A Victorian-tech-level steampunk(ish) campaign setting
When the first colonialists estalished colonies, they encountered "Savage, Exotick beings....". The term stuck, and soon became a catch-all derogatory for anything not human, elven or dwarven. Variants: Ticks (common slang), 'tickie'/'tickeys'. This also covers half-breeds.\n\nThe ticks were, in most cases, overpowered by the superior technology the invaders arrived with. Colonies were established, and a slave trade soon flourished.\n\nThus, players can encounter a logging operation which employs ogre lumberjacks, or a lord with hobgoblin bodyguards. Half-breeds are not unheard of, but either demoted to freak shows or born into slavery or servitude. It is rare, but not unheard of, for halfbreeds and non-humans to rise to high society. This almost exclusively happens in the colonies. They are starting to trickle into [[The Underworld]] of Europe though.
Deformities, even madness, has occured in humans who have had prolonged contact with magic. This fact is suppressed, however. The usefullness of magic itself and magic-embued items trumps most concerns. The raw material cost of magic experimentation also prevents the general populace from aquiring magic contamination.\n
The dwarves are internally divided into [[Dwarven Clans]]. Each clan has it's own variation on the legal system, for example. Matters concerning the dwarven nation as a whole are decided in a council consisting of the leaders of the clans and representatives of the gods. An elected-for-life king presides over the council, and has limited power of veto. When the King dies, a new one is elected. This usually is one of the clan leaders, although common dwarves have been chosen.\n\nThe European dwarves are closely allied to the 'new rich' capitalists and entrepeneurs, seeing a common ground in the desire for profit at all costs. Driven by the desire (and very real possibility) of making great profits, quite a few dwarves have joined the trading companies as technical advisors. Some have even risen to positions of power.\n\nThe Dwarves have one of the finest armies in the world. It is kept battle-trained both through clan in-fighting and through being the best mercenary force avaiable - if you pay the fees (not doing so is usually devastating for the client).
!Humans\nPockets of [[Paganism]] still exist in isolated areas.\n!!Christianity\nThe [[Roman Catholic Church]] insists on its supremacy, but has lost much of its former glory.\n\nThe [[Church of England]] is important in [[Britannia]] and in the [[British Colonies]]. Opposes the catholics\n\n[[Protestantism]] in most of northern Europe. No central authority.\n\n!![[Islam]], [[Hinduism]], [[Buddhism]]\nPracticed where historically appropriate.\n\n!Dwarves\n\nWorship a [[Dwarven Pantheon]]. Considered beyond redemption by the Catholics. Zealous human missionaries stil persevere, and some succeed.
Dwarves are cunning, brillant engineers and craftsmen. They are fiercely loyal to their allies, and as ferociously opposed to their enemies. They also have a great love for gold, and are quite accomplished businessmen. Many clans even accept slavery as 'the correct order of things' - free labor can't be that bad.\n\nDwarves are seldom seen outside their mountain kingdoms unless they have an economic incentive. They are sometimes employed for their masonry and engineering skills, and have the best standing army available (for considerable amounts of gold). \n\nThe wealthier dwarven clans are also moneylenders.\n\nAs a general rule: where there are (geologically stable) mountains, there are (or have been) dwarves. The only known nations per se are located in the Alps and Caucasian mountains. There are dwarven settlements in Scotland, and rumors of other known dwarf nations in the mountains of Scandinavia and Russia.\n\n
Humans are the most common race by far. Their adaptability and resourcefulness serve them well. That they breed enough to constanty increase their population helps. Recent advances in medicine have also further increased the (civilized) human population.
Type the text for 'Germany' here.
Magic theory has been passed on to humans by elves, who offered their lore in return for safe passage through Europe. This treaty still stands - most of the elves who signed it are stil alive. However, humans who suffer prolonged exposure to magic are prone to contract [[Magical Contamination]].\n\nDivine casters draw their energy from the all-enveloping life force. Anyone who knows how can do so, but the established [[Religions]] tend to believe their way is the only way. The only correct way at least.\n\nMagic and religious theory is considered an essential part of a gentleman's education, along with mathemathics, physics, history, Dwarven etc. Thus, anyone in a position to have had an education has a rudimentary understanding of both arcane and divine magic (bonuses to Knowledge (religion) and Knowledge (Arcane) as well as Spellcraft.\n\nThe recent advances in technology has led to a surge in magical experimentation. This is expensive, and such scholars of magic are either rich or have rich patrons. The very expensive nature of arcane magic means it is limited to the rich and very rich.\n\nMagic items are avialable, and common among the nobility. The [[British crown jewels]] are all magical for example.
