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The mythical Q-document

A thorough look at the ZXGMG setting

As written by Humphrey not Bogart In the year of our lord 1602

Table of contents
1 Introduction 2 Wait what 3 Geography 4 Races (crunch and descriptions) 5 Why you should read this document instead of assuming that everything is exactly like in the core rulebook 6 Politics 7 Wait, it gets worse 8 Language settings GO! 9 - Backgrounds 10 In conclusion

1. Introduction
It is the year 18 of Gallicus, and the lands of Danmyr are finally starting to re-establish themselves following the collapse of the Great Empire some 800 years ago. Even though Danmyr was the northernmost part of the former empire, it was still gravely affected by the turmoil and chaos following the event, since several of the great clans sought to control and unify all of Danmyr under their rule. Now, the situation has stabilized, and the lands are divided between the seven great clans. It is a time of relative peace; even though the lower ranking clan leaders engage in border skirmishes and small scale battles. The roads, however, are still unsafe, and dreaded abominations roam the wilderness, spreading terror. Old ruins dating back to the days of the empire are abundant, some still hiding riches beyond imagination and lost contraptions of legend. It is a time of mercenaries, freelancers, no-gooders, thieves, rogues and adventurers. Gentelmen... This is Danmyr.

2. Wait, what?
That was probably somewhat hard to swallow, so lets do this whole thing with a Q&A-thingy Q What the hell is the mythical Q document? A The mythical Q document is the hypothetical source of all the ancient literature of the setting. The following picture should clear all confusion regarding this matter.

Why is it called the Q document? No one knows.

Q Whats with the year? A The years are named after the high priest of the Temple of Primordial Unity, located deep in Eladrin lands. The current high priest is non-imaginatively named Gallicus III, and hes been in that position for 18 years. In the days of the Great Empire, the years were counted after the establishing of the first Eladrin city, so 18 of Gallicus would be 2460 of Empire. An acute reader can count the age of the Great Empire using this information. Q Im just getting more and more confused with these answers. A Never fear, Pelor is with you today! Q Maybe you should explain a little more about the setting before doing this A Good point. So shall it be done.

3 Geography
The lands of Danmyr are located in the northernmost end of the Old Continent. The weather of the whole continent is characterized by long seasons: there are records of winters lasting more than a decade. Being the northernmost tip of the continent, Danmyr regularly suffers from harsh winters. The archipelago surrounds both the Bay of Blood and the Bay of Storms, which in turn are connected to the Northern Sea. There are some 200 islands in the region, but only 2 of them Borgyn Isle and Vogur Isle - are large enough to be of any significance whatsoever and almost all of them are uninhabited. Mountains cover much of the eastern side of the bay, forming the Dread Mountains. The whole of Danmyr is heavily forested, except for the vicinity of the largest cities and towns. The collapse of the Great Empire has left whole of Danmyr relatively isolated: the next kingdom lies some 600 miles to the south. The region contains ample amounts of lakes and rivers, but no other reaches the size of the Grendal Lake, and the Grendal River that flows into the Bay of Blood. Yeah, thats about it. Also, theres a map on the next page.

Map of Danmyr

Commissar Fuklaw says: A true servant of THE EMPEROR is never lost!

4 Races
Due to the extremely fantastical nature of the whole world (which is guided by the elemental primordials), several different intelligent races have emerged. Most of them are present in the lands of Danmyr, although in varying numbers. And no, you cant skip this chapter, because although most of the crunch presented here is, in fact, copied straight from the sourcebook, there are a couple of new elements and background points that you should consider. The races are generally classified in three families, mostly due to tradition The short list of all the races - Old ones Eladrin

Dwarves Elves Tieflings - Otherkin Humans Halflings Half-elves - Infernal Gnolls Warforged Deva

Old ones
It is said that the legendary elemental lords created the four original races when the world was young. Each of the primordials made a race in their image. Akadi, the elemental of air, made the Eladrin. Grumbar, the elemental of earth, made the Dwarves. Istishia, the elemental of water, made the Elves. Kossuth, the elemental of fire, made the Tieflings. In the time of the legends, it is said that a horrible disaster, seven days of fire, wiped out almost all of their respective populations and almost the whole world. The slow recovery soon forced impurities into the populations, which in turn gave birth to the younger races and made the old ones themselves more impure. Due to their slow speed of reproducing, the old ones arent as numerous as the younger races, with the exception of Eladrin, the founders of the Great Empire. However, they continue to prosper, and they are still regarded as nobler than the younger races. This is why most of the nobility and leadership positions are still occupied by members of these races.

Otherkin
At first regarded as impurities and barbarians, the Otherkin populations were considered to be second class citizens for thousands of years. Following the collapse of the Great Empire, many of the Otherkin clans seized or tried to seize the lands to themselves. In this Era, the Otherkin are more numerous than ever, the most numerous of then being, of course, the humans. Even though they have achieved leadership positions and gained acceptance, some still hold to the grudges that their ancestors had. Consequently, no Otherkin has ever been elected to the place of a high priest.

Infernal
Considered to be the lowest of the low, the Infernals are the races that dont really come from the lineage of the primordials, and have just appeared out of nowhere. Infernals are shunned by the vast majority of the common populace. A quick reminder on the relative sizes of the populations in Danmyr and the regions south of it Numerous as fuck: Gnolls Almost as numerous but not quite: Dwarves, Humans Rather not numerous: Half-elves, Eladrin Not so numerous: Halflings

Not numerous at all: Tieflings, Elves Not even that numerous: Warforged, Deva The distribution of populace is somewhat different in Danmyr than the southern kingdoms: Dwarves, the ancient lords of this land, are a lot more numerous here than anywhere else, whereas Eladrin, who usually take the second spot, dislike the northern regions. Danmyr is also just next to the heartland of the Gnolls, although not that it matters, since they are also on the top of the chart on continental level, right behind humans and Eladrin. --------------------------Q It might be somewhat important now. Is slavery abolished in this setting? A Of course not, you silly! It wasnt banned during the Great Empire, why would it be banned now? Also, human sacrifice is the key element in the religion of this setting, but that will be discussed further in the religion chapter. Q But how can you keep the kickass layout of this document if you start to integrate PHB2 races? A Hey kids! The background for Deva is included in the APPENDIX section of the document! Isnt it wonderful when information is scattered throughout the whole document so that you have to read it all to get it all? Q Yes, Im in love with you and wish to have your children. A Im certain that there wasnt a question in that sentence.

