[19:02] <+CSBarnhart> My name is CS Barnhart. Long time gamer, short time creator of games. I have been working on games since 2008 when Chaosium published by Berlin ’61 setting and in the intervening years I have worked on projects with Fantasy Flight Games, Modiphius, Battlefornt and some small market games. Now me and my team and bringing to life our childhood campaign setting.
[19:02] <+CSBarnhart> The Ice Kingdoms is based on our old campaign we have played in for 30 years. It is a sword and sorcery low to mid level magic setting and the Ice Kingdoms in particular is a more violent Robert E. Howard fantasy setting.
[19:03] <+CSBarnhart> Other than that, I am a pretty normal guy.
[19:03] <+watermark> 🙂
[19:03] <~Dan> (As a reminder, please give us a (done) when you’re ready for questions. 🙂 )
[19:03] <+CSBarnhart> For those interested you can find out more about the Ice Kingdoms at our website (Link: http://icekingdoms.hawkwolf.net/)http://icekingdoms.hawkwolf.net/
[19:03] <+CSBarnhart> (done)
[19:04] <~Dan> Thanks, CSBarnhart!
[19:04] <~Dan> The floor is open to questions!
[19:04] <~Dan> What system is this setting for, CSBarnhart?
[19:05] <+CSBarnhart> The Ice Kingdoms is an open system mainly focusing on Retro-clones of original edition fantasy games. A fancy way of saying Advanced Dungeons and Dragons (1E or 2E). But is easily converted to 3E and 5E.
[19:05] <~Dan> (Howdy, SirGene!)
[19:05] <+SirGene> Hey Dan
[19:05] <+xyphoid> ‘The Ice Kingdoms is an open system’ system or setting?
[19:06] <+Lin_Chong> Do people in the Ice Kingdoms enjoy hot drinks or cold drinks?
[19:06] <+CSBarnhart> It is a setting. But includes rules for use with For Gold & Glory (a AD&D 2E clone)
[19:06] <+CSBarnhart> The prefer to drink their blood warm and their beer cold.
[19:07] <+UngainlySword> some other retroclones too, right?
[19:07] <~Dan> Did you apply any specific tweaks to make the setting low- to mid-level magic?
[19:08] <+CSBarnhart> Yes Ungainlysword. It is can be used with OSRIC, Labyrinth Lord, Basic Fantasy and many other retro-clones with little to no adjustments.
[19:09] <+ougrad> Would the setting become unbalanced if my players wanted to bring more exotic races into the mix than the standard types of human, elf, dwarf?
[19:09] <+CSBarnhart> We try to not limit what players and GMs intend to do with the games the buy and play, so we have created certain tweaks to magic in the atmosphere and role playing areas, as for the actual game play we have specific rules for sorcerers and rune casters as well as a complete pantheon of specialty priests.
[19:10] <+xyphoid> do you provide new rules for non-casters?
[19:10] <+xyphoid> since it’s low-magic
[19:10] <+xyphoid> (i’m always a fan of more interesting fighters)
[19:10] <+SirGene> I probably game late, but is there a link to the game.
[19:10] <+CSBarnhart> ougrad each specific culture of the humans in the Ice Kingdoms book is treated essentially as its own race, with ability modifiers and special abilities that will allow them to hold their own against other exotic races
[19:11] <+CSBarnhart> Our website (Link: http://icekingdoms.hawkwolf.net/)http://icekingdoms.hawkwolf.net/ our kickstarter (Link: https://www.kickstarter.com/projects/1446402795/the-ice-kingdoms)https://www.kickstarter.com/projects/1446402795/the-ice-kingdoms
[19:12] <+CSBarnhart> We have introduced some new elements for non-spell casters, for one we use the proficiency/skill system, our rangers also have climb and detect noise abilities, fighters can gain some berserker abilities, paladins are tweaked to be a special form of a prestige class.