The human industrialization is based on concepts originally defined by [[Dwarves]]. This is not known (or believed) by many humans though. The general consensus is that humans invented tech and dwarves 'stole' it - although dwarves are admittedly better engineers, builders etc.\n\nDue to the ready availability of [[Magic]] and [[Magic Items]], [[Technology and Magic]] has been successfully combined. There are, however, strong political movements against the 'tainting' of 'pure' magic with technology.
!Trynk, God of Beer\nA cornerstone of dwarven society and economy, the quality of dwarven beer is well known. Trynk makes this happen, according to the dwarves. He ensures the quality of crops and purity of water neccesary to produce good beer. He is also considered the god of fertility, since beer often indirectly leads to dwarven conception.\n\nThe Order of the Eternal Mug has supporters in every dwarven clan, and is the largest priestly order. It rarely meddles openly in dwarven politics, though its opinions carry a lot of weight\n\n!Sif, Goddes of Gold\nDwarves love beautiful things. The Golden Lady keeps the dwarven treasuries full of lovely gold, to be shaped into items or raw political power. Also the goddess of crafting.\n\nThe Ladies of the Golden Locks are also loved by many, and are often used as economical advisors. Carry a great deal of politcal power in many clans.\n\n!Ordrend, God of War\nDwarves are fierce (and expensive) warriors. Some exeptional dwarven heroes are said to have been possesed by the spirit of Ordrend. Ordrend is also the god of justice.\n\nThe Brotherhood of The Axe serve as tactical advisors, and are a valuable part of the army.\n\n!Frendor, God of Death\nMost dwarves do not fear death. They view it as an inevitable path that all living things must tread. That being said, they do not feel rushed to get there. Frendor commands the power to extend life as well as take it, and is also the god of Healing.\n\nThe Pale Hand is well recieved in most clans - healers are always welcome. The Pale Hand also contros the Pick, an elite assassin squad.
Pioneers of technology and exploration. Close allies with [[Britannia]]'s goverment.\n\n!!Chief Exports\n* Technology in all shapes and sizes, but with a preference for steam-powered engines.\n* Finely crafted and decorated weapons and armors.\n\n!!Geography
Generally jovial and friendly, this clan has the finest dwarven brewers of dark ales and stouts. Not very militant (for a dwarf clan). Only maintanins the minimum army required by the Dwarven Code. Commoners are often brewers, fishermen or farmers.\n!!Chief Exports\n*Beer. Notable brands: Dirchwold Brown Ale, Fool's Heart Barley Porter.\n*Grain, mostly barley and oats.\n*Hops\n*Fish\n*Metal and ore, mostly iron and tin. Some rare metals as well.\n\n!!Geography\nControls a sizeable portion of the farmlands near Lake Geneva as well asa th southern shore, and part of the extensive mineral deposits in the mountains to the south. The clan seat is located in the southern alps. \n!!Allied Clans\n* [[Stoutheart Clan]]\n\n!!Rival Clans\n* [[Goldbeard Clan]]. Contention over the richest deposits and the rarest ores.\n* [[Bronzeheart Clan]] Border dispute over the right to a pass.
Dwarven operative for British Intelligence. Works as an executive in the Cairo Port Authority. Dresses like the locals, and keeps his beard well-trimmed.\n\nRogue lvl 7
The Hand (also known as 'The Crimson Hand' ) is an old assassin's guild. It has lately branched into other areas of crime. Sometimes acts on behalf of the French government.\n\n!Base of Operations\nThe Hand originated in [[Paris]], and has a considerable presence in every large [[Europe]]an city. Also prevalent in the French colonies.\n\n!Chain of Command\n# The Hand\n# Fists\n# Grips\n# Fingers\n# (Finger)tips\n\n!Funding\nPrimarily from assassinations. Controls a large portion of the narcotics and artefact trade from Asia to Europe.