Commissar Fuklaw says: Not being human is the greatest heresy! List of races whose crunch are not in the books and therefore should be mentioned here Warforged Average Height: 60 66 Average Weight: 300-340 lb Ability Scores: +2 STR, +2 CON Speed: 6 squares Vision: Normal Languages: Common Skill Bonus: +2 Endurance, +2 Intimidate Construct: You have the construct keyword: you are considered to be a construct for effects that relate to that keyword

Living construct: As a living construct, you benefit from the following - +2 bonus to saving throws against ongoing damage - You can use attached components and embedded weapons - You dont need to eat, drink or breathe, but this doesnt render you immune to any effects - Rather than sleeping, you have two options to obtain extended rest: *Full shutdown for 2 hours. Nothing can wake you up. *Partial shutdown for 4 hours. If you wish to wake up during this period, a party member has to physically activate you. This is a full round action. You can function normally during the next turn. - When making a death saving throw, you can take a 10. You still die at the normal negative hit point total Warforged Mind: +1 to Will defence Encounter Power: Warforged Resolve Its difficult to take you down, even when youre faltering Minor Action Personal Healing You gain a number of temporary hit points equal to 3 + your level. You may immediately save against one effect that inflicts ongoing damage. If you are bloodied, you also regain 3 + your level hit points. Feats, Heroic: Component Modification Effect: For each component you have, you gain +1 temporary hit point when you use Warforged Resolve, up to your CON modifier. Immutability Effect: When using Warforged Resolve, you get a free save against one condition or ongoing effect. Requires Improved Warforged Resolve Improved Warforged Resolve Effect: Your Warforged Resolve grants you additional 5 temporary hit points Warforged Tactics Effect: +1 to melee attack rolls against enemies who have 1+ of your allies next to them PLAY A WARFORGED IF YOU WANT TO: - Think about the problems of conscience and soul - Have a crossbow in your crotch - Be an imbalanced fighter Gnoll Average Height: 70 76 Average Weight: 280 320 lb. Ability scores: +2 CON, +2 DEX Size: Medium Speed: 7 squares Vision: Low-light Languages: Abyssal, Common Skills: +2 Intimidate, +2 Perspection Blood Fury: When bloodied, gain +2 to damage. Increases to +4 at 21st

Pack Attack: Deal 2 extra damage against an enemy that has 2+ of your allies next to it Feral Nature: Cannot be of Lawful Good-alignment. Encounter Power: Ferocious Charge You lunge toward the enemy and, with a tirade of curses, unleash the wrath of Yeenoghu upon your hapless foes Standard Action Personal Effect: You charge, dealing 2 extra damage on successful attack. Extra damage increases to 4 at 11th and to 6 at 21st. If bloodied, double the extra damage and gain equal number of temporary hit points Feats, Heroic Tier: Butchers Lure Benefit: You can use ghost sound as an at-will-power, and gain +2 on bluff when using ghost sound. Carrion Eater Benefit: Receive a +4 fort against poison and endurance checks against disease. Claw Fighter Benefit: You can use your claws with +3 prof. bonus and 1d6-damage. They are considered to be light blades for the purpose of other feats and abilities, and you are considered to have a weapon in each hand. You cannot enchant your claws. Gnoll Tracker Benefit: Gain +5 to perspection rolls made to track and to insight checks made against penetrating illusions or disguise. Only usable if scent is relevant to the task at hand.

PLAY A GNOLL IF YOU WANT TO: - Be a furry - Im not sure if I can top that - No, seriously

And now, some back-story for all the races. Not that much, mind you, Im a busy man! Eladrin The de-facto rulers of the world, Eladrin are the children of Air. Under their rule, the Great Empire conquered almost all of the known lands of the Old Continent. Since the collapse, the traditional influence of Eladrin families has declined; what was once the capital of a continent spanning kingdom is now almost a formality, with no real power in the matters of neighbouring states. The great temples of all the elemental religions, however, still lay in Eladrin lands, and Eladrin nobles find that their status still exceeds that of the other races.

Eladrin are usually rather tall and slim. Their ears are pointed, and their eyes glow with an ominous glow. Their skin is mostly pale. They are usually arrogant and narcissist, but also cunning and graceful. On average Eladrin have a lifespan of some 50 years, but there are reports of Eladrin living hundreds of years. Dwarves The ancient lords of the mountain fortresses, of which only scarce ruins remain, Dwarves were once a mighty race of proud warriors in the time of legends. They havent really adapted to the changing times at all and thus have for long been a minority. The high priest of elemental earth has traditionally been a Dwarf, but other than that, Dwarves have no influence in the politics of this world. Their kingdoms long gone, they usually live either in Eladrin cities or with local clans. Dwarves are short and stocky. Their beard growth is legendary, and most Dwarves refuse to shave it even once in their lifetimes; it is considered to be a great shame. Their skin can range from black to slightly pale. Dwarves are stubborn and simple-minded, but also patient and brave. Dwarven life spans are comparable to those of the Eladrin, but thanks to their stubborn nature, they die through violent and accidental causes far more often. The average lifespan for a Dwarf is 40 years. Elves The children of the forests, Elves have fared even worse than Dwarves in accepting the changing times: they usually stay within their enchanted forests in the southern part of the continent. Having little interests in the field of politics, they are the protectors of nature in its purest forms. Indeed, the Elven Heartland Forests are all but impassable to all non-Elves, and as such have been left alone for millennia. However, Elf outcasts, thrill seekers, traders and some ambassadors regularly travel to northern lands, even as far as Danmyr. The Elves share much of the physical traits that Eladrin share, but they look much more feral. Even so, it is frequently hard to tell between the difference between an Elf and an Eladrin if theyre wearing comparable equipment (hint for the slow: they mostly arent). Since they rarely fare farther than their heartlands, all Elves share a burning disgust of all the other races. As such, most Elves are xenophobic and passive. On the other hand, they can be brutally efficient and calm. Elves maintain that their bodies are immortal, but through general observation their lifespan has been determined to be about 60 years.

Tieflings The stature of Tieflings in this world is somewhere in the middle: they have integrated into the society, but not as well as the Eladrin. However, some of the Tiefling kingdoms still remain, mainly those not assimilated into the Great Empire, located in the burning deserts of the south. As such, Tieflings have a lot to say in the politics of the continent and in the politics of the Danmyr clans, even though the local weather doesnt really suit their fancy. Tieflings are of average height, and being the least tainted of the old ones, still sport some of the elemental blessings of the primordial of fire; the huge horns and the devilish tail are the most visible of the features. Their skin usually ranges from blood red to somewhat tanned, and their eyes are

