place for no more then a few weeks before going to a new designated area. The main export that is produced, by this and many other villages like it, is its goat cheese. Since these villages often have small to medium sized herds of goats (around 5-10 goats in total). This is one of the many reasons why the villages move so often. Some of these villages herd sheep and export wool instead of goats, since the sparse vegetation can sustain sheep much longer then it can goats. While few and far between, some even herd cattle. Although they are not rare, they take far more time and maintenance then either of the other two options, as well as being the most likely to be stolen or killed for their meat.<br />
<br />
== Taint, and its properties ==<br />
<br />
== Last updated ==<br />
<br />
This was last updated on 20:06, 10 October 2011 (MDT)</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox2&diff=537671User:Lyrad8791/sandbox22011-10-11T19:25:50Z<p>Lyrad8791: /* The Kingdoms */</p>
<hr />
<div>=== The World of Peroan ===<br />
<br />
About 2,000 years ago, a small meteor (known around the world as a chunk of a star) hit the planet. This wiped out a large portion of the population. Those who wanted to leave the Island that it was going towards did so in many fleets. Only one entire fleet survived the voyage across the ocean. Since then, the kingdom from the island has split into many kingdoms and has minor strife between each other. For the most part, people live in peace with each other. Most of the races in DnD (Elves, Dwarves, Gnomes, and so on.) Are believed to be either myths or to have died off in the Cataclysm. The truth isn't that far off. Most of the other races where decimated as much as, if not more then, the human race. Few times have any from these races been seen, and the few times most have, it was thought of as a fluke or an illusion by some mage. Despite the lack of these other races being seen, there is ample proof that some other races lived before the humans settled the current area of the world. There are many wonders that defy logic and reason, The Floating Island is likely the most popular and hardest to believe. That aside, there is much to do to finish rebuilding the empires. <br />
<br />
<br />
<br />
==The Kingdoms==<br />
<br />
There are currently 5 different kingdoms (kingdoms being of a single race of humans or people who live within the same type of region). These are as follows: <br />
<br />
Kepp [kep], The mountain and hill kingdom, is comprised of warriors and smiths, which many lean toward being called barbarians in many ways. <br />
<br />
Jarn [jarn], the plains and fields kingdom, is comprised of nomads and small tribes of barbarians. Each nomadic tribe provides for itself, and chooses its leader according to who is best at the time. Sometimes, a leader can last in place for years, at other times, this leader is only leader for as long as they are in the same area or situation. Generally speaking, the leader is the one who is most fit for the job at the time, and gets replaced if the situation changes and someone else is more fit for the place.<br />
<br />
Krael [cray-ol], the jungle and forest kingdom, is comprised mostly of rangers, druids, and bandits, hermits also fall within this kingdom if they are within the confines of a forest. The leader among this kingdom is not one person, but two. Depending on what the circumstances are, you might talk to or have to deal with one, the other, or both people in charge. These people are known as The Negotiator, which is normally an elder, possibly a druid or hermit of good standing with other kingdoms as well as their own, is the one who speaks on behalf of the kingdom and settles kingdom wide debates; the Warlord, which is the person who rules the bands movements and hostile forces when needed, also the one who tends to lead the hunts when large hunting parties are formed. There are two versions of these leaders, the kingdom wide Warlord and Negotiator as well as the local Warlord and Negotiator.<br />
<br />
Saelk [sale-k], the kingdom of sea and shore, is comprised of water villages, small islands and fishermen. These people tend to be the leading merchants in certain types of product. Just as you would want to go to a mountain kingdom dealer for Iron, you would go to the Sea kingdom for Salt. Obviously, some kingdoms have a monopoly on certain products while other products can be found through multiple kingdoms. This kingdom is ruled by a council of elders and highly experienced people. This council does not dictate the everyday life of its people, but pools their knowledge and resources into providing better lifestyle for all. Sometimes this is in information on a new place to find a certain fish, sometimes it is in the knowledge to the younger generation on weather currents, and the likely hood of storms. <br />
<br />
Magus [may-jus], the kingdom of mages, is comprised solely of mages and sorcerers. While this kingdom is comprised completely of two types of magical people, it also encompasses all the other kingdoms as well as its own. This kingdom does not dictate other kingdoms, but its people must follow their rules in addition to the kingdom they live within. For instance, a mage is born in the Forest kingdom. At a certain point, they will be taken into the Magus kingdom and trained to be, what is considered by the ruling factions in the kingdom, what a proper mage should be. After they reach a certain level they are taken back to where they came from and are let loose upon the world. While this may sound neglectful, you must remember that, the mage must abide by the rules set upon them by BOTH kingdoms, not just one. Otherwise, they will be punished by both. Sometimes, this is just a small matter, while in other cases, the person involved will become exiled from their birth kingdom and put into a service of some sort within the Magus kingdom. More about this kingdom will be posted later on. The leader of the Magus kingdom is actually dependent upon who you talk to. While there is no leader for the kingdom as a whole, each section (or school, town, what-have-you) has their own leader. Much like the Plains kingdom runs, these schools do the same. Only these leaders last until they either decide to step down, or the die. Often times, these leaders are overthrown by up and coming mages who are more powerful. These leaders tend to last only a little amount of time before they step down due to the large amount of work required to maintain their place.<br />
<br />
==The Cities==<br />
<br />