The heroes have all been informed that a business proposition would be presented to them at [[55 Cobbler Street]], London.\n\nWhen all heroes have arrived, [[Captain Gruushavak]] of the British Army greets them. "The [[Mirror of Knowledge]] has gone missing in transit from Khartoum to Cairo. Since the Mirror was lost in French territory, there is very little the British government can do."\n\n"The Mirror is believed to have been stolen by the Orc warband [[The Hammer of Fire]] led by [[Gruugh Firefist]]. The warband is believed to have headquarters in the foothills near the desert".\n\n"In [[Cairo]] you will meet my operative, [[Gorm Longhand]]. He will provide you with the equipment you will need for your journey."
An Orc Warband, led by [[Gruugh Firefist]]'s iron hand. Consists of 20-25 ragtag orcs and half-orcs, almost all warriors. There are around 5 scouts and two or three shamans.\n\nThe Hammer of Fire never stay in one place for long. They set up a temporary camp, raid the nearby villages, and move on.\n\nThe camp supposedly has order, with sentry posts in key locations (20% chance they are not - DC 4) . Gruugh rules with an iron fist, squelching any independent thought brutally, in fear of his own position. Failure to meet Gruugh's standards are also dealt with swiftly.\n\n!Treasure\n* 1 large chest, containing gold pieces worth 1000£\n* Leather pouch, containing 13 gems (5 worth 100£, 8 worth 50£)\n* 1 Lesser Rod of Maximize Spell\n!Tactics\n!!Offensive\nThe band prefers to draw their targets into a trap and surround them. Scouts shoot at particularily threatening targets while the warriors charge (intimidating all the way). The shamans are dispersed throughout the warriors to provide emergency healing. \n\n[[Gruugh Firefist]] prefers to stay at the back of the battle until victory seems plausible. He rains destruction from afar, before he chrages into melee combat. Gruugh is extremely rash, and may be goaded to attack prematurely. \n\nThe Hammer also attacks villages and settlements under cover of night, killing all males and raping all females, before pillaging the city. Some females are abducted to serve as slaves.\n\n!!Defensive\nThe Hammer makes camp in an easily defendable position, with running water. [[Gruugh Firefist]] sleeps in a tent to the rear, guarded by 2 guards. The slaves and the shamans are close by. Horses are tied up next to the water source, with the latrines downriver from them. There is a central campfire wich the band eat and sleep around.\n\nSentries are placed near entry points and on natural lookouts.\n\n!14 Warriors\n(level 7)\nStr 16 dex 10 con 12 int 8 wis 8 cha 7\nGreatclub 1d12 + 5 str, Attack bonus 1d20+10/+5\nChain shirt, AC 14\nIntimidate +8 (10 ranks)\nSpot +0\n43 HP\n\n!6 Scouts\n(warrior level 7)\nstr 14 dex 14 con 10 int 8 wis 12 cha 8\n38HP\nStudded Leather AC15 (+2 dex)\n"Brown Bess" Musket rng 20ft, 2d10, attack bonus 1d20+9/1d20+4, 1 shot mag\nShort sword 1d6, attack bonus 1d20+9/+4\nRide +12 (10 ranks)\nSpot +2\n10 bullets\n\n!3 Shamans\n(Adept level 8)\n25HP\nstr 12 dex 10 con 12 int 10 wis 14 cha 6\nRobes\nConcentration +11 (11 ranks)\nSpellcraft +11 (11 ranks)\nHeal +13 (11 ranks)\nKnowledge (Nature) +11 (11 ranks)\n!!Prepared Spells\n!!!0th level\n* [[Cure Minor Wounds|http://www.d20srd.org/srd/spells/cureMinorWounds.htm]]\n* [[Cure Minor Wounds|http://www.d20srd.org/srd/spells/cureMinorWounds.htm]]\n* [[Cure Minor Wounds|http://www.d20srd.org/srd/spells/cureMinorWounds.htm]]\n* [[Purify Food and Drink|http://www.d20srd.org/srd/spells/purifyFoodAndDrink.htm]]\n\n!!!1st level\n* [[Cure Light Wounds|http://www.d20srd.org/srd/spells/cureLightWounds.htm]]\n* [[Cure Light Wounds|http://www.d20srd.org/srd/spells/cureLightWounds.htm]]\n* [[Cure Light Wounds|http://www.d20srd.org/srd/spells/cureLightWounds.htm]]\n* [[Bless|http://www.d20srd.org/srd/spells/bless.htm]]\n\n!!!2nd level\n* [[Cure Moderate Wounds|http://www.d20srd.org/srd/spells/cureModerateWounds.htm]]\n* [[Cure Moderate Wounds|http://www.d20srd.org/srd/spells/cureModerateWounds.htm]]\n* [[Bull's Strength|http://www.d20srd.org/srd/spells/bullsStrength.htm]]
The Eye (also known as 'The Eye of the Empire') is a clandestine branch of British intelligence. It's purpose is to monitor the rotten underbelly of the British empire, while posing as a (rather successful) crime syndicate.\n\n!Base of operations\nThe Eye is based in [[London]]. The London office also oversees the [[Europe]]an operations. There are regional headquarters in [[Cape Town]] ([[Africa]]), [[Hong Kong]] ([[Asia]]), [[Cairo]] ([[The Middle East]]) and [[New York]] ([[North America]]).\n\n!Chain of Command\n# The Stare\n# Gazers\n# Glancers\n# Glancers\n# Blinkers\n\n!Funding and income\nIllicit trade and smuggling mainly. The Eye has diversified into most areas of crime. If the need arises, they can draw on the Royal accounts.\n\n!Religious and Political ties\n[[The Church of Britain]] will aid the Eye upon occasion.