either feline looking or blank coloured like the Eladrins. Most Tieflings favour the ancient traditions of their cultures more than common sense, so they are usually overly conventional and proud, but they can also be loyal and honourable. Tieflings generally live as long as dwarves do. Hunams The Humans are the most resourceful of the Otherkin, and as such, have rose to the power in an incredibly short period of time. Before and during the days of the Great Empire, humans were primarily used as slaves and ritual sacrifices, and usually treated as mindless barbarians, after the collapse the roaming clans united and managed to gain considerable influence in the north and in the west, thus forcing the members of the nobler races to acknowledge their rights and presence. However, most of the old grudges still remain, and humans have had a hard time in gaining religious and political power outside their own clans, even though they are the second most numerous race in the known world. Humans are of average height, and are usually considered to be most tainted of the Otherkin; they combine Eladrin and Dwarven qualities and water them down. Since humans generally reproduce fast and want to live with a burning passion, they have traditionally been the ideal slaves. Even today, most of the slaves are either human or Gnoll. Humans are usually rash and impatient, but can be unfaltering and creative. Their average lifespan is around 30 years, and even the oldest humans rarely reach a hundred years of age. Half-elves Half-elf, or Altair as they call themselves, is a somewhat insulting term used to describe the tribe of elves that embraced the civilization in favour of their more ancestral home. The Half-elves are born traders and diplomats. This has granted them power far beyond what their numbers would suggest. However, they have always worked in the shadows of others: no Half-elven kingdoms have emerged, nor have half-elves taken any important leadership positions. However, they are commonly seen as advisors to the nobles, and are respected more than the other tainted races. Half-elves appear as a mixture of Eladrin and Elves. They are usually nave and indecisive, but can be diplomatic and cunning, even more so than Eladrin. It is generally known that half-elves are born liars. Half-elves have a comparable lifespan to humans, but due their stature, they usually die of natural causes, therefore increasing their lifespan.

Halflings The smallest of the races in the Old Continent, Halflings are the race that the world forgot; they were isolated in a remote part of the continent till they were conquered by the Great Empire, forcing them to abandon their old, tribal ways and embracing the civilization, which they have done with remarkable speed. Nowadays most people just consider Halflings as short humans, and truth to be told that really isnt far from truth. Halflings, as said earlier, look like short humans, although their skin is usually darker. They are often uneducated and annoyingly curious, but they can also be unconventional and resourceful. Halflings and humans share the same lifespan.

Gnolls Gnolls are usually regarded as the lowest of the low, since they do not seem to be direct descendants of any primordial elemental. Usually considered to be one of the reasons the Great Empire fell in the first place, the Gnoll Wave of Blood unification of the Gnoll tribes some 800 years ago are the single most devastating events since the days of legend. Nowadays, the scattered clans fight amongst themselves and only rarely devastate the borderlands of Danmyr and other kingdoms. Gnolls are also a regular sight in cities and towns, having no allegiance to the Gnoll packs, as they are the descendants of freed slaves. However, they still retain their animalistic, cruel nature, making them the perfect mercenaries and soldiers, but also at the same time alienating them from the common people. As such, Gnolls usually like to stick with their own kin. Physically, Gnolls resemble bipedal hyenas. It is usually difficult, if not impossible, to tell a male and a female apart. The Gnolls reproduce at a comparable rate to that of humans, which has caused some scholars to debate whether these two races share a common ancestry. Gnolls are usually barbaric and brutal, but can also be obedient and altruist. Gnolls generally lead even shorter lives than humans, only living 20 years on average. Warforged In the time of legends, various advanced cultures vanished in the seven days of fire. Of such days only scarce evidence remains; ruins of fantastic buildings, a few DECIMATOR-class armours and Warforged. Warforged are the remains of the mechanized warriors used to wage ancient wars, brought to life using the advanced magicks of the primordial temples. The temples like to maintain that this is an indication of their power, to give conscience to metal bodies, but this is only half the truth. In reality, the Warforged that live in the Old Continent are just composed of human carcasses encased in these ancient shells, as most of the runes and components on them have proved to be impossible to comprehend. As they are not thought of being organic in nature, they are generally considered to be second class citizens. Contrary to what D&D 4th edition artwork would lead you to believe, Warforged dont look like that since that design sucks. However, they do resemble bipedal humanoids, only made of metal and omitting some less important details. The Warforged body cant technically die, since it can always be brought back to life. However, it has been noted that they tend to go insane or fall into apathy if their lifespan exceeds 150 years. As the Warforged have no genders, they also dont have a sexual drive and as a result, appear to be emotionless and cold. Sir not playable in this campaign. What the title says. Including but not limited to: Drows, Half-anything, Minotaurs, Kobolds, Goblins, Hobgoblins, Merfolk, Vampires, Orcs, Vampires, Orcuslayers and Vampires. FURRY ORCS and DRACONIDS are EXTRA HERETICAL. Shifters actually arent all that furry, but theyre banned anyway HA! As are gnomes and goliaths since Im too lazy to write.

5 Why you should not assume that everything else is the same as in the core rules.

Each rather differing aspect shall be explained in more detail. DECIMATOR-class battle armours Powerful relics excavated deep underground, DECIMATOR-armour resembles a normal suit of Empyrean plate, except much larger. The name comes from the writing embedded to most of the heads of the armours (it appears to spell DECIMATOR in common, although the exact language is unknown). It is now known that these armours were at least half-sentient in the ancient times, but have long since ceased to work properly. Only a few of the excavated armours are functional, and even those that still work are mainly used as powerful siege engines, due to their cumbersome movement. However, they can perform amazing feats of strength - and in the hands of a skilful controller - are more obedient than even the most perfectly trained horses of war, and are nearly impervious to all arrow fire. As such, they cause terror and fear which can cause entire armies to rout. Traditionally, each Great Temple of primordial element is guarded by a pair of these armours, with the elite soldiers of the guard acting as their controllers. The DECIMATOR-armours are extremely limited in number: only 20 or so are still functional and if they one stops functioning or is destroyed, it cannot be replaced, as no one has the knowledge to fix one. No, the players cannot obtain these suits, at least not functional ones. OR MAYBE THEY CAN! Empyrean plate As the Great Empire fell, most of the traditional crafts and arts plummeted. No smith in the known world can make armour as powerful as the empyrean plate, and it is greatly sought after by nobles and veteran warriors. Even the best of smiths on the Old Continent no longer know how to produce them, and the skill remains only in the hands of some Tiefling master blacksmiths. Indeed, all of the plate used today is either an old piece or exported from the south.