[19:14] <~Dan> (Welcome to #rpgnet, Sargerasbane!)
[19:14] <+CSBarnhart> Fighters and thieves are also capable of “dual” classing back and forth, similar to multiclassing in 3E and later games. We also have a “new” class called the Totemic Monk, which is essentially a warrior monk who harnesses the abilities of their totem animal (usually a bear or wolf).
[19:15] <~Dan> For those of us who never played AD&D2e, can you tell us how the proficiency system works?
[19:16] <&Doctor> Oh goodness
[19:16] <&Doctor> Bringing back proficiencies?
[19:17] <+CSBarnhart> Sure. Essentially every character based on their class and level (and if the optional rules are used, their Intelligence) gain a certain number of proficiencies. Proficiencies are essentially the same a skills in 3E and beyond, except that instead of rolling high, you roll below your ability related to the proficiency being used.
[19:18] <~Dan> (Welcome to #rpgnet, Kyldrad!)
[19:19] <~Dan> Can you give us an overview of the setting?
[19:19] <+CSBarnhart> Proficiencies (or skills as they are called in FG&G) are in the retro-clones we are using as our basis for the setting. Bringing them back is essentially a part of any retro-clone mimicking these old school games. Otherwise it we would be basing it on another game or edition.
[19:19] <+CSBarnhart> Sure.
[19:19] <~Dan> wb, Sargerasbane2
[19:21] <+CSBarnhart> The Ice Kingdoms are a collection of ever-changing kingdoms, warlords and trade routes stretching the center of the Land Bridge from the far northern shores of the Atalac Sea to the mythic northern waterways of the Crown Sea.
[19:22] <+UngainlySword> Besides cold, what’s it like there?
[19:23] <+CSBarnhart> It is home to many tribes and clans of humans centered around city states and fortified keeps. They exist almost constantly in a state of war or political scheming. Since the fall of Arfhrd the great thane 200 years ago no one has been able to unit the clans into one.
[19:24] <+CSBarnhart> Now the Ice Kingdoms strive to survive, not only war with each other but also external threats, such as orcs and giants, but also the nefarious Hags and the hideous children and the demon god O’Mawj. There are dwarves who live mainly in the west in the Grugnifal Mountains and key tribes such as Fenrir and Ursan.
[19:25] <+CSBarnhart> The main tribe are the Einheriar, the chosen of Uthin, King of the Gods.
[19:26] <+CSBarnhart> It is a rugged area of the world, besides the cold you have the large expanses of untamed wilderness between city states and keeps where no human truly is in control. Bandits, witches and humanoid monsters stalk the humans of the Ice Kingdoms who stray too far from the safe confines of their strongholds.
[19:27] <+CSBarnhart> We feature the writing talents of Chris Lites an James M. Ward and the several talented artists to bring this setting to life.
[19:27] <~Dan> (Howdy, Silverlion!)
[19:27] <~Dan> Hey, that’s some serious talent!
[19:28] <+Kyldrad> Sounds like a good lineup for sure and exciting setting for high adventure!
[19:28] <+CSBarnhart> You should check out our artists. David Newbold (Link: http://www.davidnewbold.com/)http://www.davidnewbold.com/ Marko Radulovic (Link: http://markoradulovic.com/home.html)http://markoradulovic.com/home.html
[19:29] <~Dan> Would you describe the setting as Norse?
[19:29] <+UngainlySword> I’ve been really impressed by the art that’s been unveiled on the kickstarter. Definitely not stock images.
[19:30] <+CSBarnhart> It is Norse influenced that is for sure. But we also drew inspiration from Celtic and Greek mythology. The idea of city states is very Greek, but the overall culture is Norse. But these are not just vikings, they have courts and keeps not just long houses and halls.
[19:31] <+CSBarnhart> I have vowed to not use stock images in my products as I think (no offense to anyone else) they just cheapen the project. However, I think RPGPundit did an excellent job with stock images in his Dark Albion books.