Orc [[barbarian|http://www.d20srd.org/srd/classes/barbarian.htm]] 8/[[wizard|http://www.d20srd.org/srd/classes/sorcererWizard.htm#wizard]] 6 (evoc - banned ench+illusion) - Leads an orc warband, [[The Hammer of Fire]], wich ravages the hillsides and mountains in northern Sudan. \n\n!Abilities\nstr 25 (+7), dex 12 (+1), con 14 (+2), int 16 (+3), wis 6 (-2), cha 10 (--)\n\nBAB 11/6, 126 hitpoints, Fortitude 9, Reflex 6, Will 6\n\nRage (Str +9, Con +4(+ 28 HP, + 2 Will), AC -2), 3 times/day\n!!Skills\n* [[Intimidate|http://www.d20srd.org/srd/skills/intimidate.htm]] +17 (17 ranks)\n* Ride +15 (11 ranks, +1 dex, +2 Handle Animal)\n* Survival +15 (17 ranks, -2 wis)\n* Handle animal +11 (11 ranks)\n* Jump + 18 (11 ranks, 7 str)\n* Swim + 18 (11 ranks, 7 str)\n* Climb + 18 (11 ranks, 7 str)\n* Listen + 9 (11ranks -2 wiz)\n* Concentration +8 (6ranks + 2 con)\n* Knowledge (Arcane) +9 (6 ranks + 3 int) \n* Spellcraft +9 (6 ranks + 3 int) \n\n!!Feats\n* [[Power Attack|http://www.d20srd.org/srd/feats.htm#powerAttack]]\n* [[Cleave|http://www.d20srd.org/srd/feats.htm#cleave]]\n* [[Great Cleave|http://www.d20srd.org/srd/feats.htm#greatCleave]]\n* [[Improved Overrun|http://www.d20srd.org/srd/feats.htm#improvedOverrun]]\n* [[Spell Focus|http://www.d20srd.org/srd/feats.htm#spellFocus]] (evocation)\n* [[Greater Spell Focus|http://www.d20srd.org/srd/feats.htm#greaterSpellFocus]] (evocation)\n* [[Spell Mastery|http://www.d20srd.org/srd/feats.htm#spellMasterySpecial]] in [[Fireball|http://www.d20srd.org/srd/spells/fireball.htm]], [[Mage Armor|http://www.d20srd.org/srd/spells/mageArmor.htm]] and [[Bull's Strength|http://www.d20srd.org/srd/spells/bullsStrength.htm]]\n!Combat\n!!Defensive\nUsually keeps to the rear of the battle, until he feels he has the advantage. May be goaded into chraging prematurely.\n!!Offensive\nTries to lie in ambush and use the element of surprise, but his eagerness for battle often owerpowers him.\n!!!Before combat\nCasts [[Mage Armor|http://www.d20srd.org/srd/spells/mageArmor.htm]], and [[Bull's Strength|http://www.d20srd.org/srd/spells/bullsStrength.htm]] on himself, then softens up his target(s) with a [[Lightning Bolt|http://www.d20srd.org/srd/spells/lightningBolt.htm]] and a [[Fireball|http://www.d20srd.org/srd/spells/fireball.htm]].\n\nBefore charging into melee combat, he casts [[True strike|http://www.d20srd.org/srd/spells/trueStrike.htm]] on himself.\n\n!!!During Combat\nCharges the scene of battle, attempting to [[Intimidate|http://www.d20srd.org/srd/skills/intimidate.htm]] his opponents. Whoever he reaches first, he tries to overrun. He then attacks whoever irritates him the most, or the the nearest foe in sight, with his Greathammer.\n\n!!!Retreat\nCasts [[Darkness|http://www.d20srd.org/srd/spells/darkness.htm]] and [[Cause Fear|http://www.d20srd.org/srd/spells/causeFear.htm]] to cover his retreat.