Commissar Fuklaw says: To solely rely on the strength of infernal machinations is HERESY! POWER-class battle armours In addition to the large, monstrous machinations known as DECIMATOR-armour, smaller pieces of armour have also been excavated. Protecting the entire body like the best Empyrean plates, they however echo of a legendary and terrifying magical power. As with the DECIMATOR-armours, most of the pieces have a text embedded into them appearing to read PWYR or PONUR, although the exact language of the script is unknown. These suits are commonly categorized in two varieties:

- Dead armours functions as extremely cumbersome Empyrean plate: few warriors can keep it on for more than two hours at a time without falling over from exhaustion. Because of this, they are used mostly for ceremonial purposes, or as a decoration. However, low-ranking members of the Order of Paladins are expected to wear dead armours in battle as part of their training, and certain mercenaries prefer the feel of dead armour to that of more sophisticated suits. -Live armours, occasionally called God-armours, still function even though they have been buried in the soil for countless millennia. These armours are nothing like the dead variants, instead being as light as a feather when worn and allowing its user to function for days without rest or eating, even in the most dangerous of conditions. It has been noted that if the heart of the suit is still functioning, it can easily be refilled by some astral gems, allowing it to function for years. Live armours are highly sought after, and they are usually spotted on high-classing generals, paladin officials and clergymen. Of dreadful MAGICKS and those who seek to be corrupted by it Is the name of the book that forms one of the key basics of the religion of primordial elements: all unnatural powers - if not blessed by the elemental lords- comes from the dark gods, and are therefore aimed at destroying the world and disturbing the natural order of the universe. This is why wizards, those who practice said powers, are persecuted and regularly killed. It is, however, very hard to distinguish between the clerical powers of manipulating the world as seen fit by the elemental lords (divinity for short) and magicks. The line is even further muddled by warlocks, who unconventionally combine the powers of the elements and invoke the powers of the Void Lord. Even though it is the official policy to liquidate wizards at sight, few rulers enforce this, and wizards blend rather well into the general populace, especially in the north. Most cities, however, have banned the use of all supernatural powers inside city limits due to misuse. The supernatural powers of this world are used by different practitioners as follows. - Priests and clerics use divinity, which is officially called the clerical powers of manipulating the world as seen fit by the elemental lords. The clerics of different primordial elementals are easily identified by the garments they wear, and their powers manifest in a way that is appropriate for their source of power. The clerical use of the supernatural is often seen as the true way, meaning that this is how the primordials visioned this to happen in the first place. - Wizards use magicks, which is granted to them by the imprisoned dark gods. Wizardry is often seen by the clergy as being the source of all taint in the world, and the Order of the Paladins hunts wizards down mercilessly. The common man is more acceptable towards them, especially as most priests of pagan deities are wizards. Wizards usually start as apprentices, who roam the land to find sages of wizardry, begging for them to teach them their secrets. Wizards usually guard their secrets well, mostly because leaking them might hint the Order of their presence. - Warlocks use a rather unconventional approach to supernatural powers in general: they mix the powers of the elementals to gain control of power otherwise unusable to individuals of such stature. Some warlocks even defy death itself, by using the powers of the Void Lord. Due to the unstable nature of their powers, warlocks frequently die due to misfires and overblessing. The clergy does not deny this practice, but warns people of its dangers. - Paladins use divinity, but rather than being tied to the elemental lords, they siphon their power straight from the Void Lord. The Order of the Paladins is a force to be reckoned with, acting as a

police force for the Temple of Primordial Unity. Officially, their prime concern is removing Taint from the world, via any means necessary. Note to the slow: paladins in an adventuring party are more often than not ex-paladins, either renouncing their vows or just not caring anymore. This is how you can have both wizards and paladins in the same group. HOORAY! Blessing, Overblessing and Taint Those with extreme devotion to their elemental lord are usually granted powers far beyond those of formal men. Frequently, their appearance changes in according to powers they are granted. The high priests of the elemental temples frequently appear as winged manifestations of their element, or something to that extent. Blessing is the highest form of honour an individual can receive during his lifetime, and such individuals are held in high esteem and regard. However, this surge of power can drive people insane, or increase their lust for power and wealth to absurd levels. These individuals are commonly known as mistakes, even though the temples do not officially agree to this term. Usually, the temples hand out rewards for capturing or killing of such individuals, making them an extremely lucrative target for mercenaries and hired swords. However, few fail to realize that the blessed ones are a force to be reckoned with, and most can easily tear up regiments of common militia. Overblessing happens when the elemental lords bestow so much honour upon a single person that his body cannot cope with it and dies. Usually, the high priests of elemental temples die in this way. It was once regarded to be the most desirable way to die, but since the advent of warlocks and their misuse of divine powers, this view is no longer popular. Taint is an unholy form of blessing: those revered by the dark gods can gain their favour, and become manifestations of their will. They become mindless drones, only seeking to further the cause of the dark gods. Usually such abominations are killed on sight anywhere on the continent, but some secret cults hold such individuals in high esteem. Taint is usually held responsible for the birth of Otherkin, and the lessening of the old ones power, and it is commonly believed that the act of wizardry brings more Taint into this world. As mentioned earlier, the Order of the Paladins was formed primarily to fight this threat. Note for the slow: yes, most of the intelligent monsters in MM are actually blessed or tainted individuals. One of the few exceptions is dragons, who are the agents of the dark gods, acting by their agenda and furthering their cause. Oh, and there are no metallic dragons. Screw you, Copper Dragons! I hope you all rot in hell!

6 The interestingly fascinating world of politics


The lands of Danmyr are divided among several clans locked in a standstill: none of them has the power to overtake the others, even though the barons and lesser officials do engage in border skirmishes and small scale battles. The clans are as follows:

Akranes Human clan Cities under rule: Akranes The house Akranes is the oldest of the clans still influential in Danmyr. It claims to descent directly from the first humans, but this is debatable. Nowadays the power of the clan is waning, but it is by no means the weakest of the clans. The members of the clan generally strive to increase the human races influence in the world, and to claim the lands in the name of their pagan deity: Tiamat. Iron Fist Human clan Cities under rule: Stendal, Greda The house Iron Fist is the most powerful of the clans in Danmyr. However, its allies are nonexistent, and its enemies many. This situation is particularly the result of its leaders -Clan master Melchior Banes- sharp tongue and lack of diplomatic understanding, but also because of the clans numerous military campaigns in the past. The Iron Fists DECIMATOR was famously destroyed during the one hundred day siege of Enz, making them even more unpopular amongst the clergy. The clan strives to bring order to the lands, but is mostly driven by greed and ambition. Faerlan Dwarven clan Cities under rule: Badel The house Faerlan is seen the most fighting of all the clans: in fact, the clans powerbase was first established at Vogur, but due to constant conquests and losses, their area of influence has now stabilized. Faerlan is one of the two clans seeking to establish a new Dwarf kingdom in the north, Faerlan being the more aggressive of the two. Thorramatur Dwarven clan Cities under rule: Enz The house Thorramatur is a branch of the Faerlan clan, and was formed some 100 years ago following disputes of the proper way to unite the lands. Even though they advocate a more diplomatic approach, they have still seen fighting, most recently during the hundred day siege of Enz by the Iron Fist. They are usually considered to be the weakest clan in terms of military power, yet the newly built coastal fortress of Enz has proven to be impossible to conquer. Also, they are the only clan to have a working DECIMATOR-armour. Thorramatur is the other Dwarven clan seeking to establish a new Dwarf kingdom in the north.