[19:31] <~Dan> You mentioned dwarves. Does the setting include elves as well?
[19:33] <+CSBarnhart> Yes. And no. Elves have a deep history in our world, but not a good one. Let us just say that they went all Morgoth meets Elric a few thousand years in the past. The current elves in the Ice Kingdoms would be isolated pockets of Fallen Elves (gray elves more or less) and the dreaded Ice Elves.
[19:33] <+CSBarnhart> Ice Elves are a nomadic and evil creature in the Ice Kingdoms.
[19:33] <+ougrad> Would you say your setting more of a fit for players that like to topple empires, save reality as they know it or more like the Lankhmar supplement from AD&D?
[19:33] <+Sargerasbane2> What part do women have to look for in this game??
[19:34] <+CSBarnhart> It is very much Lankhmar. The supplement you mentioned played a very high influence in some of my rule decisions.
[19:35] <+CSBarnhart> Unlike real-world Norse culture, women have a prominent role in the Ice Kingdoms. The first human in their mythology was a woman, they have more rights than they would in a standard medieval world and the Valkyr and Brides of Uthin are unique options only available to women in the campaign.
[19:35] <+CSBarnhart> In addition, in the Fenrir Wolf-Tribes and the Ursan Bear-Tribes, men and women are treated the same, and women can be clan leaders in both tribes.
[19:36] <+Kyldrad> The women of the Ice Kingdoms are fierce! Prime example is the Brides of Uthin
[19:36] <+mibagents> Are there modules or expansions in the works beyond the campaign setting book?
[19:36] <+CSBarnhart> Unfortunately women do receive some backlash because one of the great villains is the Great Hagmother. This complicates life sometimes.
[19:38] <+CSBarnhart> Currently there are plans for two supplements to the core setting. The first is a bestiary (I received the first chapter from the author this week in fact) and the second is a adventure/campaign supplement the expands the setting, adds extra details and options (like the afore mentioned Valkyr) and demi-humans.
[19:38] <+UngainlySword> I don’t really know what the Lankhmar supplement was. What do you mean, like that?
[19:38] <+CSBarnhart> In addition we have at least four adventure modules currently in production, including Into the Mournwood by James M. Ward.
[19:39] <+CSBarnhart> The Lankhmar supplement was a setting sourcebook/adventure book for AD&D 2E in the late 80s/early 90s. It was a guide for Fritz Leiber’s Nehwon setting, low magic (on the PCs side) sword and sorcery. Very fun.
[19:40] <+ougrad> How did you convince James Ward to write an adventure for the Ice Kingdoms?
[19:41] <+CSBarnhart> I approached him with a very open and honest proposition of money. But he returned the proposition by being a very nice, genuine, professional and talented man. He was a blessing to work with and I hope to employ him in future Ice Kingdoms and Eordan projects. Initially I approached him the same way I did Ernest Gary Gygax jr. Through facebook.
[19:42] <+CSBarnhart> James wrote more than just an adventure, he also helped mold the Pantheon and one of my favorite aspects of the Ice Kingdoms, the Mournwood.
[19:42] <~Dan> Can you tell us a bit about the latter?
[19:45] <+CSBarnhart> Sure. The Mournwood is you classic fantasy cliche of the evil forest. It has its history back in the time of the gods when Syf’s evil sister was betrayed by Uthin and tricked in to bearing the children of the hollow men (all explained in the book).
[19:45] <+CSBarnhart> In her outrage the sister rebelled against Uthin and was cast to Erdgard (earth) in a mishapened and grotesque form and became the first hag (actually the Hagmother) and she took up residents in the Jarnvior forest which slowly became corrupted by her influence and became the Mournwood.
[19:46] <+CSBarnhart> Mournwood is now inhabited by a variety of hag offspring such as trolls and haglings as well as your normal hags. The trees are evil and the deeper you go into the woods the fouler it is.