\n\n!!!Prepared Spells\n!!!!0th level\n\n!!!!1st level\n* [[Mage Armor|http://www.d20srd.org/srd/spells/mageArmor.htm]]\n* [[Expedious Retreat|http://www.d20srd.org/srd/spells/expeditiousRetreat.htm]]\n* [[True Strike|http://www.d20srd.org/srd/spells/trueStrike.htm]]\n* [[Cause Fear|http://www.d20srd.org/srd/spells/causeFear.htm]]\n\n!!!!2nd level\n* [[Bull's Strength|http://www.d20srd.org/srd/spells/bullsStrength.htm]]\n* [[Bull's Strength|http://www.d20srd.org/srd/spells/bullsStrength.htm]]\n* [[Bear's Endurance|http://www.d20srd.org/srd/spells/bearsEndurance.htm]]\n* [[Darkness|http://www.d20srd.org/srd/spells/darkness.htm]]\n* [[Darkness|http://www.d20srd.org/srd/spells/darkness.htm]]\n\n!!!!3rd level\n* [[Lightning Bolt|http://www.d20srd.org/srd/spells/lightningBolt.htm]]\n* [[Lightning Bolt|http://www.d20srd.org/srd/spells/lightningBolt.htm]]\n* [[Fireball|http://www.d20srd.org/srd/spells/fireball.htm]]\n* [[Fireball|http://www.d20srd.org/srd/spells/fireball.htm]]\n* [[Daylight|http://www.d20srd.org/srd/spells/daylight.htm]]\n\n!Equipment\n!!Armor & Protective Items\nMasterwork Chain Shirt (AC +4, arcane spell failure 15%)\n!!Weapons\nGreathammer of fiery burst +2, 1d12 + 1d6, crit 20x2+3d6\n!!Spell Book\n!!!1st level\n* [[Mage Armor|http://www.d20srd.org/srd/spells/mageArmor.htm]]\n* [[Burning Hands|http://www.d20srd.org/srd/spells/burningHands.htm]]\n* [[Magic Missile|http://www.d20srd.org/srd/spells/magicMissile.htm]]\n* [[Ray of Enfeeblement|http://www.d20srd.org/srd/spells/rayOfEnfeeblement.htm]]\n* [[Enlarge Person|http://www.d20srd.org/srd/spells/enlargePerson.htm]]\n* [[Expedious Retreat|http://www.d20srd.org/srd/spells/expeditiousRetreat.htm]]\n* [[True Strike|http://www.d20srd.org/srd/spells/trueStrike.htm]]\n* [[Protection from Law|http://www.d20srd.org/srd/spells/protectionFromLaw.htm]]\n* [[Shocking Grasp|http://www.d20srd.org/srd/spells/shockingGrasp.htm]]\n* [[Summon Monster I|http://www.d20srd.org/srd/spells/summonMonsterI.htm]]\n* [[Shield|http://www.d20srd.org/srd/spells/shield.htm]]\n* [[Reduce Person|http://www.d20srd.org/srd/spells/reducePerson.htm]]\n* [[Magic Weapon|http://www.d20srd.org/srd/spells/magicWeapon.htm]]\n* \n* \n\n!!!2nd level\n* [[Bull's Strength|http://www.d20srd.org/srd/spells/bullsStrength.htm]]\n* [[Darkness|http://www.d20srd.org/srd/spells/darkness.htm]]\n* [[Bear's Endurance|http://www.d20srd.org/srd/spells/bearsEndurance.htm]]\n* \n* \n* \n* \n* \n* \n* \n\n!!!3rd level\n* [[Lightning Bolt|http://www.d20srd.org/srd/spells/lightningBolt.htm]]\n* [[Fireball|http://www.d20srd.org/srd/spells/fireball.htm]]\n* [[Daylight|http://www.d20srd.org/srd/spells/daylight.htm]]\n* \n* \n* \n* \n* \n* \n\n!!!4th level\n* \n* \n* \n* \n* \n* \n\n!!!5th level\n* \n* \n* \n*
Slavery is the cornerstone of the colonial economy. The sturdier, uglier species are usually found in manual labor, as guards or even elite conscript units.\n\nSlave traders are found among Ticks as well as humans.\n\nSpecies (and races) deemed presentable enough serve as house servants etc. Quite a few familes find the very idea of non-humans in heir homes reolting, and emply humans from 'inferior' races instead.\n\nThere is a growing realization that many Ticks are as sentient as humans, and that their slavery is unethical. This movement is opposed by the capitalists, who stand to lose immense profits if their free workforce is removed.