Ion [i-on], which lies within the Kingdom of Kepp, is nestled into a small mountain valley. Its main export is iron, while it also has a smaller export of coal. This town, while small, boasts an impressive amount of militaristic force when the need arises. Unlike many towns, this one does not have a local guardhouse from which it relies upon for defense. Instead, this town has trained itself with basic weapons; such as a mining pick and blacksmith hammer. This town is often attacked by marauding Orcs and other goblinoids. It is also near one of the only suspected dragon hoards remaining in this region.<br />
<br />
The Island of Penn is a small island, which is named after a sailor who died upon its shores, after the Island was nearly submerged. This sailor was Drigor Penn, who was known for his skill while maneuvering through storms and similar weather upon the ocean. The main exported product here is whale oil, often used as an exotic fuel for lamps as well as being used for cooking. Many people go miles just to taste something cooked in the whale oil produced by the Sea kingdom.<br />
<br />
Hiloja [hil-oh-ja], is a town within, living, hollowed out trees, which span hundreds of feet into the air. These trees that are used for housing tend to be solid white, and appear to be some kind of Oak. The exact age of these trees, or the forest they dwell within, is not known, but they have been around at least a few thousand years. They are a primary source of high quality hides and leathers from larger animals such as bears and elk.<br />
<br />
Ferael [fer-ale], a small nomadic village, made primarily of tents and small removable houses on the plains. The village stays in a single place for no more then a few weeks before going to a new designated area. The main export that is produced, by this and many other villages like it, is its goat cheese. Since these villages often have small to medium sized herds of goats (around 5-10 goats in total). This is one of the many reasons why the villages move so often. Some of these villages herd sheep and export wool instead of goats, since the sparse vegetation can sustain sheep much longer then it can goats. While few and far between, some even herd cattle. Although they are not rare, they take far more time and maintenance then either of the other two options, as well as being the most likely to be stolen or killed for their meat.<br />
<br />
== Last updated ==<br />
<br />
This was last updated on 20:06, 10 October 2011 (MDT)</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User_talk:Dj00345&diff=537670User talk:Dj003452011-10-11T19:18:28Z<p>Lyrad8791: /* Hey DJ00345 */</p>
<hr />
<div>==About your "Help??" sections on pages==<br />
I noticed on a few of your pages you've included a little blurb offering help to people trying to include your material in their games. While this is probably appreciated, you should post this on the discussion page, not on the page itself. If you need me to clear this up, leave a message on my discussion page. --[[User:Badger|Badger]] 20:49, 1 January 2011 (MST)<br />
<br />
:If you need help getting the hang of wiki formatting, I'd advise you to check out my [[User:Badger/sandbox3|New User Guide]]. There are better resources for general wiki-code, but this guide is specially geared to making and editing pages on this wiki. It's unfinished, and incomplete, but it does have a lot of helpful things, and what it does have is better organized than any other editing help on the wiki. Eventually I will get around to finishing it, but if you have any questions just ask on my talk page, or on the talk page of the thing you need clarified. --[[User:Badger|Badger]] 14:20, 3 January 2011 (MST)<br />
<br />
==Identifiers==<br />
As you may have noticed, we try to keep identifiers at the end of all of our pages. We do this so we can have, for example, a creature and a race by the same name. On the NPCs you've created, you're making both a page with the identifier, and one without. I'm going to go through and place the delete template on the ones without the identifier. In the future, try to only make one page. If you need help with linking again, I can show you how to make links that have text other than the page's name. --[[User:Badger|Badger]] 18:31, 4 January 2011 (MST)<br />
<br />
==Hi Dj00345==<br />
Here's the comment you wanted me to leave. [[User:ELord]]<br />
<br />
==Images==<br />
I've noticed you're adding a bunch of images to the wiki, which is totally ok. However, you need to make sure that the owners of the images know and OK with it. It's a violation of copyright to have images without their permission. Violations of copyright are bad. A lot of artists are ok with using their work as long as you leave a note like "'Bird in Flight' by Gus Anderson" somewhere on the site. You just need to be sure that you aren't using art without the owner's permission. --[[User:Badger|Badger]] 19:33, 6 March 2011 (MST)<br />
<br />
:Oh ok.. I will fix that right away.. Srry! [[User:Dj00345|Dj00345]] 19:00, 6 March 2011 (MST)<br />
<br />
::You can't just credit the artist; you have to ask them if you're allowed to use it at all. They might say no, in which case you have to remove it entirely. A lot of artists are ok with it, but some aren't. You have to ask each one individually, to find out what they want, or just use images that are free to use. I know, for example, your Malik Gro Malar picture is done by Todd Lockwood, and I think WotC actually owns the rights to it. That means odds are we can't have it on the site at all. To be clear: if you haven't gotten express permission from the artist, you shouldn't include any art you don't own. --[[User:Badger|Badger]] 19:33, 6 March 2011 (MST)<br />
<br />
:::Ok. Apparently some of the images that I had already put the names of the artists were actually free. Lord Malik Gro Malar's picture will be removed. All the others were free. My mistake.... Srry for the inconvenience.... [[User:Dj00345|Dj00345]] 19:38, 6 March 2011 (MST)<br />
<br />
::::Yeah, like I said, some people love it when you display their work, and sometimes the copyright has expired on art, but sometimes you need to ask permission first. Just be careful about what you upload in the future. --[[User:Badger|Badger]] 19:45, 6 March 2011 (MST)<br />
<br />
:::::All right. I'll pay more close attention. Thx Badger! [[User:Dj00345|Dj00345]] 19:52, 6 March 2011 (MST)<br />
<br />
::::::To mark an image for deletion (on media) add [[Template:Delete]] with a reason and it will be dealt with. --[[User:Green Dragon|Green Dragon]] 20:20, 6 March 2011 (MST)<br />
