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Neoliths and Neanderthals

Aug 7th, 2014
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  1. Neoliths and Neanderthals/Yore's World
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  3. Yore's World sets out to rectify a problem with dungeons and dragons: it's gone to the future, the modern world, medieval Europe, magic-scorched desert shitholes, space, Arabia, the Orient, Central America, and even Paris. But it's never gone to prehistory.
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  5. Before you decide if Yore's World is the setting you would like to use, you must keep some things in mind. This is a primitive setting, in which players are barred from most metal items and more advanced tools. Metal items are a gift from the firefathers, tiny men who have mastered flames and live in caves high above the clouds. Getting one should be a character moment. On the other hand, weapons made from creature bones and armor made from animal skins- mammoths or tyrannosaurs, for example- should be more common, and more unusual bones and skins should have special gameplay effects. It's unlikely the bones of a Tarrasque would have the same effects as those of a random bison. Given the rarity of anyone with the skill and craftsmanship in order to make a masterwork item, magical equipment is exceedingly rare- this is a low-treasure, high-danger setting. With that, let us begin.
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  7. ===Yore's World: What and When===
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  9. In the beginning, the universe was a savage place. Planets so hot as to be molten, so cold as to freeze all they came into contact with, and many other horrors dotted the galaxy. But on distant rocks, in a place just close enough to perfect, things started to go a very different way.
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  12. ===The Classes of Yore's World===
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  14. The most obvious choice for classes is a barbarian, but it should be noted that restricting everyone to a lumbering brute is no fun for anyone. Sorcerers, Favored Souls, and Wilders do not study to gain their powers, but rather manifest them spontaneously- simple enough for it to come up among cavemen. Tracking and pursuit predation were two of the defining traits of early hominids, and so a Ranger is also understandable- but replace the archery style with thrown weapons. Druids or ancestor-worshiping clerics are your best bet for a divine caster and healer- it's too early for organized religion if you don't have writing or settlements. Oral traditions were a vital part of any society hoping to maintain its identity, so a bard also works so long as they sing or keep to simple instruments like drums.
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  16. As for classes you shouldn't allow, consider things the class requires. A wizard isn't likely- it's pretty hard to maintain a spellbook without writing. Most wizards in the setting are sedentary cave-dwellers, using their magic to protect themselves- not a lifestyle befitting an adventurer. Clerics of actual gods shouldn't exist, for reasons detailed later on in the cosmology section. With no laws aside from those of the jungle, Paladins won't last very long- not that they would fit with the aesthetic anyway. A paladin just looks wrong without a sword and polished metal armor. As always, these are mere suggestions- if the player's got a good enough reasoning behind the archetype, go for it.
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  18. ===Races===
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  20. Humans and Neanderthals: What you're most likely to be playing this setting for. Humans and Neanderthals are the same species, with differing strength- humans are smarter, but neanderthals are tougher and stronger. These scattered family groups live in what shelter they can find, hunting and gathering to survive.
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  22. Elves, the Grasswalkers
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  24. Halflings, the Treebrothers
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  26. Orcs, the Watchers
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  28. Dwarves, the Firefathers: These mysterious figures are seldom seen below the treeline. Those who venture above, climbing perilous peaks, describe the home of the Firefathers as a hall of feasting and good cheer, every one of them holding shining metal, fire burning bright in hearths and a glowing pit far below. The Firefathers are the keepers of metal, spirits who reward those brave and clever enough to reach their homes with metal weapons and tools. Once, they were spread across the world, but have gone into seclusion after a defeat which left their clans broken and humiliated.f
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  30. The Scaled Things: A catch-all term for lizardmen, dragons, and kobolds.
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  34. ===Magic Items of Yore's World===
  35. It should be noted that magic weapons and armor are extremely rare.
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  37. ===Creatures of Yore's World===
  38. As always, these are suggestions. Feel free to add or remove creatures to fit your campaign.
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  40. Dinosaurs: You'd better fucking believe there's dinosaurs.
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