Steampunk Europe
Many are poor, and must turn to crime and prostitution to survive. The trade in virgins (of many different races) is very lucrative.\n\nFreed slaves often gravitate here - a bugbear or half-orc is a useful henchman, and many [[Exotics]] even find a certain degree of respect here. In most cities, gangs frequently fight over territory.\n\n!Power groups\n!!London\nKobolds and goblins who have escaped the coal mines of northern England are gathering around the banner of a new crime lord. And he is gaining strength rapidly. [[The Eye]] reign supreme, and do not take kindly to the newcomer. \n\n!!Berlin\n\n!!Paris\nLycanthropes are infecting the underworld. Rumor has it they have infiltrated [[The Hand]].\n\n!!Rome\nThe Mafia, ruled by , reign supreme, ruled by the succubus [[Belidaria]]. Supported by the [[Medici Family]] .\n\n!!Moscow\nVampire crimelords squabble among each other, but will work together against a common enemy.\n\n!!Hong Kong\n[[The Triads]] battle with [[The Eye]] for control of the island.
The Goldbeard Clan have gathered considerable wealth form controlling the pass to Lake Geneva and most of the rare mineral deposits in the nearby mountains.\n\n!!Chief Exports\n* Banking. Key customers include the government of [[France]], the [[Vatican]] and the [[Freemasons]], as well as the [[Bronzeheart Clan]]\n* Valuable metals and minerals\n\n!!Geography\nLocated to the northwest of the [[Foambeard Clan]]. Controls one of the mos convenient passes to [[Italy]], the White Mountain Pass.\n\n!!Rival Clans\n* [[Foambeard Clan]]. Mining rights disputes.
Conservative, fear the current expansionist trends threaten the roots of drwaven tradition. Not entirely sure showing humans how technology worked was a good idea. Has fallen greatly from its former glory.\n\n!!Chief Exports\nNone to speak of.\n\n!!Income\nControls two passes, both of which lead to the [[Stone Citadel]].\n\n!!Allied Clans\n[[Foambeard Clan]]\n[[Stoneshield Clan]]\n\n!!Rival Clans\n[[Bronzeheart Clan]]\n[[Farsight Clan]]\n\nThese clans are too progressive and human-friendly by far.
A warrior clan. Also more capitalistic than most dwarves.
Most elves travel the world in caravans, always seeking new knowledge and new peoples. They are met with suspicion in 'civilized' society though - they have a reputation for being long-fingered seducers. They are grudgingly tolerated for their extensive knowledge of all schools of magic, and creators of the finest magical artefacts.\n\nThe elves are great lovers of nature, and find the violation of nature in the name of technology apalling. They are most likely to ally with conservative, magically positive humans - the aristocrats. For the same reasons they mistrust the tecnologically advanced dwarves - some even resent the dwarves for revealing technology to humans.\n\nThere are rumors that [[Magical Contamination]] of humans is due to elven intervention, and not a shortcoming of the human race.
There are twelve major dwarven clans.\n\n* [[Foambeard Clan]] - Easygoing, laidback brewer clan\n* [[Stoutheart Clan]] Staunch, conservative protectors of the dwarven traditions.\n* [[Bronzeheart Clan]] Artificer and exploration clan\n* [[Grimtooth Clan]] Warrior clan\n* [[Goldbeard Clan]] Banker clan\n* [[Ironfist Clan]] Masters of working iron. Pioneers in projectile weapons and siege engines.\n* [[Stoneshield Clan]] Conservative bankers and warriors.\n* [[Brewstone Clan]] Brewer clan. Loves to experiment.\n* [[Farsight Clan]] Tinkerers. Mad professor types.\n* [[Rockface Clan]] Expert constructional engineers and stoneworkers.\n* [[Axeblade Clan]] Crack mercenary teams.\n* [[Longshot Clan]] Snipers and other gunmen.