<br />
:::::::ok. i will see what i can do. thx. arent you the one who made this wiki, Green Dragon? [[User:Dj00345|Dj00345]] 05:48, 7 March 2011 (MST)<br />
<br />
::::::::i will let you know if i am having trouble with the template delete process. i am just trying to get rid of the picture. i already got it off the page. i dont really understand what to do to get it off media. [[User:Dj00345|Dj00345]] 05:50, 7 March 2011 (MST)<br />
<br />
== Sandboxes ==<br />
<br />
You have like a bajillion. Not saying that's a bad thing, but there probably is no need for so many. Take, for example, your spells. You can have a single page that has all of your spells. If you find yourself writing way more spells, so that the page is crazy long, you can break it apart into spells for each class. You, however, probably don't need a new page for every single spell. Not until you move them into the main namespace, at least. The only problem with having a billion sub-pages is that when you're done with them, you have to ask someone to come and delete them. That just makes more work for admins. While it's not really a big deal, they won't want to delete 40 pages, and they shouldn't have to. They have more important things to deal with, like vandalism (grrr...). Anyway, so I've gone through and re-directed the links on your sandbox to go to the right pages. You should still check to make sure pages go to the right place before making new pages, though. If what you are adding isn't ready for everyone on the wiki to see, it better have your username in front of the page (be sandboxed). Alright, well, it looks like you've got a lot of work to do, adding all these spells and whatnot, so have fun. Let me know if you need any help. --[[User:Badger|Badger]] 17:24, 8 March 2011 (MST)<br />
<br />
:I will let you know if i need any help. and thx. your right!! i do have a lot of WORK to do. This is going to be a long night...... [[User:Dj00345|Dj00345]] 17:30, 8 March 2011 (MST)<br />
<br />
== AD&D ==<br />
<br />
When I mentioned that I would like an AD&D section for this wiki, it was just a casual comment. Also, I play 1st edition AD&D, not 2E :) [[User:Camulus|Camulus]] 16:06, 26 April 2011 (MDT)<br />
<br />
: they are almost the same thing.... and its too late to stop making it. ive already got so far into it. still needs a lot of work. [[User:Dj00345|Dj00345]] 16:15, 26 April 2011 (MDT)<br />
<br />
== Srry! ==<br />
<br />
Hey everybody! Srry I haven't Been on in a while. Been very busy and still am!!! I am hoping to be not busy by the weekend!! I'll start adding more stuff on the weekend! [[User:Dj00345|Dj00345]] 13:36, 26 May 2011 (MDT)<br />
<br />
== ey man ==<br />
<br />
ey Dj have been wondering if you were still gunna help me on the Balor Tarraque cross. [[User:Ohgren|Ohgren]]<br />
<br />
:yeah I am. Just been kind of busy the last few days. I will take a look at it when I get back to Florida, (my house), and i will see what I can do!!! [[User:Dj00345|Dj00345]] 07:33, 17 July 2011 (MDT)<br />
<br />
::I've just been busy because I am going to be moving soon, and I am looking for a new house with my parents. I will be back to my house by Saturday, and then I will take a look. Just hang in there!!! I'll be back soon to help!!! [[User:Dj00345|Dj00345]] 07:36, 17 July 2011 (MDT)<br />
<br />
:::Np man Just curious you know like i have time, just thought id asked, wasnt sure if you forgot if u kno what i mean [[User:Ohgren|Ohgren]]<br />
<br />
::::k. By the way I left a message on your discussion for the Tarrassque and Balor thing. I may have an idea for it, but I need to know what plane of existence a Tarrassque lives on. I don't have my books with me because I am in another state.... Answer that question and then I can get started and show you when I finish. :) [[User:Dj00345|Dj00345]] 06:08, 22 July 2011 (MDT)<br />
<br />
::::: I would have to say its from the elemental plane cause from what i read its classed as a "Gargantuan elemental magical beast" and thats i can really say man thats all i kno bout the plane and stuff. But it should probly be the Material plane too idk man.[[User:Ohgren|Ohgren]] 21:06, 22 July 2011 (MDT)<br />
<br />
::::::that's ok. I just got back home and looked at my books. I know it is from the prime material plane. I will start working on the Tarrassque Balor and will show you the results on your discussion page about the Tarrassque mixes. (where it shows all the combinations you need help with. [[User:Dj00345|Dj00345]] 16:14, 23 July 2011 (MDT)<br />
<br />
:::::::OK man Sounds good Now idk if we should make more then one kind like each one is different in some way. we should also come up with our own race name for them [[User:Ohgren|Ohgren]] 00:42, 27 July 2011 (MDT)<br />
<br />
::::::::do you mean make a name so that we can stop calling it a Tarrassque Balor??? Because that I will agree on... As for the making more than one of a kind for each, hmmm.... I'm not sure.. Like for example if there are two of the Tarrassque Balor's in the same spot then they can be different in some way. But if they are completely different than I think that would be hard. If there is one thing or maybe two things different about each one then that should be easy to work out... [[User:Dj00345|Dj00345]] 13:57, 27 July 2011 (MDT)<br />
<br />
::::::::: oh one more thing, let's continue this conversation on this sandbox link that I will provide,(just so my talk page doesnt get super duper long)(look for the blue link below that says '''Ohgren's Tarrassque Mixes''', that way we can just copy and paste the results for you or whatever you want to do with them)... Is that alright??? If It is, then click on the link below, and make sure you '''Watch the page''' by clicking on the '''watch''' button. I'll make the sandbox and if u agree then we can start the conversation on there... I'll do the first comment, that way the page is up. I'll get to work on the Tarrassque Balor!! (we need to find a shorter name for it!) [[User:Dj00345|Dj00345]] 13:57, 27 July 2011 (MDT)<br />
<br />
:::::::::: here is the link to the sandbox... [[User:Dj00345/sandbox16|Ohgren's Tarrassque Mixes]].<br />
<br />
==Barnstar==<br />
{{Barnstar|I proudly present Dj00345 with this barnstar in honor of his dedication towards creating and improving 2.5e content here on D&D wiki, one of the previously unrepresented editions of D&D on the site. {{User:Hooper/autosig2}} 21:39, 5 September 2011 (MDT)}}<br />
<br />
:thank you, I will continue to make you proud. [[User:Dj00345|Dj00345]] 21:42, 5 September 2011 (MDT)<br />
