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Roguenewb
2012-03-22, 05:27 PM
An idea that has been consistently catching my fancy lately is the idea of a world in the Stone Age as opposed to any of the far more modern settings most D&D takes place in. I'm still pretty far off of being ready to play or name it or anything like that, but I was hoping to get input on material that people thought should or shouldn't be included. So far, all I've got is base classes in or out. More ideas or discussion is greatly desired.

IN:
Bard
Barbarian(Very important I think)
Druid
Ranger
Sorcerer
Dragon Shaman (Very important I think)
Dragonfire Adept
Favored Soul(Very important I think)
Scout
Spirit Shaman(Very important I think)
Totemist (Very important I think)
Warlock (Maybe?)
Wu Jen (I want this for flavor, but the spellbooks seem like a problem, reflavoring?)
Wilder
Psion (?)

OUT: Everything else.

Anybody got any thoughts?

EDIT: Some stuff on Races

Humans: The Dawn Tribes are a collection of migratory groups of people who live in the scrub, grasslands, and light forests of the Eastern reaches of the land. There is no central organization of the Dawn Tribes, and each tribe is usually lead by a charismatic individual capable of holding the group together. Each tribe numbers between one and three hundred individuals, made up primarily of Rangers, Barbarians, and Scouts. Each tribe has a handful of Druids, a Spirit Shaman and Sorcerer or two, and a small sprinkling of some of the remaining classes. The area primarily occupied by the Dawn Tribes is about the size of the United States east of the Mississippi, and is occupied by perhaps 20,000 Humans. The tribes tend to wander across this vast expanse, following hunting and gathering patterns handed down to them for generations. Those who live on the Sea to the East, have simple poled boats and nets, while others have technology of javelins, spears, clubs, and stone axes and tools. They mostly speak a single language, though from side of the land to the other, there are variations in the speech itself. They call the lands of their home "The Open Lands"

Dwarves ???? I have no idea what dwarves eat in a modern setting besides traded goods, so I have *no* idea how to work them into this setting.

Elves In the deep, virgin forests to the west of the Open Lands, the Elves live in hidden settlements. The Elves are divided into a number of Lineages. Each Lineage believes itself descended from elves created by one of the great nature spirits of the land. The lineages each maintain a handful of semipermanent settlements, where different members of the group live. A given lineage may be as small as 300 elves, or grow as large as 1,000. The members don't live all together like humans do, and have a developing system of governance based on family relationships and complex family trees reaching back to the "First Born", the members of the tribe created by their spirit. The Elves believe the first born were crafted some 9 generations ago, making the race about 4500 years old. The rapier and longsword proficiencies of the elves are replaced with "Elven Gathering: Elves may always purchase ranks in Survival and Knowledge (nature) for 1 point." The elves refer to the woods that make up their homes as "The Gift".
The Hawk Lineage is the standard PHB Elf. They believe in swiftness and planning like the other tribes, but long marches and wandering is not for them. They believe the Great Hawk created them to keep an eye on the other lineages from above, and often act as mediators or emissaries between the lineages.
The Fish Lineage is the Aquatic Elf presented in the monster manual. The fish lineage lives in and around a string of great lakes and rivers that span the Gift some 500 miles from the edge of the Open Lands. The aquatic elves trade fish and shells with the other Lineages, but keep their particular lineage and its history secret from the other Elves. They believe the Great Fish is keeping his lineage safe should beasts destroy the other elves.
The Fox Lineage are the Gray Elves of the MM. They live towards the northern edge of the Gift, and are at the forefront of exploring the world around them. The Fox lineage is the first to chance upon the idea of using marks to represent words of their language. They have the first Wu Jen (elven for Spirit Shaper), who use the first words to carve runes into the bark of living wood to control this strange power source of Arcane Magic. They believe the Fox created them to find all knowledge and explore the world for the other elves.