Level 8 hobgoblin fighter, decorated captain of the British Indian Army. Aide to the the director of the Queens surveillance unit.\n\nStr 20, Dex 13, Con 11, Int 13, Wis 8, Cha 8\n\nFeats:\n* [[Alertness|http://www.d20srd.org/srd/feats.htm#alertness]] (Racial)\n* [[Point Blank Shot|http://www.d20srd.org/srd/feats.htm#pointBlankShot]]\n* [[Precise Shot|http://www.d20srd.org/srd/feats.htm#preciseShot]]\n* [[Weapon Focus|http://www.d20srd.org/srd/feats.htm#weaponFocus]] (Scimitar)\n* [[Greater Weapon Focus|http://www.d20srd.org/srd/feats.htm#greaterWeaponFocus]] (Scimitar)\n* [[Weapon Specialization|http://www.d20srd.org/srd/feats.htm#weaponSpecialization]] (Scimitar)\n* [[Power Attack|http://www.d20srd.org/srd/feats.htm#powerAttack]]\n* [[Cleave|http://www.d20srd.org/srd/feats.htm#cleave]]\n* [[Weapon Focus|http://www.d20srd.org/srd/feats.htm#weaponFocus]] (Shotgun)\n* [[Greater Weapon Focus|http://www.d20srd.org/srd/feats.htm#greaterWeaponFocus]] (Shotgun)\n* [[Weapon Specialization|http://www.d20srd.org/srd/feats.htm#weaponSpecialization]] (Shotgun)\n
!Major Countries\n!![[Britannia]]\nConsists of [[Ireland]], [[Scotland]], [[Wales]] and [[England]]. An important world superpower.Quite friendly with the Dwarven [[Bronzeheart Clan]].\n!![[France]]\n!![[Germany]]\nControls a great wealth of natural resources.\n!![[Austria-Hungary]]\n!![[Hiberia]]\nA colonial superpower. Controls most of [[South America]]. Is troubled by several separatist movements.\n!![[Italy]]\n!![[Russia]]\n!![[Turkey]]
[[Britannia]] and [[France]] have battled for control of Africa. There is a peace treaty at the moment, but tension is sil high.\n\n!Races\nIn the northern Sahara desert, [[Scorpionfolk|http://www.d20srd.org/srd/monsters/scorpionfolk.htm]] lie in wait to waylay travelers. [[Orcs|http://www.d20srd.org/srd/monsters/orc.htm]] raid in the mountains southeast of the Sahara. [[Goblin|http://www.d20srd.org/srd/monsters/goblin.htm]] slavers lead caravans to [[The Ivory Coast]], where they are sent to labor in the Americas or shipped off to prostitution, depending on race. Negroid humans can be found where there are few or no orcs.\n\n!Natural Resources\nThe diamond and gold mines in south africa provide a steady inome for the British Empire. Production is often slowed or stopped because of raids by angry aboriginal tribes, since the mines are in their sacred hunting grounds.\n\n!Strategic Importance\nThe British control the Suez canal, and thus the shortest way to the Indian Ocean and Asia.