<br />
== Hey DJ00345 ==<br />
<br />
Hey man, I have been working on my campaign world I am developing. I lost most of my work not to long ago when I lost my flash drive though. So I was wondering, would you like to help me out a bit with it? I just need someone to revise and edit what I get. I could also use help coming up with names and ideas for places. Its a large project and what not. If you would like to see what I have posted for people who would like to help, check it out [[User:Lyrad8791/sandbox2|here]]. Thanks for anything you might have the time for. [[User:Lyrad8791|Lyrad8791]] 20:57, 9 October 2011 (MDT)<br />
:sure. I'd love to help. Just let me know what you need help with, and I'll see what I can do. [[User:Dj00345|Dj00345]] 04:13, 10 October 2011 (MDT)<br />
<br />
::For the moment, I just need someone to go over what I have put up within my sandbox. Go over it and tell me whether something makes sense, whether I need to clarify something, or expand on a single idea. Ideas and revision for the most part is all I need at the moment. If you would like to do more, then please do, as this is a work in progress and isn't going to be used for anything for a long time yet. [[User:Lyrad8791|Lyrad8791]] 17:48, 10 October 2011 (MDT)<br />
<br />
:::ok I'll take a look. And I know what you mean when you say that it "is a work in progress and isn't going to be used for anything for a long time yet". I'm working on my own Campaign Setting as well, [[Temple (2.5e Campaign Setting)|Temple]], and I am no where close to finishing it. But I will take a look at yours and see what I can do. [[User:Dj00345|Dj00345]] 19:33, 10 October 2011 (MDT)<br />
<br />
:::: Awesome, thanks for anything you can help me with, seeing as you are also working upon your own setting. Is yours a single setting? Or is it more like mine, in that it isn't just a setting but an entire world? Or continent, as that is the current stage of production.... for the most part. Congrats on the Barnstar by the way. If you need or want any help on your own setting, leave me a message or something and I will see if I can do anything. I normally have tons of ideas that I can't use, or that I forget about before I ever manage to write them down for my own use. [[User:Lyrad8791|Lyrad8791]] 20:10, 10 October 2011 (MDT)<br />
<br />
:::::yeah thx. The barnstar took a while to get. My campaign setting, [[Temple (2.5e Campaign Setting)|Temple]], is a entire world. There is a city in the world called Temple, but mine is a whole world. And yes if I need help with my campaign setting, I'll be sure to ask you. I'll be glad to help you, and appreciate you offering to help me. [[User:Dj00345|Dj00345]] 21:26, 10 October 2011 (MDT)<br />
<br />
:::::: Well, I looked at Temple. I see that is in a post modern time period. Or rather, some version of that. After the Rapture and all that I mean. What I have read thus far looks great and much farther then what I have manage to put up in my sandbox as well. I will have to go through this "2.5E" section though, just so I know the differences between it and 2E. All in all, I like the looks of what you have and I can't really think of anything that you would need help on. If you decide you do need help though, tell me what with, maybe then I can think of something. Good work so far and good luck. [[User:Lyrad8791|Lyrad8791]] 13:18, 11 October 2011 (MDT)</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User_talk:Dj00345&diff=537645User talk:Dj003452011-10-11T02:10:01Z<p>Lyrad8791: /* Hey DJ00345 */</p>
<hr />
<div>==About your "Help??" sections on pages==<br />
I noticed on a few of your pages you've included a little blurb offering help to people trying to include your material in their games. While this is probably appreciated, you should post this on the discussion page, not on the page itself. If you need me to clear this up, leave a message on my discussion page. --[[User:Badger|Badger]] 20:49, 1 January 2011 (MST)<br />
<br />
:If you need help getting the hang of wiki formatting, I'd advise you to check out my [[User:Badger/sandbox3|New User Guide]]. There are better resources for general wiki-code, but this guide is specially geared to making and editing pages on this wiki. It's unfinished, and incomplete, but it does have a lot of helpful things, and what it does have is better organized than any other editing help on the wiki. Eventually I will get around to finishing it, but if you have any questions just ask on my talk page, or on the talk page of the thing you need clarified. --[[User:Badger|Badger]] 14:20, 3 January 2011 (MST)<br />
<br />
==Identifiers==<br />
As you may have noticed, we try to keep identifiers at the end of all of our pages. We do this so we can have, for example, a creature and a race by the same name. On the NPCs you've created, you're making both a page with the identifier, and one without. I'm going to go through and place the delete template on the ones without the identifier. In the future, try to only make one page. If you need help with linking again, I can show you how to make links that have text other than the page's name. --[[User:Badger|Badger]] 18:31, 4 January 2011 (MST)<br />
<br />
==Hi Dj00345==<br />
Here's the comment you wanted me to leave. [[User:ELord]]<br />
<br />
==Images==<br />
I've noticed you're adding a bunch of images to the wiki, which is totally ok. However, you need to make sure that the owners of the images know and OK with it. It's a violation of copyright to have images without their permission. Violations of copyright are bad. A lot of artists are ok with using their work as long as you leave a note like "'Bird in Flight' by Gus Anderson" somewhere on the site. You just need to be sure that you aren't using art without the owner's permission. --[[User:Badger|Badger]] 19:33, 6 March 2011 (MST)<br />
<br />
:Oh ok.. I will fix that right away.. Srry! [[User:Dj00345|Dj00345]] 19:00, 6 March 2011 (MST)<br />
<br />
::You can't just credit the artist; you have to ask them if you're allowed to use it at all. They might say no, in which case you have to remove it entirely. A lot of artists are ok with it, but some aren't. You have to ask each one individually, to find out what they want, or just use images that are free to use. I know, for example, your Malik Gro Malar picture is done by Todd Lockwood, and I think WotC actually owns the rights to it. That means odds are we can't have it on the site at all. To be clear: if you haven't gotten express permission from the artist, you shouldn't include any art you don't own. --[[User:Badger|Badger]] 19:33, 6 March 2011 (MST)<br />