[19:46] <+CSBarnhart> Though a brave sect of druids are trying to save the forest.
[19:47] <+CSBarnhart> James really wrote a great setting in the Mournwood and I really don’t think I can do it justice.
[19:47] <~Dan> What are haglings?
[19:48] <+CSBarnhart> Haglings are basically miniature trolls that act as familiars for hags and witches.
[19:48] <+Sargerasbane2> Do you plan to add extra jobs/classes in future expansions??
[19:49] <+mibagents> Can you tell us anything about the “eordan” projects?
[19:49] <~Dan> What’s the difference between a hag and a witch in your setting?
[19:49] <~Dan> (Welcome to #rpgnet, Guest! You can set your name with the /nick command; e.g., /nick Dan)
[19:50] <+CSBarnhart> Of course. There are too many possibilities not to do so. However I don’t plan to add classes per see, but more of package deals to alter classes.
[19:50] <~Dan> (Thanks, bob!)
[19:50] <&Doctor> Kits?
[19:50] <+Geek2theRight> Kits!
[19:51] <+CSBarnhart> A hag is a born monster, a race if you will. A witch is a human who practices hagcraft, which is just another way of saying witchcraft, but in a fantasy way, not a real world way.
[19:51] <+bob> what in your game will pull kids and adults from computer and console gaming?
[19:52] <~Dan> Hags are awesome, for the record.
[19:52] <+CSBarnhart> Not really kits, I would rather these options be more like prestige classes. the problem with new kits or new classes is you need new characters to use them. With a form of prestige class you can get a few new abilities unique to a certain vocation or job for an investment of time, experience, a skill or two.
[19:53] <+Kyldrad> So a hag is more or less a female troll with magic and a much nastier temperament 🙂
[19:53] <+CSBarnhart> bob, that is a good question. Hopefully the call to adventure, new adventures, new twists on old monsters, and just the love of table top role playing.
[19:54] <+CSBarnhart> Pretty much Kyldrad.
[19:54] <+Kyldrad> Nice!
[19:54] <~Dan> (Welcome to #rpgnet, DylanAlexson!)
[19:55] <+DylanAlexson> So what of the dwarves? Are they like the dwarves from LOTR of more clan like and not just deep in the mountains?
[19:55] <+UngainlySword> Female trolls with magic, wow.
[19:56] <+CSBarnhart> As for the rest of Eordan. We played in Eordan for 30 years or so. We have three other areas we are developing currently. Jerresean (Arthurian legends), Courbahl (Mountainous Kingdom) and Groansheld (Basically middle ages Germany centered around a dwarven kingdom).
[19:56] <~Dan> (Howdy, willows!)
[19:56] <+willows> hi
[19:57] <+bob> i may have missed this but will there be miniatures and game map include on or in the future??
[19:57] <+CSBarnhart> Dwarves are very much Tolkien like, living in deep mountains. But they are very similar to your standard D&D dwarf. We changed some of the ability modifiers around, so dwarves now suffer a penalty to Dexterity not Charisma.
[19:58] <+UngainlySword> If you were running this game in a pick up adventure, what kind of character would you recommend that I play?
[19:58] <~Dan> (Welcome to #rpgnet, SamualPaxton!)
[19:59] <+CSBarnhart> A core Ice Kingdoms party needs to be anchored by a warrior of some sort. Preferably two. But since at 1st level everyone has the same basic attack scores (except where skill and ability scores may alter them) then a thief can also be useful.
[19:59] <+SamualPaxton> The races sound like very diverse and most of these are playable in the current setting? As in other races living among each other or is there deep segregation among races?
[19:59] <+UngainlySword> So, Eordan is your larger world? Do you plan on developing those other parts of your world too?