The Mirror of Knowledge allows the owner to see a day into the future of any location, person or object. Unless specifically directed, it will merely show the next day of its current location.\n\n(Major Artefact)\nClairaudience\nClairvoyance\nDivination\nTrue Seeing\nDiscern Location\nVision
TiddlyWiki uses Wiki style markup, a way of lightly "tagging" plain text so it can be transformed into HTML. Edit this Tiddler to see samples.\n\n! Header Samples\n!Header 1\n!!Header 2\n!!!Header 3\n!!!!Header 4\n!!!!!Header 5\n\n! Unordered Lists:\n* Lists are where it's at\n* Just use an asterisk and you're set\n** To nest lists just add more asterisks...\n***...like this\n* The circle makes a great bullet because once you've printed a list you can mark off completed items\n* You can also nest mixed list types\n## Like this\n\n! Ordered Lists\n# Ordered lists are pretty neat too\n# If you're handy with HTML and CSS you could customize the [[numbering scheme|http://www.w3schools.com/css/pr_list-style-type.asp]]\n## To nest, just add more octothorpes (pound signs)...\n### Like this\n* You can also\n** Mix list types\n*** like this\n# Pretty neat don't you think?\n\n! Tiddler links\nTo create a Tiddler link, just use mixed-case WikiWord, or use [[brackets]] for NonWikiWordLinks. This is how the GTD style [[@Action]] lists are created. \n\nNote that existing Tiddlers are in bold and empty Tiddlers are in italics. See CreatingTiddlers for details.\n\n! External Links\nYou can link to [[external sites|http://google.com]] with brackets. You can also LinkToFolders on your machine or network shares.\n\n! Images\nEdit this tiddler to see how it's done.\n[img[http://img110.echo.cx/img110/139/gorilla8nw.jpg]]\n\n!Tables\n|!th1111111111|!th2222222222|\n|>| colspan |\n| rowspan |left|\n|~| right|\n|colored| center |\n|caption|c\n\nFor a complex table example, see PeriodicTable.\n\n! Horizontal Rules\nYou can divide a tiddler into\n----\nsections by typing four dashes on a line by themselves.\n\n! Blockquotes\n<<<\nThis is how you do an extended, wrapped blockquote so you don't have to put angle quotes on every line.\n<<<\n>level 1\n>level 1\n>>level 2\n>>level 2\n>>>level 3\n>>>level 3\n>>level 2\n>level 1\n\n! Other Formatting\n''Bold''\n==Strike==\n__Underline__\n//Italic//\nSuperscript: 2^^3^^=8\nSubscript: a~~ij~~ = -a~~ji~~\n@@highlight@@ Unfortunately highlighting is broken right now.\n@@color(green):green colored@@\n@@bgcolor(#ff0000):color(#ffffff):red colored@@ Hex colors are also broken right now.\n
!Sourcebooks\n[[Modern Past|file:\s\smimer\spublic\sbooks\sRPG\sD20\sModern\sPast.pdf]]
The relatively recent industrialization has created a large working class, with a solidarity movement that spans national borders. There is a wide gap in prosperity from the working poor to the middle and upper classes.\n\nThe general feeling is that humans are morally and intellectually superior to most races and species, since they are so much more 'civilized'.\n\nImperialization leads to international tension, and a colonization race. This is resolved by treaty, dividing the colonies up rather arbitrarily. Thus, the same nomadic tribe of orcs might find their wandering grounds are spreasd across several colonies. \n\nThe invention of the steam engine significantly simplifies travel and shortens travel times.\n\nStrong capitalist movement, dependant on slaves for free labor. Uses technology and magic extensively and interdependently to maximize profits. At odds with the aristocrats\n\nThe beginnings of an anti-slavery movement, opposed to the capitalists.\n\nA keep-magic-free-from-tech-corruption movement (backed by the church and aristocrats) is gaining momentum.
!Character Creation\n* All players gain new feats every odd level instead of every third. Monsters gain new feats every odd HD.\n* All players start with 4 character points on level 1, and gains 1 character point per level. 1 character point = divine intervention, 3 skill pints or 1 ability score. 3 character points = 1 feat\n\n!Combat\n* Firearms ignore standard armor bonuses to AC within ½ their range increment. Within the last ½ of its range increment, firearms ignore ½ of armor bonuses. This does not apply to magically enhanced armor.
!Websites\n* [[The Victorian Web|http://www.victorianweb.org/]] - A comprehensive resource of all things Victorian.
[[World]][[Magic]][[Technology]][[Politics]]\n[[Players]][[Adventures]][[House Rules]][[Bibliography]]\n[[Maps]]\n[[Formatting Instructions]][[Create New Tiddler]]MainMenu
Gaia, late Victorian era. Industrialization has brought along considerable advances to the humans of Europe. [[The Cabal]] laments this course in human history - they wish to continue to sell their services as mages dearly. [[Magical Contamination]] is ever a thorn in the side to the Cabal.\n\nThe lesser races - the [[Exotics]] that are discovered in Africa, India, the Americas are readily overpowered and enslaved by the guns of the europeans. \n\nThe recent industrialization of Europe is largely due to the [[Dwarves]] teaching humans. The dwarves needed new markets for coal, iron, guns and war machines.\n\nThe [[Elves]] are not to be trusted. ever wandering the world, never aging. They must be up to some mischief. Or so rumor has it.