Volgur Human clan Cities under rule: Volgur Formed by the local populace to drive out the Faerlan clan from their homelands, the house Volgur warriors have a long tradition of raiding the coastal villages under the other clans influence. This has earned them a questionable reputation, but they have nevertheless stayed relatively intact, even after the War of Oars 80 years ago. The isles occupants claim that their ships are the best in the world, even surpassing the Eladrin triremes. Volgur strives to keep their isle under their control, and at the same time drive it to a new golden age. Belaron Eladrin clan Cities under rule: Lenheim The only non-Dwarven or non-human clan, the house Belaron actively seeks to re-establish an Eladrin rule to Danmyr. However, their local support is extremely limited, instead relying on troops and nobles sent from the southern Eladrin kingdoms.

Ravenor Human clan Cities under rule: Sachau, Randort Considered to be the second most influential clan, the house Ravenor has grown relatively strong in the few last decades, first liberating Randort from Volgur, and then successfully gaining control much of the silver-mines of Dread Mountains. Yet few other clans hold a grudge against them, particularly because the clans leadership is mostly Half-elven. Members of Ravenor mostly follow the Raven Queen and his teachings, although this policy is not enforced. Other influential factions Gnolls The Gnoll tribes of the south have proved numerous times in the past that should their packs unite, they are a force to be reckoned with. Individual packs raid the border settlements on a regular basis, but they rarely do substantial damage. However, as of late, their numbers have started to increase rapidly. Order of the Paladins The Temples official dogmas are not strictly enforced this far in the north: indeed, belief in pagan gods and deities is widespread. However, their elite guard still has influence in local politics, and often the best way for a baron to get rid of his competition is to accuse them of Taint or meddling with the dark gods.

Southern kingdoms Usually not interested in politics of the north. However, sometimes they do send troops in an attempt to end wars that cause substantial losses in trade revenues. Dirty peasants - Mostly eat dirt and assorted vegetables. Commonly used as cheap militia. -----------------------------------Q Wait; tell me more about the wars and conflicts. A A quick recap of all the major events in the last 100 years? Neron 21 Faerlan splits into two parts: Thorramatur claims Enz. Burning blade seizes the opportunity and lays siege on Enz. Siege broken by the combined dwarf armies. Neron 27 Famine. One of the southern kingdoms tries to grab the opportunity and sends troops. Fleet suffers a massive defeat in the One Minute Battle Neron 45 War of oars. Volgur barely defeats Vyn and its allies, leaving the whole Danmyr devastated. Volgur loses its position as the most influential clan Neron 62 Ravenor emerges and liberates Sachau from the Burning Blade. Neron 63 Burning Blade leadership executed and their followers disband following the siege of Stendal. Stendal conquered by Akranes. Neron 72 The Iron Fist emerges, beating Vyn troops soundly in the Battle of Bosworth fields, and liberating Grena. Vyn loyalists try to re-assert their influence, but disband later that year. Neron 78 The high priest of primordial unity dies. Gallicus III is chosen as the new high priest. Gallicus 1 Iron fist starts the War of Briars, and lays siege on Stendal. Gallicus 2 Stendal falls. Akranes troops beaten at the Battle of the Marsh, but Iron Fist fails to gain any long term advantage. Gallicus 3 Ravenor mobilizes its troops and conquers Randort from Volgur. At the winter of the same year, the weakened Akranes surrenders the silver mines to Ravenor. Iron fist conquers Badel. Gallicus 5 The advancement of Iron fist armies to the north is stopped at Enz, during the one hundred day siege. The temple of primordial unity mourns the passing of yet another DECIMATOR. Gallicus 6 Faerlan supporters reclaim Badel from the weakened Iron Fist, thus ending the War of Briars Gallicus 13 Famine. Belaron troops lose to Ravenor at the Battle of Sachau forest. The great temples threat to intervene should Ravenor conquer Lenheim. Ravenor complies. Gallicus 18 THIS DAY YAAAY!

7 Wait, it gets worse


The major religions and their deities are as follows. Primordial temples

Generally broken down to 5 different institutes: Temple of Primordial Blaze Main deity: Kossuth, elemental lord of Fire Favoured by tieflings Temple of Primordial Tempest Main deity: Akadi, elemental lord of Air Favoured by eladrin Temple of Primordial Typhoon Main deity: Istishia, elemental lord of Water Favoured by elves Temple of Primordial Quake Main deity: Grumbar, elemental lord of Earth Favoured by dwarves Temple of Primordial Unity Main deity: Asogoth, the elemental lord of the Void Favoured by paladins Generally, all of the temples share the same dogma and can be considered to be one. The high temples are all situated in the old capital of the Great Empire, yet smaller, local temples can be found anywhere, even in Danmyr. The general dogmas of the temple are as follows: - Ritual sacrifice is mandated by the elemental lords both as a sign of obedience and a way to harness their power for the good of the land. Noble races are rarely if ever sacrificed. - Those worthy of the elemental lords blessings should rule over all of their creation, and ensure its pureness and similarity to their original vision - Those who practice forbidden magicks and those who bring taint to the world should be condemned and killed on sight. - After death, all of the noble races return to the essence from which they were once created. Lesser races just return to the dust from which they came, as they have no value.

Commissar Fuklaw says: Life is the EMPERORS currency, spend it well. Practises and customs: All of the temples generally require its believers to have a daily moment of prayer, although this is not strictly enforced. This prayer is always done at noon. The prayer is performed by placing a religious coin, or Gantha, between ones hands and reciting a simple litany in Common. It has become customary for shopkeepers to keep their