[20:00] <+Sargerasbane2> What is the main evil enties of your game ex demons, waith , agnels,
[20:01] <+CSBarnhart> I want to make sure everyone understands, the setting is low magic, not the characters or adventures. You don’t find a shop in town to hire a wizard or buy healing potions. People mistrust magic and don’t use magic to preserve food or show sports over a crystal ball.
[20:02] <+CSBarnhart> The main evil is mankind.
[20:02] <+CSBarnhart> However, there is the power of Pohjola which is the spirit of the dark or shadow world. And there are the hags of course. O’Mawj the cannibal god and Mordi the god of mischief also cause problems in the Ice Kingdoms.
[20:02] <+Sargerasbane2> Very interesting villian type not many games do that these day.
[20:02] <~Dan> (Howdy, Monochrome_Tide!)
[20:03] <+ougrad> For higher levels PC’s what kind of challenges could they expect? Would they ever be asked if they are gods, by antagonists from another plane?
[20:04] <+bob> ougrad very good question.
[20:04] <+CSBarnhart> Define higher level. You see a problem in the Ice Kingdoms is the gods are very aware of your power and after a certain level you may very well just vanish and be pressed into a god’s service. Also if you die there is a 5% per level of experience that your soul is summoned to Valagard to serve the gods. No chance of resurrection or raise dead.
[20:04] <+CSBarnhart> They of course there are fire and ice giants, a good threat for higher level characters.
[20:04] <+CSBarnhart> And remember, the Hagmother lives somewhere in Mournwood.
[20:05] <+UngainlySword> And she’s a goddess?
[20:06] <+CSBarnhart> In the north is the Frozen Thrones, which may be ruled over by a character known as the Lich Thane, and then there is a Crown Sea. A very dangerous place itself, home of many dangerous islands who hold unknown dangers.
[20:06] <+CSBarnhart> Yes, the hagmother is a demigoddess. She has many names. The Old Crone is another one of them.
[20:07] <+CSBarnhart> Someone asked earlier, yes we plan to develope more Eordan locations.
[20:07] <+Sargerasbane2> Can you further explain the brides of uthin
[20:09] <+CSBarnhart> Sure. While women have many rights in the Ice Kingdoms, there are some they don’t have. These are detailed in the books. These can cause issues for female characters and NPCs who don’t want to be stuck under the hand of their fathers and brothers. Taking up the vow of a Bride of Uthin binds a woman to Uthin and frees her from her brothers and father.
[20:11] <+UngainlySword> So they are a kit then, or prestige class, like you were talking about earlier?
[20:11] <+CSBarnhart> Under law she essentially becomes a man. But she is no longer under or part of her clan and is considered a clan of one. They can now hold titles normally reserved for men. But if they ever marry or have children they have broken their vows and return to their former status, though not into their clans.
[20:13] <+CSBarnhart> They are not really a kit or prestige class, they are an oath. Female characters may freely take the oath. If kits were used in the game the GM is using to run the setting, they could still pick a kit of their choice.
[20:14] <+CSBarnhart> The core ice kingdoms rules do not present any kits or new classes (other than Totemic Monk and modifications to paladin). It provides options.
[20:14] <~Dan> You mentioned a bestiary earlier, but how much of a bestiary does the core book include?
[20:15] <+bob> this may have been covered but where can we support this game to get published?
[20:16] <&Doctor> (Link: https://www.kickstarter.com/projects/1446402795/the-ice-kingdoms)https://www.kickstarter.com/projects/1446402795/the-ice-kingdoms
[20:17] <+CSBarnhart> The core book will include some essential creatures of the setting. Hags, Haglings, Hag Orcs, Ice Elves, The Wereborn, Dream Moss. Somewhere between 12 and 20 I would say. And it isn’t just a bunch of creatures with Ice or Frost or Cold or White thrown in front of their name (though there is some of that going on).
[20:17] <+UngainlySword> I was curious about that too, Dan. And also, can I use my old Monster Manual with this setting?
[20:18] <+UngainlySword> Hag Orcs?