<br />
:::Ok. Apparently some of the images that I had already put the names of the artists were actually free. Lord Malik Gro Malar's picture will be removed. All the others were free. My mistake.... Srry for the inconvenience.... [[User:Dj00345|Dj00345]] 19:38, 6 March 2011 (MST)<br />
<br />
::::Yeah, like I said, some people love it when you display their work, and sometimes the copyright has expired on art, but sometimes you need to ask permission first. Just be careful about what you upload in the future. --[[User:Badger|Badger]] 19:45, 6 March 2011 (MST)<br />
<br />
:::::All right. I'll pay more close attention. Thx Badger! [[User:Dj00345|Dj00345]] 19:52, 6 March 2011 (MST)<br />
<br />
::::::To mark an image for deletion (on media) add [[Template:Delete]] with a reason and it will be dealt with. --[[User:Green Dragon|Green Dragon]] 20:20, 6 March 2011 (MST)<br />
<br />
:::::::ok. i will see what i can do. thx. arent you the one who made this wiki, Green Dragon? [[User:Dj00345|Dj00345]] 05:48, 7 March 2011 (MST)<br />
<br />
::::::::i will let you know if i am having trouble with the template delete process. i am just trying to get rid of the picture. i already got it off the page. i dont really understand what to do to get it off media. [[User:Dj00345|Dj00345]] 05:50, 7 March 2011 (MST)<br />
<br />
== Sandboxes ==<br />
<br />
You have like a bajillion. Not saying that's a bad thing, but there probably is no need for so many. Take, for example, your spells. You can have a single page that has all of your spells. If you find yourself writing way more spells, so that the page is crazy long, you can break it apart into spells for each class. You, however, probably don't need a new page for every single spell. Not until you move them into the main namespace, at least. The only problem with having a billion sub-pages is that when you're done with them, you have to ask someone to come and delete them. That just makes more work for admins. While it's not really a big deal, they won't want to delete 40 pages, and they shouldn't have to. They have more important things to deal with, like vandalism (grrr...). Anyway, so I've gone through and re-directed the links on your sandbox to go to the right pages. You should still check to make sure pages go to the right place before making new pages, though. If what you are adding isn't ready for everyone on the wiki to see, it better have your username in front of the page (be sandboxed). Alright, well, it looks like you've got a lot of work to do, adding all these spells and whatnot, so have fun. Let me know if you need any help. --[[User:Badger|Badger]] 17:24, 8 March 2011 (MST)<br />
<br />
:I will let you know if i need any help. and thx. your right!! i do have a lot of WORK to do. This is going to be a long night...... [[User:Dj00345|Dj00345]] 17:30, 8 March 2011 (MST)<br />
<br />
== AD&D ==<br />
<br />
When I mentioned that I would like an AD&D section for this wiki, it was just a casual comment. Also, I play 1st edition AD&D, not 2E :) [[User:Camulus|Camulus]] 16:06, 26 April 2011 (MDT)<br />
<br />
: they are almost the same thing.... and its too late to stop making it. ive already got so far into it. still needs a lot of work. [[User:Dj00345|Dj00345]] 16:15, 26 April 2011 (MDT)<br />
<br />
== Srry! ==<br />
<br />
Hey everybody! Srry I haven't Been on in a while. Been very busy and still am!!! I am hoping to be not busy by the weekend!! I'll start adding more stuff on the weekend! [[User:Dj00345|Dj00345]] 13:36, 26 May 2011 (MDT)<br />
<br />
== ey man ==<br />
<br />
ey Dj have been wondering if you were still gunna help me on the Balor Tarraque cross. [[User:Ohgren|Ohgren]]<br />
<br />
:yeah I am. Just been kind of busy the last few days. I will take a look at it when I get back to Florida, (my house), and i will see what I can do!!! [[User:Dj00345|Dj00345]] 07:33, 17 July 2011 (MDT)<br />
<br />
::I've just been busy because I am going to be moving soon, and I am looking for a new house with my parents. I will be back to my house by Saturday, and then I will take a look. Just hang in there!!! I'll be back soon to help!!! [[User:Dj00345|Dj00345]] 07:36, 17 July 2011 (MDT)<br />
<br />
:::Np man Just curious you know like i have time, just thought id asked, wasnt sure if you forgot if u kno what i mean [[User:Ohgren|Ohgren]]<br />
<br />
::::k. By the way I left a message on your discussion for the Tarrassque and Balor thing. I may have an idea for it, but I need to know what plane of existence a Tarrassque lives on. I don't have my books with me because I am in another state.... Answer that question and then I can get started and show you when I finish. :) [[User:Dj00345|Dj00345]] 06:08, 22 July 2011 (MDT)<br />
<br />
::::: I would have to say its from the elemental plane cause from what i read its classed as a "Gargantuan elemental magical beast" and thats i can really say man thats all i kno bout the plane and stuff. But it should probly be the Material plane too idk man.[[User:Ohgren|Ohgren]] 21:06, 22 July 2011 (MDT)<br />
<br />
::::::that's ok. I just got back home and looked at my books. I know it is from the prime material plane. I will start working on the Tarrassque Balor and will show you the results on your discussion page about the Tarrassque mixes. (where it shows all the combinations you need help with. [[User:Dj00345|Dj00345]] 16:14, 23 July 2011 (MDT)<br />
<br />
:::::::OK man Sounds good Now idk if we should make more then one kind like each one is different in some way. we should also come up with our own race name for them [[User:Ohgren|Ohgren]] 00:42, 27 July 2011 (MDT)<br />
<br />
::::::::do you mean make a name so that we can stop calling it a Tarrassque Balor??? Because that I will agree on... As for the making more than one of a kind for each, hmmm.... I'm not sure.. Like for example if there are two of the Tarrassque Balor's in the same spot then they can be different in some way. But if they are completely different than I think that would be hard. If there is one thing or maybe two things different about each one then that should be easy to work out... [[User:Dj00345|Dj00345]] 13:57, 27 July 2011 (MDT)<br />
<br />