boutiques closed during a whole hour at this time, and most people generally rest during this period even though they are in no way affiliated with the great temples. The temples generally hold a mass once a week, during Sabbath. The liturgies are usually sung in common, and follow strict guidelines. The highlight of the mass is the human sacrifice at the end of the ceremony, done in honour of the primordials. The liturgy is changed during important dates, such as the New Years festival or the election of a new high priest. Only the bigger temples have the resources to perform sacrificial rites: the smaller ones usually have to do with sacrificing animals or an occasional Gnoll. Organization The highest authority for all the temples is the high priest of the temple of primordial unity, even though he rarely interferes with the matters of the other temples, which also have their own high priests. Below them are a group of cardinals, each appointed for life. The number of cardinals has traditionally been kept at 100, and when one dies his successor replaces him as the new cardinal. Even though these high leadership positions are only available to old ones, Otherkin priests and clerics are not a rare sight, and cardinals might sometimes have Half-elven advisors. Of course, Otherkin priests are usually the ones who are sent on dangerous expeditions to preach the word, or assigned to work in some remote locations (like Danmyr). The order of the paladins is, however, only responsible to the high priest of the temple of primordial unity. It is led by the guard general, who is selected amongst the influential generals of the standing armies of the major cities. Many are willing to take part in this order, but the selection criteria are strict, and the training is harsh and cruel. Few recruits, even though they pass the initial inspections, are able to survive a month of training. Even if they survive the training, many still perish while serving the orders agenda. The orders task is to protect the high priest, and to rid the world of taint. The dark gods The dark gods are the entities that lost to the elemental primordials during the shaping of the world and were banished to alternate realms. The temple of primordial unity claims that most of the pagan gods are actually manifestations of these gods, and thus their worship is bringing ruin to the world. The worship of pagan gods is still widespread, especially among Otherkin. The list of widespread pagan deities is as follows: Asmodeus Asmodeus, said to resemble a Tiefling, is the god of tyranny and domination. He is commonly said to rule the Nine Hells. Practices and customs Asmodeus-worship is rare and limited to occasional fanatical cults, and even then its usually a bastardized version of Gruumsh-worship. Instead, in the pagan myths, Asmodeus is the punisher of souls not deemed worthy to become one with the elements. His name is often used in curses (May Asmodeus take your soul! For Asmodeus sake), and in pagan burial rites wards are placed around the funeral pyre to prevent Asmodeus from claiming the soul. Tharzidun

Depicted as a man with a vortex for a head, Tharzidun is known as the god who ruled over the second sun, before it was destroyed. Now he is worshipped as a god of knowledge and magic. Practices and customs: Tharzidun-worship is especially widespread among wizards; although most of the shrines have been abandoned since the great temples took a more aggressive stance towards magicks. Still, it is not rare to see statues of him in some larger pagan temples or in roadside shrines. It is a common custom amongst scholars to place a ward with his name on ones forehead when studying. Tiamat Tiamat is traditionally depicted as a wave of lightning. She is said to be the mother of dragons, and she is often associated with good luck and secrets. Practices and customs: Probably the most organized of all the pagan religions, Tiamat-worship is common especially in Halfling-lands. It is not rare to see a temple dedicated to her even in a big city. The oracles of Tiamat are renowned for their ability to predict future events, and even kings seek their services. Many people carry a talisman of Tiamat, which is said to bring wealth and happiness to its wearer. Pelor Usually manifesting as a burning man with 3 heads, Pelor is the god of the sun. He is traditionally depicted as having a lance in one hand and a torch in the other. Practices and customs: Its commonly joked that all of Pelors followers are a little dim-witted as a result of staring the sun for too long. Pelor is especially popular in the southern Otherkin communities. Otherwise it remains relatively rare and it is hard to find a genuine Pelor-worshipper in Danmyr. Of course, stupid people are commonly called Children of Pelor". Kord Kord is depicted as an old man. He is the god of strength and honour. Practices and customs: Kord is commonly worshipped by the Dwarves in Danmyr. Oh god, I still have 4 more gods to go. Lets just say that Kord is beardy and all that nonsense, eh? Gruumsh Gruumsh is often depicted as a single, blood-dripping eye or in older art as a six-armed DECIMATOR with a scythe in each hand. He is the god of slaughter, but also the god of harvest. Practices and customs: Gruumsh is, of course, the other popular god among Gnolls, but farmers also pray to him. In spring, festivals are commonly held in his honour, to ensure that the crops are plentiful. It is commonly believed that invoking the name of the god outside these festivities brings bad luck to one uttering it, so he is usually called the eye or the landlord. Bane Bane is said to be a winged, fire breathing warrior with one leg missing. He is the god of war and bravery.

Practices and customs: Bane has some temples scattered across the continent, but not in the same scale as Tiamat. His followers tend to be mercenaries, bounty hunters and soldiers. Indeed, many common soldiers carry an incantation of Bane with them, as it is said to prevent the infection of wounds. Legends tell that Banes leg is still lying hidden somewhere, and that finding it will make its finder a god. The Raven Queen The raven queen is usually depicted as a woman wearing a mask, and she is the god of death, fate and winter. Practices and customs: The Raven Queen is held in high esteem in the north, although like Bane, his temples are not as numerous as Tiamats. Traditionally in Danmyr animals and crops are sacrificed to her during the last weeks of autumn to lessen the harshness of the winter. Yeenoghu God of Gnolls, he is often told to be a great maw that devours everything. He is often associated with power and shadows. Practices and customs: Those associated with the numerous thieves guilds carry charms of Yeenoghu, and some short prayers are used as identification. The most common variant of playing cards is called the maw of Yeenoghu, and it is the second most popular way of gambling, next to pit fights. Q - what pit fights? A Pit fights are a traditional past-time for the wealthy, and those looking to score big with as little effort as possible. Most of the fighters are slaves, who are recruited by promising freedom after 3 years of fighting. Contrary to popular belief pit fights are rarely to the death, as a trained fighter is a valuable asset. However, death is not a rare occurrence. Pit fights are run by the thieves guilds, and are their major source of income.

Commissar Fuklaw says: Let faith protect your mind and metal your flesh!

8 LANGUAGE SETTINGS GO!


Usually in fantastical (and non-fantastical settings), everyone speaks English. Even in the depths of hell theres always a greater demon thats willing to speak some common. Now, this certainly eases the burden on the players and on the DM.

However, it makes language-skills more or less moot, and is entirely unrealistic. So fuck that shit, this setting is not having any of it. The following lists most of the languages spoken in Danmyr, omitting some less spoken regional variants and dead languages. Languages used about everywhere Common Common was the main language of the Great Empire, but since its collapse it has lost its former position as the lingua franca of the known world. Nowadays, common is the language of scholars and traders: the latter use a simplified version of common using only the key phrases and concepts. The so called trade-common is not suited for deep philosophical arguments, but nearly anyone can learn it and do business with it. Most of the literature is still written in common. Eladrian Eladrian is a variant of common, mostly spoken in the areas around the old capital. The two languages sound similar but two speakers are unable to understand each other. The language has spread with immigrant Eladrin, even to distant regions like Danmyr. Eladrian is considered to be the language of diplomacy. Primordial The language used in almost all of the liturgies and scriptures of the great temples, it is not used for any other purposes, since it is often considered to be slow and hard to pronounce. It is one of the few languages that use Barazhad-script. Languages spoken in Danmyr Ostronyr The language commonly spoken in the regions surrounding Badel and Enz, it can be traced to ancient dwarven origins. It is the only language to use Davek-script, although not much is written with the language. Indeed, few speakers today learn to read and write it, most using common-script as a substitute. Ganthian Used in the central areas of Danmyr, Ganthian is a very widespread language. Because of this, there are many regional variants, and speakers from different regions might have a hard time understanding each other. Volgur-Ganthian The people living in Volgur generally attest that their language is Ganthian, but it is generally listed separately because it cannot be understood by speakers of regional Ganthian and vice-versa. Renyr Another language with traceable dwarven origins, it is only spoken in Randort and regions surrounding it. Long considered to be a minority language, the emerging Ravenor clan reestablished the languages status, since it is used by the followers of the Raven Queen.