Ninjadeadbeard
2012-03-22, 08:41 PM
Bard

Might want to cut them out. Bards (http://en.wikipedia.org/wiki/Bard) IMO tend to have a Medieval, Northern European flavor, particularly Irish, Welsh and Scandinavian. You can (if you're up for Homebrew) merge this class with the Cleric, since
" is a loanword from Scottish Gaelic, deriving from Proto-Celtic *bardos, ultimately from Proto-Indo-European *gwrh2-dh1-ó-, from the root *gwerh2 "[B]to raise the voice; praise"'. Even Stone Aged societies like the various Mesoamerican peoples had religion of some sort, so it's odd that you don't have Clerics.


Wu Jen

You could always reflavor so that the Wu Jen casts spells like a Sorcerer (ie; No Book). Or, if the Wu Jen is supposed to be more advanced/learned, have them carve their spells on small wooden sticks/staffs.

Roguenewb
2012-03-22, 10:33 PM
Clerics are trained and organized. I was using favored soul and druid to represent the followers of religion, as I imagined many dieties would be nature dieties

Ninjadeadbeard
2012-03-22, 10:59 PM
Clerics are trained and organized. I was using favored soul and druid to represent the followers of religion, as I imagined many dieties would be nature dieties

Hm. Good point. By the way, just how Stone Age we talking here? Are we talking Quest for Fire (http://en.wikipedia.org/wiki/Quest_for_Fire_(film)) stone age, or 10,000 BC (http://en.wikipedia.org/wiki/Quest_for_Fire_(film)) stone age? One has people in caves, the other is just on the cusp of metalworking (See: Copper Age (http://en.wikipedia.org/wiki/Copper_Age)). I'm just saying that it changes things slightly.

Also, how serious of a setting is this? Pretty realistic (magic notwithstanding), or Man vs Dinosaurs?

Roguenewb
2012-03-23, 06:32 AM
This is an excellent question. My first impulse would be to say nomadic hunter-gatherers w a number of seasonal residences. But if anybody has any clever ideas about better time periods I'm all ears.

Yora
2012-03-23, 07:02 AM
A major turning point is the introduction of agriculture about 8,000 BC, which marks the end of the Mesolithic and the beginning of the Neolithic Age.
In the mesolithic, you have "cave men", while in the neolithic you have farms and villages.

I recommend to you to watch the BBC documentary "A History of Ancient Britain" on youtube. It's four one hour episodes which give excelent overviews about the stone age. I've been reading of the subject for quite some time, and I still learned a huge amount of new things from it.

You may also check out our Playgrounder's Guide to Worldbuilding (http://www.giantitp.com/forums/showthread.php?t=227507).

Roguenewb
2012-03-23, 07:46 AM
Thats a good documentary idea. I'm usually pretty good at world building, I just don't want to delve through every splat book looking for feats and classes that do or don't fit. But: CArc:

IN:
Blood Magus
Master Transmorfigist
Mindbender
WILD MAGE

Everything else I think is out. I'm trying to come up with general rules for easy screening... Not easy

Zale
2012-03-23, 07:47 PM
It would be interesting to see refluffed versions of various classes..

Roguenewb
2012-03-24, 04:24 PM
I think all Bards will be savage bards. I'm not sure about the other bard variant where they basically give up bardic music in order to get some druid features. I think that bard variant would be an option. I mean, in this kind of setting, who doesn't see someone regaling everyone with tales of the spirits and past, and saving the tribe's stories? They just seem perfect, even if the name isn't right.

Ninjadeadbeard
2012-03-24, 10:51 PM
I think all Bards will be savage bards. I'm not sure about the other bard variant where they basically give up bardic music in order to get some druid features. I think that bard variant would be an option. I mean, in this kind of setting, who doesn't see someone regaling everyone with tales of the spirits and past, and saving the tribe's stories? They just seem perfect, even if the name isn't right.

Bards in a Stone Age setting? Well, I suppose they're empowered by Rock (http://www.youtube.com/watch?v=fKhTk0IynHM), no? :smallamused: But in all seriousness, instruments way, way back when would be primarily drums, horns and flutes, with special emphasis on the drums. According to the Wiki, "Among the first devices external to the human body that are considered instruments are rattles, stampers, and various drums.[20] These earliest instruments evolved due to the human motor impulse to add sound to emotional movements such as dancing" (http://en.wikipedia.org/wiki/Musical_instrument#History). I can almost see a crazed Bard hitting a drum with a cudgel, and then taking a moment away from playing to smash a guy's head.