[20:18] <+CSBarnhart> You can use any D&D book from about 1977 to 1999 with the Ice Kingdoms.
[20:18] <+CSBarnhart> Hag Orcs are a breed of orcs bred by the hags. They are just larger and tougher orcs. They are an issue in the Mournwood.
[20:19] <~Dan> What are the Wereborn?
[20:19] <+CSBarnhart> Dan, I can’t give away all the mystery.
[20:19] <+CSBarnhart> 🙂
[20:19] <~Dan> Fair enough. 🙂
[20:20] <~Dan> What other twists do you offer on D&D standard creatures?
[20:21] <+CSBarnhart> I am working with the guys over at FG&G to create these creatures of the Bestiary. But we have a few twists. The biggest in my opinion is that elves are not the nice do-gooders we expect them to be, and are actually creatures of the ethereal or astral planes and are semi-elementals.
[20:22] <+ougrad> So if I wanted to drop Temple of Elemental Evil into the ice kingdoms or another classic TSR adventure I could do with out much trouble or were you just referring to the Monster manuals?
[20:23] <+CSBarnhart> ougrad you could drop pretty much any adventure you want into the Ice Kingdoms and vice versa. But the Ice Kingdoms is a more heroic level, meaning you will probably have slightly higher stats.
[20:23] <+CSBarnhart> I have used the 3E level of ability score bonuses, so the +1, -1 of 1E/2E is not +2/-2 on most occassions.
[20:24] <+ougrad> well the players do need that help in that temple
[20:25] <~Dan> What are trolls like in your setting?
[20:25] <+CSBarnhart> Dan, since dwarves are hewn from rock in the mythology of their creation, they have a better natural armor class. When a elf dies it does no decay, but slowly evaporates, returning to the astral/ethereal plane, when a dwarf dies they also do not rot, they slowly petrify to stone. Both processes take about as long as human decay or so.
[20:25] <~Dan> Cool. 🙂
[20:26] <+CSBarnhart> Trolls are similar to D&D trolls, though they often have more mutations, horns are common on them. Extra heads, extra limbs are not uncommon.
[20:26] <&Silverlion> Dwarves do that In High Valor..
[20:27] <&Silverlion> The petrify at death.
[20:27] <+CSBarnhart> I have not heard of High Valor, so its interesting that others have the same conclusion. It only made sense. I will have to look into High Valor, thanks Silverlion
[20:27] <~Dan> Silverlion is one of our “resident” game authors. 🙂
[20:28] <+CSBarnhart> Always like talking to other authors.
[20:28] <&Silverlion> Elves rot, but that’s because until a certain age their still human-ish. After that age, well they’re wierd elemental or animal things.
[20:28] <~Dan> Then you’ve come to the right place, CSBarnhart. 🙂
[20:28] <&Silverlion> they’re
[20:29] <&Silverlion> Did you post a character sheet before I got here?
[20:29] <+CSBarnhart> No. It would use the standard character sheet of whatever game system you decide to use Ice Kingdoms with.
[20:30] <+CSBarnhart> Though I should put that on my list of things to add.
[20:30] <&Silverlion> Cool. I wasn’t aware it was systemless
[20:30] <&Silverlion> There is a slightly revised High Valor coming, but I won’t mention it again cause this is your show.
[20:30] <+CSBarnhart> Pretty much, it is aimed at old school games but can be used really with whatever system the GM wishes.
[20:30] <&Silverlion> Nice.
[20:31] <&Silverlion> I like the sound of it. And your chosen artists are great.
[20:31] <+CSBarnhart> Cross promotion. You can say High Valor again, I don’t mind.
[20:31] <~Dan> CSBarnhart: What appeals to you about OSR?
[20:31] <+CSBarnhart> Thanks.
[20:32] <+CSBarnhart> Honestly, nostalgia. I came up playing AD&D 1E and BECMI (more of BE and less so CMI). And spent high school and college with 2E. I didn’t care for 3E and not overly fond of 5E. So when I saw the retro-clone movement I finally found an outlet for our setting.