Other languages that are not so spoken in Danmyr but should still be listed since some stupid PC wants to be a fucking Halfling or some shit like that Abyssal The most widespread of the southern languages. Even though it is not the only one, it is the variant most commonly used by the less-fortunate individuals that adventurers typically are,

especially if they have to migrate to Danmyr. Local Tieflings may or may not know this language. Uses Barahazad-script. Draconic The language spoken by dragons. Some wizards tend to learn the language to serve their sinister masters, but otherwise not commonly used. Uses Iokharic-script, although not much has been written with it. Lesserspeak A common way of describing all of the dozens of Halfling languages. None of them are common in Danmyr, except amongst Halfling slaves. No scriptures written in Lesserspeak exist. Sylvan The language used by Elves. Nearly all of them understand at least some Sylvan, as it is considered to be a matter of honour. Uses Rellanic-script. Gnollspeak The language spoken by the numerous Gnoll tribes, there is also much regional variation. However, all Gnollspeak users tend to understand each other. Also used in some smaller farming communities south of Danmyr. As with Lesserspeak, no scriptures are written with it. DURR *CLANG* - Sound made by beholders when they bite themselves The crunch changes All characters start with a choice of languages, depending on background factors and WIS score. A character can always speak the trade-variant of common if they so desire. For the sake of simplicity, you either know how to speak a language or you dont. Clerics and Paladins can always substitute a language for either Primordial or Eladrin, and Wizards can always learn Draconic.

9 Backgrounds
Surely, PCs from different regions should be different, amirite? So, here are some more imbalancing aspects. Every PC gets a grand total of one background at character generation. Elven forest Your have been raised in the enchanted Elven forests (in slavery or otherwise). Years of living in the lush forests have taught you a thing or two about tracking. You have recently immigrated to Danmyr and have little to no understanding of the local customs. Paladins cannot take this background. - Add Nature to your class skill list. You can re-roll any such check, but the second result always stands. - +1 to your initiative and to hit with ranged weapons - If your WIS is lower than 10, you only know Elven. If its lower than 13, you can also select between Eladrin and Primordial. If its more than 13, you also know Common. Southern lands You have been raised in the southern deserts, in the heart of the Tiefling kingdoms (in slavery or otherwise). The burning sun has left its marks on you. You have recently immigrated to Danmyr and have little to no understanding of the local customs. - Gain 3 points of fire resistance. Increase this resistance to 6 at 11th and to 10 at 21st. - You get a free armour proficiency feat during character generation. This bonus feat cannot be used to gain multiple armour proficiencies at character generation (you cannot make a human wizard who can use chain mail at level 1, for example) - If your WIS is lower than 10, you only know Abyssal. If its lower than 13, you can also select between Eladrin and Primordial. If its more than 13, you also know Common. Badlands You have been raised in an unnamed village, or in the wilderness, or in the many Gnoll packs roaming the plains south of Danmyr. This life has taken its toll on you, and certain career options are not available to you. - +1 to STR and CON, but -1 to INT - Cannot choose a Divine-class. Streetwise can never be a class skill for you. Nature is always a class skill for you.

- Choose one language from the following if your WIS is lower than 13 and two if more: Ostronyr, Renyr, Ganthian, Volgur-Ganthian, Gnollspeak and Lesserspeak. Volgur Your character has been raised in the island of Volgur, land of excellent seafarers. You know the way of the sea like your own pockets. - Add Athletics to your class skill list, and gain +2 on those checks. - Gain 2 points of cold resistance. At 11th level, it improves to 3 and to 5 at 21st - You automatically know Volgur-Ganthian, and you can select any other language if your WIS is lower than 13 and 2 if more. Akranes You have been raised in the northern city of commerce, even though it has lost some of its former glory. Still, youve learned a thing or two on the streets of the city. - Diplomacy is always a class skill for you. +2 on those checks. - You get 1.5 times the normal starting wealth. - You know one language if your WIS is lower than 10, two if lower than 13, and three if more. Lenheim You have been raised in the only Eladrin city of Danmyr. Its shielded environment and Eladrin culture has left its mark on you. - You can choose to add either CON or WIS to your hit points. The amount of healing surges is still dependant on CON. - You only know Eladrin if your WIS is lower than 10, one bonus language if lower than 13, and two bonus languages if more. Stendal and Grena You have been raised in either one of the Iron fist controlled cities. As bribery and corruption is widespread, you have gotten used to recognizing liars and swindlers. - +2 to Insight checks. You can re-roll these checks, but the second result always stands. - Gain proficiency with Bastard swords. - If your WIS is lower than 10, you only know Ganthian. You know one bonus language if your WIS is lower than 13, and two bonus languages if more. Badel and Enz You have been raised in either of the mostly dwarven cities. You have assimilated some of their culture and tradition. - +2 to saves against charm and fear effects. - +2 to History checks. - You know one language if your WIS is lower than 10, two if lower than 13, and three if more. In addition, you always know how to speak Ostronyr. Sachau and Randort You have been raised in either of the cities commonly associated with the Raven Queen. Both of the towns are old, and navigating their streets is no easy task. However, youve become quite fluent at it. - Add Streetsmarts to your class skill list, and gain +2 on those checks. You can re-roll any such check, but the second result always stands - If your WIS is lower than 10, you only know Renyr. You know one bonus language if your WIS is lower than 13, and two bonus languages if more. Old capital The old capital, now a mere shell of what it used to be, still contains one of the few wonders of the world: the temple district. You have recently immigrated to Danmyr and have little to no understanding of the local culture. - Add Perception and Religion to your class skill list. +1 on those checks. - Your starting wealth is doubled - If your WIS is lower than 10, you only know Eladrin. If its lower than 13, you can also select between Common and Primordial. If more, you gain one bonus language. Born under a bad sign If you dont get the Cream reference, you suck. - Once per day, you may force the re-roll of ANY die, not just one that you make. - You know one language if your WIS is lower than 10 and two if more.

