Societies of Ivrel icon

Societies of Ivrel



НазваниеSocieties of Ivrel
Дата конвертации09.07.2012
Размер10.37 Kb.
ТипДокументы
1. /Ivrel/Core Rules/Addendums/Monster Addendum 1 [Draconians].doc
2. /Ivrel/Core Rules/Addendums/Monster Addendum 2 [Dragons].doc
3. /Ivrel/Core Rules/Core 0.0 - Ivrel Land of Legends Title.doc
4. /Ivrel/Core Rules/Core 0.1 - Table of Contents.doc
5. /Ivrel/Core Rules/Core 1.0 - Rules of Ivrel .doc
6. /Ivrel/Core Rules/Core 1.1 - Alternate Alignment System.doc
7. /Ivrel/Core Rules/Core 1.2 - Alternate Hit Point System.doc
8. /Ivrel/Core Rules/Core 1.3 - Expanded AC & RF System [LiteRF].doc
9. /Ivrel/Core Rules/Core 2.0 - Race Quick List.doc
10. /Ivrel/Core Rules/Core 2.1 - Races of Ivrel .doc
11. /Ivrel/Core Rules/Core 3.0 - Proficiencies List.doc
12. /Ivrel/Core Rules/Core 3.1 - Proficiencies Discriptions.doc
13. /Ivrel/Core Rules/Core 4.0 - Kits Allowed in Ivrel.doc
14. /Ivrel/Core Rules/Core 4.1 - Priest Kits of Ivrel.doc
15. /Ivrel/Core Rules/Core 4.2 - Specialty Classes of Ivrel.doc
16. /Ivrel/Core Rules/Core 4.2.1- Knight & Kelan Codex.doc
17. /Ivrel/Core Rules/Core 5.0 - Ivrel System Notes.doc
18. /Ivrel/Core Rules/Core 5.1 - Pantheon of Ivrelian Gods.doc
19. /Ivrel/Core Rules/Core 5.2 - Societies of Ivrel .doc
20. /Ivrel/Core Rules/Core 5.3 - Unique Weapons, Spells and Magical Items of Ivrel.doc
21. /Ivrel/Core Rules/Core 6.0 - Tables.doc
22. /Ivrel/Core Rules/Core 7.0 - Character Sheet Ivrel.doc
23. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Eight Monsters.doc
24. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Five Campaign Details.doc
25. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Four Kits & Classes.doc
26. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Nine Addemdums.doc
27. html">/Ivrel/Core Rules/Core Book Chapter Dividers/Chapter One Rules.doc
28. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Seven Misc.doc
29. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Six Tables.doc
30. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Three Proficiencies.doc
31. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Two Races.doc
Aurak draconians
From the Desk of Scott McClure
From the desk of Scott c mcClure
From the Desk of Scott c mcClure
From the desk of Scott C. McClure
Alternate Alignment System
Alternate Hit Point System for use on Ivrel
Ac and rf system Expanded
Quick Race List Information Sheet
From the Desk of Scott C. McClure
General Proficiencies; = In addition to those normally in the Players Handbook
Compiled List of Proficiencies; Extended & With Descriptions
Kits allowed on Ivrel [No Kits allowed to multi-class characters unless they are multi-class kits]
From the desk of Scott C. McClure
Specialty classes of Ivrel; these classes are unique to the Ivrel setting and as such may be very new to players not familiar with the setting
From the Desk of Scott C. McClure
Ivrel System Notes
Pantheon of Ivrelian Gods
Societies of Ivrel
From the Desk of Scott c mcClure
Compiled Character Tables
Character; Your name; dm; Scott C
Chapter Eight
Chapter Five
Chapter Four
Chapter Nine
Chapter One
Chapter Seven
Chapter Six
Chapter Three
Chapter Two

From the desk of Scott C. McClure

General Overview of Ivrel Societies

Societies of Ivrel;

The following societies are in play; descriptions and notes will be by each one. These are the basic cultures of the world; they are general mass culture views. Most players will be in the Nhi culture overview.

  1. Nhi;

  1. Medieval background, mostly western European outlook on life.

  2. Spells allowed to Nhi Priests and Mages may be selected from the Players Handbook, The Tome of Magic, Spells & Magic, Birthright and Dragonlace.

  3. Races allowed within the Nhi culture are as follows; High Elf, Half Elf, Human, Moon Elf, Hill Dwarf, Mountain Dwarf, Minotaur, Flinds and Haflings.

  4. The Nhi culture exists on the following Continents; Shiuan, Terabithia, Shattered Isle and Kursh.

  1. Mya;

  1. American Indian background, mostly east cost though some West Indian outlooks may be present.

  2. Spells allowed to Mya Priests and Mages may be selected from the Maztica and Savage Lands. Priests are allowed the Players Handbook.