[20:33] * &Silverlion adopts CSBarnhart
[20:33] <+CSBarnhart> But I know other people like other systems, so we are trying to play as loose as we can to provide options.
[20:33] <&Silverlion> That’s cool.
[20:35] <~Dan> Do you use the standard alignment system?
[20:35] <+CSBarnhart> I also think OSR has a certain level of swagger to it. I think old school has that pseudo-Frank Sinatra feel to it in the role playing world. If that makes any sense. But the Ice Kingdoms works best in OSR as it is more about the character than about 20 levels of new abilities.
[20:36] <+CSBarnhart> Yes. But it isn’t heavily focused on. It is, as usual, a class restriction and a god relationship system. I don’t think most characters should be penalized for alignment changes, but obviously priests are an exception.
[20:37] <+ougrad> You mentioned earlier that paladins were more of sub class or a prestige class, could you elaborate on that
[20:38] <+CSBarnhart> Also the Ice Kingdoms and the religions of the Thanesmen doesn’t deal with the bazillion planes of existence. There are three, Valagard, Erdgard, and the Abyss. That’s all the average Thanesman needs to know.
[20:38] <+bob> do you plan to have an expansion in the far future dealing with traveling by naval vessel to further explore the world like high seas expansion?
[20:39] <+CSBarnhart> Essentially a paladin is only needed when called. For a special mission or adventure/quest. A pious and true follower of a god (fighter or priest) can (at the GMs option) be selected to serve as a paladin for the duration of that quest of adventure and be of equal level as their current level. Once the task is complete (or failed) they revert back to normal.
[20:40] <+CSBarnhart> We have seafaring rules and vessels in the main book. But one day I hope to explore the Crown Sea above the Ice Kingdoms. Eordan has a north pole that is a sea. Physics be damned!
[20:41] <~Dan> 🙂
[20:41] <+UngainlySword> So the paladin class is almost like a kind of status?
[20:41] <+bob> within the seas what hazards are there for adventures to beware?
[20:41] <+mibagents> that sounds almost like the eternal champion concept from Moorcock.
[20:42] <+CSBarnhart> Yes and no. Unlike the status of Brides of Uthin, the status of Paladin is kind of like a really good bless spell.
[20:43] <~Dan> wb, Sargerasbane2
[20:43] <+CSBarnhart> mibagents I would be lying if I said a copy of The Enternal Champion wasn’t sitting on my desk a foot away from me.
[20:43] <~Dan> What is the nature of PC wizards in the setting?
[20:44] <+CSBarnhart> The Crown Sea is full of maelstroms, sea monsters and islands full of horrific threats and something called the Demon Isle, but I have said too much on that for now.
[20:44] <+Geek2theRight> I have a The Eternal Champion, too!
[20:44] <+bob> alot of great games and book take inspiration from other sources mibagents
[20:45] <+mibagents> appendix N, brother
[20:46] <+CSBarnhart> Most PC wizards would be rune casters. Rune casters are essentially normal wizards (as I said, the setting isn’t high magic, but the characters can be), they use rune stones in the place of standard components for spells.
[20:46] <+CSBarnhart> However magic is often focused more on divination and protection spells and less on fireball and lightning bolt.
[20:47] <~Dan> So you created your own spell lists?
[20:47] <+CSBarnhart> Appendix N of the 1E Dungeon Masters Guide is what mibagents is referring to. An dyes, I used that when I was like 10 years old to find the books I wanted to read. I admit it, I use Tolkien, Moorcock, Howard, Lovecraft, Leiber as an influence.
[20:49] <+CSBarnhart> No, we use the standard spell lists, but there are some optional rules and suggestions for moving spells around (up a level or down a level and so forth). Rune stones can be used to replace any component, the number of rune stones required depends on the spell level and the casting level of the spell.