::::::::: oh one more thing, let's continue this conversation on this sandbox link that I will provide,(just so my talk page doesnt get super duper long)(look for the blue link below that says '''Ohgren's Tarrassque Mixes''', that way we can just copy and paste the results for you or whatever you want to do with them)... Is that alright??? If It is, then click on the link below, and make sure you '''Watch the page''' by clicking on the '''watch''' button. I'll make the sandbox and if u agree then we can start the conversation on there... I'll do the first comment, that way the page is up. I'll get to work on the Tarrassque Balor!! (we need to find a shorter name for it!) [[User:Dj00345|Dj00345]] 13:57, 27 July 2011 (MDT)<br />
<br />
:::::::::: here is the link to the sandbox... [[User:Dj00345/sandbox16|Ohgren's Tarrassque Mixes]].<br />
<br />
==Barnstar==<br />
{{Barnstar|I proudly present Dj00345 with this barnstar in honor of his dedication towards creating and improving 2.5e content here on D&D wiki, one of the previously unrepresented editions of D&D on the site. {{User:Hooper/autosig2}} 21:39, 5 September 2011 (MDT)}}<br />
<br />
:thank you, I will continue to make you proud. [[User:Dj00345|Dj00345]] 21:42, 5 September 2011 (MDT)<br />
<br />
== Hey DJ00345 ==<br />
<br />
Hey man, I have been working on my campaign world I am developing. I lost most of my work not to long ago when I lost my flash drive though. So I was wondering, would you like to help me out a bit with it? I just need someone to revise and edit what I get. I could also use help coming up with names and ideas for places. Its a large project and what not. If you would like to see what I have posted for people who would like to help, check it out [[User:Lyrad8791/sandbox2|here]]. Thanks for anything you might have the time for. [[User:Lyrad8791|Lyrad8791]] 20:57, 9 October 2011 (MDT)<br />
:sure. I'd love to help. Just let me know what you need help with, and I'll see what I can do. [[User:Dj00345|Dj00345]] 04:13, 10 October 2011 (MDT)<br />
<br />
::For the moment, I just need someone to go over what I have put up within my sandbox. Go over it and tell me whether something makes sense, whether I need to clarify something, or expand on a single idea. Ideas and revision for the most part is all I need at the moment. If you would like to do more, then please do, as this is a work in progress and isn't going to be used for anything for a long time yet. [[User:Lyrad8791|Lyrad8791]] 17:48, 10 October 2011 (MDT)<br />
<br />
:::ok I'll take a look. And I know what you mean when you say that it "is a work in progress and isn't going to be used for anything for a long time yet". I'm working on my own Campaign Setting as well, [[Temple (2.5e Campaign Setting)|Temple]], and I am no where close to finishing it. But I will take a look at yours and see what I can do. [[User:Dj00345|Dj00345]] 19:33, 10 October 2011 (MDT)<br />
<br />
:::: Awesome, thanks for anything you can help me with, seeing as you are also working upon your own setting. Is yours a single setting? Or is it more like mine, in that it isn't just a setting but an entire world? Or continent, as that is the current stage of production.... for the most part. Congrats on the Barnstar by the way. If you need or want any help on your own setting, leave me a message or something and I will see if I can do anything. I normally have tons of ideas that I can't use, or that I forget about before I ever manage to write them down for my own use. [[User:Lyrad8791|Lyrad8791]] 20:10, 10 October 2011 (MDT)</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox2&diff=537644User:Lyrad8791/sandbox22011-10-11T02:06:45Z<p>Lyrad8791: /* Last updated */</p>
<hr />
<div>=== The World of Peroan ===<br />
<br />
About 2,000 years ago, a small meteor (known around the world as a chunk of a star) hit the planet. This wiped out a large portion of the population. Those who wanted to leave the Island that it was going towards did so in many fleets. Only one entire fleet survived the voyage across the ocean. Since then, the kingdom from the island has split into many kingdoms and has minor strife between each other. For the most part, people live in peace with each other. Most of the races in DnD (Elves, Dwarves, Gnomes, and so on.) Are believed to be either myths or to have died off in the Cataclysm. The truth isn't that far off. Most of the other races where decimated as much as, if not more then, the human race. Few times have any from these races been seen, and the few times most have, it was thought of as a fluke or an illusion by some mage. Despite the lack of these other races being seen, there is ample proof that some other races lived before the humans settled the current area of the world. There are many wonders that defy logic and reason, The Floating Island is likely the most popular and hardest to believe. That aside, there is much to do to finish rebuilding the empires. <br />
<br />
<br />
<br />
==The Kingdoms==<br />
<br />
There are currently 5 different kingdoms (kingdoms being of a single race of humans or people who live within the same type of region). These are as follows: <br />
Kepp [kep], The mountain and hill kingdom, is comprised of warriors and smiths, which many lean toward being called barbarians in many ways. <br />
<br />
Jarn [jarn], the plains and fields kingdom, is comprised of nomads and small tribes of barbarians. Each nomadic tribe provides for itself, and chooses its leader according to who is best at the time. Sometimes, a leader can last in place for years, at other times, this leader is only leader for as long as they are in the same area or situation. Generally speaking, the leader is the one who is most fit for the job at the time, and gets replaced if the situation changes and someone else is more fit for the place.<br />
<br />
Krael [cray-ol], the jungle and forest kingdom, is comprised mostly of rangers, druids, and bandits, hermits also fall within this kingdom if they are within the confines of a forest. The leader among this kingdom is not one person, but two. Depending on what the circumstances are, you might talk to or have to deal with one, the other, or both people in charge. These people are known as The Negotiator, which is normally an elder, possibly a druid or hermit of good standing with other kingdoms as well as their own, is the one who speaks on behalf of the kingdom and settles kingdom wide debates; the Warlord, which is the person who rules the bands movements and hostile forces when needed, also the one who tends to lead the hunts when large hunting parties are formed. There are two versions of these leaders, the kingdom wide Warlord and Negotiator as well as the local Warlord and Negotiator.<br />
<br />
