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Written by Brett Andersen
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Thursday, 04 March 2010 13:20 |
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I have been told repeatedly that if I am creating a new world for role-playing, this book should be required reading. In this ambitious book, Jared Diamond lays out the foundations for why some societies came to dominate others. It is important to note that this book covers more than just the recent domination of Western Europe from ~1500 AD.
The question of why some societies come to dominate others is one that is difficult to ask. Even asking the question can lead to charges of racism. If one race (say whites) were able to thrive and develop a sophisticated society in an environment where another race (say Aboriginal Australians) lived as hunter-gatherers for nearly 40,000 years, doesn’t that indicate a fault with the aborigines? One cannot deny the historical fact that when Europeans arrived in Australia they possessed more sophisticated technology, were more numerous, and far more Aborigines died of European diseases than vice versa. In this book Jared Diamond provides an explanation that has nothing to do with the races in question or perceived differences – instead, his explanation is based on geography and historical distribution of animals and crops that make farming possible.
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Last Updated on Thursday, 04 March 2010 17:46 |
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Written by Fixxxer
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Thursday, 04 March 2010 04:25 |
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Guy Montague Male half-elf psion (telepath) 4/ psychic warrior 2/ fighter 2: CR 8; Medium humanoid (elf, human); Hit Dice 2d10+2d8+4d4+18; 52 hp; Init -1; Spd 30 ft. (6 squares); AC 18 (-1 Dex, +6 Armor, +3 Shield), 9 touch, 18 flat-footed; BAB/Grapple +5/+7; Atk +8 melee (1d6+2/x4, masterwork heavy pick) or +7 melee (1d4+2/19-20x2, dagger) or +4 ranged (1d4+2/19-20x2, dagger); Full atk +8 melee (1d6+2/x4, heavy pick) or +7 melee (1d4+2/19-20x2, dagger) or +4 ranged (1d4+2/19-20x2, dagger); SA psionics; SQ +2 racial bonus on saves vs. enchantment spells and magical effects, immunity to sleep spells and magical effects, low-light vision; AL LE; SV Fort +8, Reflex +0, Will +6; Str 15, Dex 8, Con 12, Int 15, Wis 14, Cha 10. Skills and Feats: Autohypnosis +3, Bluff +5, Climb +6, Concentration +11, Diplomacy +2, Gather Information +4, Handle Animal +4, Intimidate +6, Jump +6, Knowledge (psionics) +6, Listen +3, Search +3, Sense Motive +4, Speak Language +1, Spot +3; Combat Expertise, Improved Feint, Improved Trip, Narrow Mind, Psionic Body, Psionic Meditation, Psionic Weapon, Speed of Thought. Languages: Common, Dwarf, Elf, Gnome, Halfling
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Last Updated on Thursday, 04 March 2010 17:37 |
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Written by Thomas Dailey
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Thursday, 04 March 2010 04:27 |
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Loralana Ravinstalker Female human expert 3/druid 5: CR 7; Medium humanoid; Hit Dice 3d6+5d8+5; 54 hp; Init +2; Spd 30 ft. (6 squares); AC 14 (+2 Dex, +2 armor), touch 12, flat-footed 12; BAB/Grapple +5/+5; Atk +5 melee (1d4/19-20; dagger), or +8 ranged (1d8+1/19-20; hunter’s crossbow); Full atk +5 melee (1d4/19-20, dagger), or +6/+6 ranged (1d8+1/19-20; hunter’s crossbow); SQ animal companion, nature sense, resist nature’s lure, trackless step, wild empathy (+4), wild shape (1/day), woodland stride; AL CN; SV Fort +6, Reflex +4, Will +7; Abilities: Str 11, Dex 14, Con 12, Int 16, Wis 11, Cha 9. Skills and Feats: Balance +2, Climb +6, Handle Animal +9, Hide +12, Jump +5, Knowledge (nature) +18, Knowledge (geography) +8, Listen +8, Move Silently +12, Ride +9, Spot +10, Survival +17, Swim +9, Tumble +4; Point Blank Shot, Rapid Reload, Rapid Shot, Stealthy.
Typical Druid Spells Prepared (save DC 10 + spell level): None (see below)
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Last Updated on Thursday, 04 March 2010 07:30 |
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Written by Fixxxer
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Tuesday, 12 January 2010 00:34 |
This is a short EL13 encounter for four to six player characters (PCs) of 10th-12th level. The encounter takes place on a road cut through a heavily wooded area. It may take place in any type of area or climate. While a map is provided, the DM is encouraged to add his or her own flair to the encounter, perhaps by adding rough terrain to the map or by altering the positions of some of the antagonists.
The orc archers and berserkers in this encounter are not carrying any treasure except for their gear. If the PCs survive the encounter and wish to rid the area of orcs completely, they can track fleeing survivors or pick up the orcs’ arriving trail to a war camp four miles into the forest. The DM is encouraged to populate this camp as he or she sees fit, but may want to add an additional 2d4x100gp worth of looted treasure to the area to make up for the lack of treasure carried by the orc archers and berserkers.
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Last Updated on Thursday, 14 January 2010 00:47 |
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