[20:49] <~Dan> Gotcha.
[20:49] <+xyphoid> do you do anything about clerics
[20:50] <+xyphoid> and magical healing as a ‘requirement’
[20:50] <+xyphoid> or can i run a group of adventurers without a dang cleric
[20:50] <+CSBarnhart> A rune caster can only carve and charge so many runes a day, but they don’t have to “memorize” spells in order to cast them, they can cast any spell they want, as long as they have slots and rune stones to use.
[20:51] <+CSBarnhart> You never need a cleric. Clerics are not required to heal. Based on 1E AD&D Deities and Demigods only certain Norse Gods could grant healing spells. In fact, in the Ice Kingdoms the level of healing a spell does is altered based on the god the cleric worships, the god the person being healed worships and the races involved.
[20:51] <+UngainlySword> What about druids? You mentioned them earlier, I think when you were talking about your cursed forest. Does your setting have druids like the old ad&d character class?
[20:52] <+ougrad> that would certainly give wizards more utility, I hate memorizing the wrong spells and get to a part of the adventure where a knock spell would be better than a fireball
[20:52] <+CSBarnhart> Yes it does. Druids worship an archaic version of Uthin, often referred to as Wuth or Vuth. And Ymir, the titan who holds aloft the world tree also has druids. Most druids are also Rune Casters.
[20:53] <~Dan> In the time remaining, is there anything we haven’t covered that you’d like to bring up?
[20:53] <+xyphoid> so what other options are there for healing?
[20:53] <+CSBarnhart> Clerics are useful for options other than healing. They are back up fighters (depending on their god they may be primary fighters). They have good knowledge and divination skills, protection and enhancement abilities and the all important interaction advantage of being a holy man.
[20:54] <+CSBarnhart> xyphoid time heals all wounds. And the healing skill.
[20:55] <+CSBarnhart> Dan, I don’t want to be a beggar but I would like to remind everyone that we are doing a kickstarter and that for $20 you get a pdf of the main book, 3 adventures, a map and a 32 page primer of the setting (all of these are pdfs at this level). We have many higher level awards as well.
[20:55] <+CSBarnhart> (Link: https://www.kickstarter.com/projects/1446402795/the-ice-kingdoms)https://www.kickstarter.com/projects/1446402795/the-ice-kingdoms
[20:56] <+xyphoid> so it’s the good old 2hp per day from 2e?
[20:56] <~Dan> Well, if it makes you feel better, I’ll remind folks that my tip jar is here: (Link: https://gmshoe.wordpress.com/the-gmshoes-tip-jar/)https://gmshoe.wordpress.com/the-gmshoes-tip-jar/ 🙂
[20:57] <+CSBarnhart> Also a shout out to zila-games makers of the new Arcanum. (Link: http://zila-games.com)http://zila-games.com you should have Kenneth on sometime.
[20:57] <+xyphoid> i mean clerical healing is infinitely better than natural healing – or have you adjusted natural healing to make it viable?
[20:58] <+CSBarnhart> And of course Moses Wildermuth and For Gold & Glory (Link: https://www.lulu.com/shop/search.ep?keyWords=for+gold+%26+glory&type=)https://www.lulu.com/shop/search.ep?keyWords=for+gold+%26+glory&type=
[20:58] <+UngainlySword> Can proficiencies boost natural healing?
[20:58] <+CSBarnhart> Clerical healing spells do exist. In fact if you are healing a follower of the same god it is 1d10 not 1d8. But it is not a forced requirement to make the priest the healer of the group. It is rude to do so.
[20:59] <+CSBarnhart> Yes, the healing proficiency can restore small amounts of wounds.
[20:59] <+CSBarnhart> Thanks for having me Dan.
[20:59] <~Dan> You’re very welcome!
[21:00] <~Dan> Give me just a moment, and I’ll get the log posted and link you. 🙂