Saelk [sale-k], the kingdom of sea and shore, is comprised of water villages, small islands and fishermen. These people tend to be the leading merchants in certain types of product. Just as you would want to go to a mountain kingdom dealer for Iron, you would go to the Sea kingdom for Salt. Obviously, some kingdoms have a monopoly on certain products while other products can be found through multiple kingdoms. This kingdom is ruled by a council of elders and highly experienced people. This council does not dictate the everyday life of its people, but pools their knowledge and resources into providing better lifestyle for all. Sometimes this is in information on a new place to find a certain fish, sometimes it is in the knowledge to the younger generation on weather currents, and the likely hood of storms. <br />
<br />
Magus [may-jus], the kingdom of mages, is comprised solely of mages and sorcerers. While this kingdom is comprised completely of two types of magical people, it also encompasses all the other kingdoms as well as its own. This kingdom does not dictate other kingdoms, but its people must follow their rules in addition to the kingdom they live within. For instance, a mage is born in the Forest kingdom. At a certain point, they will be taken into the Magus kingdom and trained to be, what is considered by the ruling factions in the kingdom, what a proper mage should be. After they reach a certain level they are taken back to where they came from and are let loose upon the world. While this may sound neglectful, you must remember that, the mage must abide by the rules set upon them by BOTH kingdoms, not just one. Otherwise, they will be punished by both. Sometimes, this is just a small matter, while in other cases, the person involved will become exiled from their birth kingdom and put into a service of some sort within the Magus kingdom. More about this kingdom will be posted later on. The leader of the Magus kingdom is actually dependent upon who you talk to. While there is no leader for the kingdom as a whole, each section (or school, town, what-have-you) has their own leader. Much like the Plains kingdom runs, these schools do the same. Only these leaders last until they either decide to step down, or the die. Often times, these leaders are overthrown by up and coming mages who are more powerful. These leaders tend to last only a little amount of time before they step down due to the large amount of work required to maintain their place.<br />
<br />
==The Cities==<br />
<br />
Ion [i-on], which lies within the Kingdom of Kepp, is nestled into a small mountain valley. Its main export is iron, while it also has a smaller export of coal. This town, while small, boasts an impressive amount of militaristic force when the need arises. Unlike many towns, this one does not have a local guardhouse from which it relies upon for defense. Instead, this town has trained itself with basic weapons; such as a mining pick and blacksmith hammer. This town is often attacked by marauding Orcs and other goblinoids. It is also near one of the only suspected dragon hoards remaining in this region.<br />
<br />
The Island of Penn is a small island, which is named after a sailor who died upon its shores, after the Island was nearly submerged. This sailor was Drigor Penn, who was known for his skill while maneuvering through storms and similar weather upon the ocean. The main exported product here is whale oil, often used as an exotic fuel for lamps as well as being used for cooking. Many people go miles just to taste something cooked in the whale oil produced by the Sea kingdom.<br />
<br />
Hiloja [hil-oh-ja], is a town within, living, hollowed out trees, which span hundreds of feet into the air. These trees that are used for housing tend to be solid white, and appear to be some kind of Oak. The exact age of these trees, or the forest they dwell within, is not known, but they have been around at least a few thousand years. They are a primary source of high quality hides and leathers from larger animals such as bears and elk.<br />
<br />
Ferael [fer-ale], a small nomadic village, made primarily of tents and small removable houses on the plains. The village stays in a single place for no more then a few weeks before going to a new designated area. The main export that is produced, by this and many other villages like it, is its goat cheese. Since these villages often have small to medium sized herds of goats (around 5-10 goats in total). This is one of the many reasons why the villages move so often. Some of these villages herd sheep and export wool instead of goats, since the sparse vegetation can sustain sheep much longer then it can goats. While few and far between, some even herd cattle. Although they are not rare, they take far more time and maintenance then either of the other two options, as well as being the most likely to be stolen or killed for their meat.<br />
<br />
== Last updated ==<br />
<br />
This was last updated on 20:06, 10 October 2011 (MDT)</div>Lyrad8791https://www.dandwiki.com/w/index.php?title=User:Lyrad8791/sandbox2&diff=537643User:Lyrad8791/sandbox22011-10-11T02:06:15Z<p>Lyrad8791: /* The Cities */</p>
<hr />
<div>=== The World of Peroan ===<br />
<br />
About 2,000 years ago, a small meteor (known around the world as a chunk of a star) hit the planet. This wiped out a large portion of the population. Those who wanted to leave the Island that it was going towards did so in many fleets. Only one entire fleet survived the voyage across the ocean. Since then, the kingdom from the island has split into many kingdoms and has minor strife between each other. For the most part, people live in peace with each other. Most of the races in DnD (Elves, Dwarves, Gnomes, and so on.) Are believed to be either myths or to have died off in the Cataclysm. The truth isn't that far off. Most of the other races where decimated as much as, if not more then, the human race. Few times have any from these races been seen, and the few times most have, it was thought of as a fluke or an illusion by some mage. Despite the lack of these other races being seen, there is ample proof that some other races lived before the humans settled the current area of the world. There are many wonders that defy logic and reason, The Floating Island is likely the most popular and hardest to believe. That aside, there is much to do to finish rebuilding the empires. <br />
<br />
<br />
<br />
==The Kingdoms==<br />
<br />
There are currently 5 different kingdoms (kingdoms being of a single race of humans or people who live within the same type of region). These are as follows: <br />