  3. Races allowed within the Mya culture are as follows; High Elf, Half Elf, Human, Sylvan Elf and Lizard Man.

  4. The Mya culture exists on the following continents; Grilon [Upper], Shattered Isle [Upper], Colauph and Terabithia [Middle and Bottom].

  1. Suvaj;

  1. Classic Amazon background, matriarch outlook on life.

  2. Spells allowed to Suvaj Priests and Mages may be selected from the Maztica, Savage Lands, and the priests are allowed the Players Handbook.

  3. Races allowed within the Suvaj culture are as follows; High Elf, Half Elf, and Humans.

  4. The Suvaj culture exists on the following continent; Shiuan [Bottom].

  1. Donen;

  1. Oriental, though mostly a pre-western influence. Very Isolationist.

  2. Spells allowed to Donen Priests and Mages may be selected from the Kara-Tur, Illusions and the Priests are allowed the Players Handbook.

  3. Races allowed within the Donen culture are as follows; High Elf, Half Elf, Human, Moon Elf and Lizard Man.

  4. The Donen culture exists on the following continent; Colauph.

  1. Marnish;

  1. Generic Tribal / Nomadic … generic.

  2. Spells allowed to Marnish Priests and Mages may be selected from the Players Handbook [Maximum spell level attainable is 3rd].

  3. Races allowed within the Marnish culture are as follows; High Elf, Half Elf, Sylvan Elf, Lizard Man, Flinds, Minotaurs and Haflings.

  4. The Marnish culture exists on all continents.

  1. Angen;

  1. Aramaic [Mediterranean] background.

  2. Spells allowed to Angen Priests and Mages may be selected from the Red Steel, Al-Qadim and the Players Handbook.

  3. Races allowed within the Angen culture are as follows; High Elf, Half Elf, Human, Sylvan Elf, Dua Elf, Minotaurs and Flinds.

  4. The Angen culture exists on the following continents; Grilon [Upper], Terabithia [Bottom], Shiuan [Middle and Bottom] and Kursh [Middle and Bottom].

  1. Kath;

  1. African background, mostly non-violent.

  2. Spells allowed to Kath Priests and Mages may be selected from the Players Handbook, Al-Qadim and Savage Lands.

  3. Races allowed within the Kath culture are as follows; High Elf, Half Elf, Human, Dua Elf and Minotaurs.

  4. The Kath culture exists on the following continents; Shattered Isle [Upper], Terabithia [Middle and Upper], Shiuan [Middle and Bottom] and Kursh [Middle and Bottom].

Societies of Ivrel;

  1. Morijia;

  1. East Indian background, pre-western influence.

  2. Spells allowed to Morijia Priests and Mages may be selected from the Players Handbook, the Tome of Magic, Spells & Magic and Kara-Tur.

  3. Races allowed within the Morijia culture are as follows; Half Elf, High Elf, Human, Dua Elf, Moon Elf and Hill Dwarf.

  4. The Morijia culture exists on the following continent; Shattered Isle.

  1. Pywen;

  1. Mongolian background, at the height of there power in the east.

  2. Spells allowed to Pywen Priests and Mages may be selected from the Players Handbook.

  3. Races allowed within the Pywen culture are as follows; High Elf, Half Elf, Human and Lizard Man.

  4. The Pywen culture exists on the following continents; Karish, Grilon [Bottom] and Terabithia [Upper].

  1. Baven;

  1. Celtic background, pre-Saxon invasion.

  2. Spells allowed to Baven Priests and Mages may be selected from the Players Handbook, the Tome of Magic and Spells & Magic.

  3. Races allowed within the Baven culture are as follows; High Elf, Half Elf, Human, Sylvan Elf, Moon Elf, Hill Dwarf, Mountain Dwarf and Flinds.

  4. The Baven culture exists on the following continent; Terabithia.




  1. Jalima;

  1. Atlantis of the DC Comics realm [Classic].

  2. Spells allowed to Jalima Priests and Mages may be selected from the Players Handbook, the Tome of Magic and Spells & Magic.

  3. Only aquatic elves are allowed in this culture.

  4. The Jalima culture exists in every ocean on Ivrel and in many rivers and tributaries.

  1. Keviar;

  1. Angelic [Catholic] structure.

  2. Spells allowed to Keviar Priests and Mages may be selected from the Players Handbook, the Tome of Magic, Spell Jammer and Spells & Magic.

  3. Only Avian elves and Lakore are allowed in this culture.

  4. The Keviar culture exists everywhere there are clouds.




7/9/2012 16:03 A7/P7



Разместите кнопку на своём сайте:
Документы


База данных защищена авторским правом ©podelise.ru 2000-2014
При копировании материала обязательно указание активной ссылки открытой для индексации.
обратиться к администрации
Документы