Races and Classes


Due to the nature of the campaign, after the vast depopulation of the inhabited region there were no sub-races. All the normal capabilities of the standard 1st edition races exist for the races in question. Perhaps the greatest change is in terms of lifespan.

Frankly, the absurdly long (Tolkien-inspired) lifespans for elves and dwarves make it extremely difficult to have ancient history that is truly ancient (after all, when a player can say of her character “Oh, yes; I remember that incident a thousand years ago; my father was there and told me all about it” the distant past loses some of its distance.) Therefore, the lifespans of the different races have been brought somewhat more in line with each other. The oldest members of the races will be no older than the following:

Humans — 100 years
Elves — 150 years
Dwarves — 120 years
Halflings — 100 years
Gnomes — 120 years
Half-elves — 120 years
Half-orcs — 80 years
Howazdon — 80 years

In addition, as mentioned previously, all races are allowed to be clerics.


Rules for classes are only slightly modified, as below:

Clerics — Clerics are unmodified, with the exception that they are unable to learn spells that invoke an element different from their own deity’s. (Therefore, clerics worshipping Hydronna cannot learn Flame Strike.)

Druids — The only modification to Druids is that they worship a very non-anthropomorphic spirit of nature itself, and not any of the four deities.

Fighters — Note that Fighters are not just allowed but positively encouraged to use Weapon Specialization. Only one weapon may be selected.

Rangers — Rangers are also allowed to benefit from Weapon Specialization.

Paladins — Because there are no cavaliers in this campaign, paladins are once again considered to belong to a sub-class of fighters. As such, they are also allowed to use Weapon Specialization. In addition, paladins are strongly encouraged to get with the DM regarding their specific tenets.

Barbarians — The limitations on barbarians are slightly relaxed, with some penalties occurring to compensate, due to the nature of an adventuring party: The barbarian may associate with clerics freely, and magic-users if necessary, from first level, but may not use magic weapons until two levels above those listed in Unearthed Arcana. Barbarians may use a “jungle savage” (along the lines of Tarzan) model, being presumed to come from tribes deep in the jungles of one of the larger islands, a “hill or mountain savage” model (more along the lines of a classical “caveman”) or a Polynesian warrior model. Specific abilities and proficiencies will be worked out in concert with the DM.

Magic-Users — Each magic-user starts the game knowing Read Magic, Detect Magic, and 4 additional 1st level spells. These spells may be selected by the player, who must then make a learning roll for each one. If the roll is failed the player may select another one, and may not attempt to learn the failed spell again until the character has gained at least one level of experience.

Illusionists — Other than the spells automatically known being Detect Illusion and Read Illusionist Magic they work identically to magic-users.

Thieves — No significant changes, other than to note that in most cities there is no “Thieves’ Guild” per se, but normally a number of gangs each claiming specific territory.

Assassins — Evil characters are not allowed to be player characters, as the idea here is that the characters are heroes. Therefore, no player character assassins are allowed. NPC assassins are, of course, completely permissible.

Monks — I have not made any provision for monks in the campaign, and have never really had anyone care to play one in 1st edition to begin with. If someone does wish to, I would be open to discussion.

Bards — 1st edition bards, frankly, are ridiculous, and are not allowed. Characters may take non weapon proficiencies in playing musical instruments and singing, but they will have another class entirely.

Psionics — Psionics do not fit into this campaign. No character may have them or use them.

Races and Classes

The Survivors of Lemuria alinman