Kepp [kep], The mountain and hill kingdom, is comprised of warriors and smiths, which many lean toward being called barbarians in many ways. <br />
<br />
Jarn [jarn], the plains and fields kingdom, is comprised of nomads and small tribes of barbarians. Each nomadic tribe provides for itself, and chooses its leader according to who is best at the time. Sometimes, a leader can last in place for years, at other times, this leader is only leader for as long as they are in the same area or situation. Generally speaking, the leader is the one who is most fit for the job at the time, and gets replaced if the situation changes and someone else is more fit for the place.<br />
<br />
Krael [cray-ol], the jungle and forest kingdom, is comprised mostly of rangers, druids, and bandits, hermits also fall within this kingdom if they are within the confines of a forest. The leader among this kingdom is not one person, but two. Depending on what the circumstances are, you might talk to or have to deal with one, the other, or both people in charge. These people are known as The Negotiator, which is normally an elder, possibly a druid or hermit of good standing with other kingdoms as well as their own, is the one who speaks on behalf of the kingdom and settles kingdom wide debates; the Warlord, which is the person who rules the bands movements and hostile forces when needed, also the one who tends to lead the hunts when large hunting parties are formed. There are two versions of these leaders, the kingdom wide Warlord and Negotiator as well as the local Warlord and Negotiator.<br />
<br />
Saelk [sale-k], the kingdom of sea and shore, is comprised of water villages, small islands and fishermen. These people tend to be the leading merchants in certain types of product. Just as you would want to go to a mountain kingdom dealer for Iron, you would go to the Sea kingdom for Salt. Obviously, some kingdoms have a monopoly on certain products while other products can be found through multiple kingdoms. This kingdom is ruled by a council of elders and highly experienced people. This council does not dictate the everyday life of its people, but pools their knowledge and resources into providing better lifestyle for all. Sometimes this is in information on a new place to find a certain fish, sometimes it is in the knowledge to the younger generation on weather currents, and the likely hood of storms. <br />
<br />
Magus [may-jus], the kingdom of mages, is comprised solely of mages and sorcerers. While this kingdom is comprised completely of two types of magical people, it also encompasses all the other kingdoms as well as its own. This kingdom does not dictate other kingdoms, but its people must follow their rules in addition to the kingdom they live within. For instance, a mage is born in the Forest kingdom. At a certain point, they will be taken into the Magus kingdom and trained to be, what is considered by the ruling factions in the kingdom, what a proper mage should be. After they reach a certain level they are taken back to where they came from and are let loose upon the world. While this may sound neglectful, you must remember that, the mage must abide by the rules set upon them by BOTH kingdoms, not just one. Otherwise, they will be punished by both. Sometimes, this is just a small matter, while in other cases, the person involved will become exiled from their birth kingdom and put into a service of some sort within the Magus kingdom. More about this kingdom will be posted later on. The leader of the Magus kingdom is actually dependent upon who you talk to. While there is no leader for the kingdom as a whole, each section (or school, town, what-have-you) has their own leader. Much like the Plains kingdom runs, these schools do the same. Only these leaders last until they either decide to step down, or the die. Often times, these leaders are overthrown by up and coming mages who are more powerful. These leaders tend to last only a little amount of time before they step down due to the large amount of work required to maintain their place.<br />
<br />
==The Cities==<br />
<br />
Ion [i-on], which lies within the Kingdom of Kepp, is nestled into a small mountain valley. Its main export is iron, while it also has a smaller export of coal. This town, while small, boasts an impressive amount of militaristic force when the need arises. Unlike many towns, this one does not have a local guardhouse from which it relies upon for defense. Instead, this town has trained itself with basic weapons; such as a mining pick and blacksmith hammer. This town is often attacked by marauding Orcs and other goblinoids. It is also near one of the only suspected dragon hoards remaining in this region.<br />
<br />
The Island of Penn is a small island, which is named after a sailor who died upon its shores, after the Island was nearly submerged. This sailor was Drigor Penn, who was known for his skill while maneuvering through storms and similar weather upon the ocean. The main exported product here is whale oil, often used as an exotic fuel for lamps as well as being used for cooking. Many people go miles just to taste something cooked in the whale oil produced by the Sea kingdom.<br />
<br />
Hiloja [hil-oh-ja], is a town within, living, hollowed out trees, which span hundreds of feet into the air. These trees that are used for housing tend to be solid white, and appear to be some kind of Oak. The exact age of these trees, or the forest they dwell within, is not known, but they have been around at least a few thousand years. They are a primary source of high quality hides and leathers from larger animals such as bears and elk.<br />
<br />
Ferael [fer-ale], a small nomadic village, made primarily of tents and small removable houses on the plains. The village stays in a single place for no more then a few weeks before going to a new designated area. The main export that is produced, by this and many other villages like it, is its goat cheese. Since these villages often have small to medium sized herds of goats (around 5-10 goats in total). This is one of the many reasons why the villages move so often. Some of these villages herd sheep and export wool instead of goats, since the sparse vegetation can sustain sheep much longer then it can goats. While few and far between, some even herd cattle. Although they are not rare, they take far more time and maintenance then either of the other two options, as well as being the most likely to be stolen or killed for their meat.<br />
<br />
== Last updated ==<br />
<br />
This was last updated on 19:17, 10 October 2011 (MDT)</div>Lyrad8791