Dark Cult You have been brought up in a closed environment dedicated to the worship of unholy gods. Even if you have abandoned your past, it still haunts you to this very day. - Can never be a paladin. Those with a change of heart can be clerics, however. - +1 to INT, but -1 to CON - Arcana is always a class skill for you. +2 to those checks - If your WIS is lower than 10, you only know Draconic. If its lower than 13, you also know Common. If more than 13, you know one bonus language. Divine experiment You have been used as an experimental subject in one of the great temples. You have been gifted with powers beyond imagination, but this process has left serious scars on your psyche and your character. - You cannot take this background if you are an Old one - You cannot be a Paladin or a Wizard. Diplomacy can never be a class skill for you. - +1 to DEX and CON, but -1 to CHA - You must have at least one phobia (if you come into contact with the trigger, you can not perform any actions and pass out if the trigger is not removed from your vicinity in 5 rounds. Expect the DM to fuck with you all the time.) - If your WIS is lower than 10, you only know Primordial. If lower than 13, you know one additional language, and if more than 13 you know two additional languages. Ex-noble In your youth you were one of the wealthy individuals, either close to some clans leadership or to temple authorities. However, for some reason or the other this was not to last and you have been forced to become something that you have always despised. - -2 to all social rolls with people of lower stature. - You get a single +1 magic item at character generation, but no starting money or equipment. This item can never be sold (at least not by you). - If your WIS is lower than 10, you only know Eladrin. If lower than 13, you know one additional language, and if more than 13 you know two additional languages. Gypsy You have always been a travelling soul, never staying in the same place for too long. This has made you more open and flexible. - You get a +1 to two skills. Assign these bonuses as you see fit. The skills that you assign these bonuses to will automatically become class-skills for you. - You start with 0.8x of normal starting wealth. - You know one language if your WIS is lower than 10, two if lower than 13, and three if more. In addition, you always know Common. Turned into a loli HAHAHAHAHA! No.

10 CONCLUUSON
Thats all there is to it folks! Plot hooks are plentiful, rewards are sweet, grimdark is abundant, the girls are all pretty, and there is adventuring around every corner! Well actually, its usually slavery and brutal death.

So um Yeah

Commissar Fuklaw says: An open mind is like a fortress with its gates unbarred and unguarded!

11 Lololo its not over till the fat lady sings


Heres a smallish list of all the freaking house rules that havent been talked about earlier. This list is subject to changes

- The feats Weapon Expertise and Implement Expertise are not selectable. - About paragon paths and epic destinies: if it has been printed somewhere, it is selectable WITH the DMs approval, of course. - You know the feat that gives you extra languages? Yeah, that only gives one now. And it cannot be selected more than once. Live with it. - The alignments are Lawful good, chaotic good, unaligned, lawful evil and chaotic evil. This was just done to make the alignment grid a nice X instead of a tetris-cube. - The characters you generate do not have to have anything in common with one another. Still, there are some points you should consider. - It would be desirable that all the roles would be equally represented in the party - All of the characters should have lived in Danmyr for at least a year, no matter where. - There are no falling mechanisms for paladins and the like. However, should you abandon the ways of the primordial (note for the slow: an adventuring paladin most likely has), you can expect to run into trouble later, either at the hands of the temple officials or divine beings. - Since the language-mechanics are what they are, the characters should have at least one language in common (not necessarily Common). Not mandatory, but things can get ugly if the party members cannot understand each other - Juffo has a special permission to make a Mary Sue character. - For those not familiar with the 4ed rule set, heres a quick rundown on all the classes in the setting, their roles and a brief summary of what they do, ala Damicampaingthegreat.doc Defenders As the name suggests, defenders protect the weaker classes by either forcing the enemies to attack them, or making it a very bad deal for the monsters to attack other classes. - Warden (Primal) Shitloads of hit points and powers that draw from the elements. Also some polymorph options. - Paladin (Divine) Can wear the best of armours and does a good job at pummelling and healing. - Fighter (Martial) You know the drill about fighters. - Swordmage (Arcane) A fighter who wears no armour and uses spells. Sort of a jack of all trades. Strikers Strikers dish out the hurt, usually on a single target. However, they tend to be really fragile. - Avenger (Divine) Sort of a divine rogue. Mostly relies on melee, but can function from afar. - Rogue (Martial) The backstabbing bastard from previous editions is back - Ranger (Martial) A ranged or two-weapon combat specialist. No companion this time, folks! - Warlock (Arcane) A magic user who can dish a whole lot of hurt from afar - Sorcerer (Arcane) The team killer, specializing in area effect and burst spells. - Barbarian (Primal) Has been scaled back from the days of Lorf the great. Still, can dish out decent hurt.

Controllers Controllers focus on dealing with large number of enemies, either by direct damage or by limiting the oppositions options. - Wizard (Arcane) Wizards cast them magicks. What did you expect? - Druid (Primal) Can use their beast form to take on a more striker role. Otherwise, a fairly standard controller. - Invoker (Divine) Specializes in afflicting the foe with a variety of status effects. Can also boost his allies. Leaders Leaders give bonuses to other classes by simply being there. They might also be good at healing and positive buffs. They can also withstand damage somewhat. - Warlord (Martial) Your standard ROAAR, PELOR FAVOURS US TODAY! class. - Cleric (Divine) Your standard I heal you and then PELOR! class. - Bard (Martial) Your standard I SHALL SING YOU THE SONG OF MY PEOPLE class. Actually somewhat useful here! - Shaman (Primal) Your standard Fuck this shit, Im going to have adventures with my pet panther class. BENDIX FOAA DEVA The deva are rare and respected beings, although small in number. It is said that they were the servants of the elemental lords who wished to gain a mortal shell to guide and protect the younger races. Of course, official temple dogma denies this. They are a dying breed, slowly withering in a world that no longer has any use for them, unable to adapt to the changing times. They held great power before the days of the empire, but their days of glory have long since passed. Devas are mostly treated like rare animals; no one really wants to hurt one or capture one, but they are rarely taken seriously or given any meaningful posts. The deva are noble in appearance, their skin eminating a bluish hue with differing white patterns along the whole body. They are usually tall yet slender. Deva are noted for standing absolutely still when not doing anything in particular, sometimes causing uneasiness. Devas are mysterious, and they do not like to share secrets surrounding their kind or themselves. The Deva are cold, calculating and arrogant, but at the same time they are elegant, enlightened and spiritual. One more thing, their designs include kickass faceplates. Use them. If youre confused, just remember: Warforged = Dr.Manhattan / Deva = Spock

Just because I can: THE OFFICIAL PHB2 TIER LIST

Supreme Tier: Barbarian, Bard Good Tier: Invoker, Sorcerer, Warden Mediocre Tier: Avenger, Druid "Isn't it sad, Sacchin?" Tier: Shaman And for good measure, Garou: maruku ofu za uruvusu tier list: God Tier: Kevin Upper Tier: Grant, Jae, Gato, Jenet, Terry Mid Tier: Butt, Dong, Kain Low Tier: Hoku, Hotaru, Rock Bottom Tier: Tizoc, Freeman

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