Talernon is now in its 3rd incarnation – the Age of Dragons.
A time before time, an age where dragons rule from the skies and mountains, where magic crosses the lands in rivers of energy and kingdoms are made and broken by the heroic actions of the few. This is the Age of Dragons.
Dragons control the world. The nations that humans and
elves will create do not exist yet, the lands instead ruled by
oppressive dragons bent on enslaving the lesser races and by benevolent
philosopher-kings dedicated to giving the non-dragons of the world
safety and peace. Dragons share the control of the world, dividing it up
into regions called suzerains, although they never truly agree on
borders and territory. The good dragons vie for control using diplomacy
and trade, while evil dragons at times wage all-out war on other
suzerains and lesser territories, trying to subjugate or annihilate
those who resist their cruel wishes.
Non-dragons are only beginning to rise from barbarism. Many
of the races that will in time become dominant in the world have just
begun to feel their abilities and potential grow. Humankind is the most
barbaric, still in the throes of a violent and destructive nature. Elves
and dwarves have begun to develop some technology, but items
commonplace in the future are the exception, not the norm. Metal weapons
and armor are somewhat rare, and the intricacies of magic are still
being discovered and developed by non-dragons. Coins as currency do not
exist, with small gems being used in place of barter in some places, and
bars of gold and silver the norm for large transactions. Sailing ships
are still in their infancy and never seen in groups, and land-based
transport such as carts and wagons are only for the wealthy and the
powerful. Survival is the most important thing on the minds of the
common folk, be it the slaves of an oppressive red dragon or the
citizens of a forest controlled by a benevolent silver dragon.
Magic is fantastic and uncommon. Even though dragons wield
great magics and command the forces of the arcane, the secrets of the
arcanum are just that – secrets, wielded by few non-dragons, save the
most studious, pious, or commanding of the lesser races. The magic shops
and wizard schools of the original Talernon setting do not exist, and
rituals are a valued and coveted commodity. Most common folk might only
see magic a few times in their life, save when wielded by dragons or
their servants, the dragonborn. Miracles of magic sometimes are found in
the most dedicated of the servants of the gods, but even these actions
are considerably rarer than in the original Talernon campaign, with a
village healer wielding considerable influence and a wizard in a remote
tower the subject of rumor and fear.
The planar structure of the multiverse is undeveloped.
Unlike the original Talernon setting, the cosmos has a very different
structure. The Inner Planes are a still a rolling mixture called the
Elemental Chaos, and the Outer Planes have not drifted into their
respective positions determined alignments and ethos, instead floating
in the Astral Sea. The Plane of Wood has considerable importance, known
in this era as the Feywild. This is taken from 4th edition rules for
DnD.
Ley-lines cross the land, and have been since the beginning of time.
In the years after the original Talernon campaign setting, the Coming
of the Lines signaled the return of ley-lines to the world, having been
absent for many millennia. In the Age of Dragons, they have been for all
time, a part of the world connecting places and magical power in kind.
Talernon 3 includes:
- Playable Dragonborn (from 4e), lizardmen, pixies, and ogres –
dynamic races that can wear new outfits and have different faces
- 17 additional PRCs, including Kaedrins classes
- Over 150 additional new spells and 40 additional new feats
- Extensive Great Magic system, with over 15 new Epic Spells
- Custom summoning spells, which allow you to choose an element or
focus, or alignment-based summoning (air, earth, water, fire, negative,
ice, magma, artifice, magic, nature, and more)
- 10 new skills, taken from 4e, all used in RP as well as quests
- Kemo’s custom animations
- Insane amounts of custom content from the Vault
- IG Appearance Crafting – create custom armor and weapons IG, don’t look like a clown!
- Over 3000 custom monsters to battle, and over 1000 custom magical items to find
- Random loot spawns – never find loot in the same place twice
- Extensive Crafting – normal NWN2 crafting, plus additional masterwork item and magical item systems
- A complex and growing persistent quest system – every NPC learns to know you, and you have a reputation with each one
- Crazy DM tools designed for the sole purpose of entertaining players
Want to be a part of the fun?
Current Patch: 1.23 final
Current Status: Live
Modifié par Sadistic Leprechaun, 04 février 2011 - 08:47 .





Retour en haut