EDIT: Just saw what you added.


Dwarves ???? I have no idea what dwarves eat in a modern setting besides traded goods, so I have *no* idea how to work them into this setting.

Since you already have the nomadic humans and the semi-nomadic elves, what if the Dwarves act as the first agricultural race. They were the first to figure out a crude irrigation system and that grain could be grown by people. They haven't quite reached the point of building Ziggurats (http://en.wikipedia.org/wiki/Ziggurat) yet, but they could stand out as the first real civilization on the planet.

Grinner
2012-03-24, 11:14 PM
Dunno if it's all that helpful, but I found some third party material on the subject of Stone Age settings a while back.

In particular, class modifications for the Stone Age bard (http://grandwiki.wikidot.com/stone-age-bard).


Edit: List of class modifications

Stone Age Barbarian (http://grandwiki.wikidot.com/stone-age-barbarian)
Stone Age Bard (http://grandwiki.wikidot.com/stone-age-bard)
Stone Age Cleric (http://grandwiki.wikidot.com/stone-age-cleric)
Stone Age Druid (http://grandwiki.wikidot.com/stone-age-druid)
Stone Age Fighter (http://grandwiki.wikidot.com/stone-age-fighter)
Stone Age Monk (http://grandwiki.wikidot.com/stone-age-monk)
Stone Age Paladin (http://grandwiki.wikidot.com/stone-age-paladin)
Stone Age Ranger (http://grandwiki.wikidot.com/stone-age-ranger)
Stone Age Rogue (http://grandwiki.wikidot.com/stone-age-rogue)
Stone Age Sorcerer (http://grandwiki.wikidot.com/stone-age-sorcerer)
Stone Age Wizard (http://grandwiki.wikidot.com/stone-age-wizard)

Zale
2012-03-24, 11:16 PM
Dwarves could be the first agrarian culture. Live in, say, caves. Harvest and cultivate nearby plants? Very good with making stone weaponry, to, so they can defend themselves from marauders.


+2 Constitution, -2 Charisma.
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).*
Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes** as martial weapons, rather than exotic weapons.
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Appraise checks that are related to stone or metal*** items.
+2 racial bonus on Craft checks that are related to stone or metal***.
+2 racial bonus on Profession (Farmer) checks.
Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Favored Class: Fighter Barbarian. A multiclass dwarf’s fighter Barbarian class does not count when determining whether he takes an experience point penalty for multiclassing


*No heavy armor, unless you start making stone armor.
**Would those exist yet?
*** Likewise, If it's stone age..

EDIT: Ninja'ed?

Grinner
2012-03-24, 11:55 PM
Some other pertinent things on the site:

Charm Magic:

Totemist (http://grandwiki.wikidot.com/totemist)
Totem Charms (http://grandwiki.wikidot.com/totem-charms)
Greater Totem Charms (http://grandwiki.wikidot.com/greater-totem-charms)
Charm Master (http://grandwiki.wikidot.com/charm-master)
Craft Greater Charm (http://grandwiki.wikidot.com/craft-greater-charm)
Craft Magical Charm (http://grandwiki.wikidot.com/craft-magical-charm)


Spirit Feats:

Greater Spirit Shield (http://grandwiki.wikidot.com/greater-spirit-shield)
Spirit Cry (http://grandwiki.wikidot.com/spirit-cry)
Spirit Gate (http://grandwiki.wikidot.com/spirit-gate)
Spirit Rage (http://grandwiki.wikidot.com/spirit-rage)
Spirit Stride (http://grandwiki.wikidot.com/spirit-stride)
Spirit Sunder (http://grandwiki.wikidot.com/spirit-sunder)

Zale
2012-03-25, 12:28 AM
I rather like the Druid.

I can picture them wearing the animal-masks of their totems. Awesome.

Roguenewb
2012-03-27, 06:11 PM
That druid is fairly snazzy. I like it, but the wild shape is good too, I think I'd integrate both of them into the setting