Evetild - The Wild North (Pathfinder/D&D 3.5 game, seeking closed for now)

Started by LisztesFerenc, December 18, 2017, 02:05:37 PM

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Chulanowa


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Magnhild Firehand


Character Sheet
Class: Fire Elemental Bloodrager
Race: Goliath


Background:  Magnhild was born a Princess of the Firehand clan, blessed and cursed with their lineage of short tempers, elemental mastery and skill at the forge.  She was not pampered or cossetted like the weak things in the lowlands, however; she was trained to be a warrior, to lead her people in war and die valiantly in combat. 

The Firehand clan are renowned smiths, famous for their fine weapons and armor, forged within the pure flowing lava of the volcano Surtr.  Their skill was not gained by chance, but by constant battle.  The Firehand combat beasts, seek out monsters, wage war upon their neighbors, duel each other and, if no other violence is on hand, they are known to seek out adventure or mercenary pay - as long as the action is quick and hot. 

To take her father's place, Magnhild must forge and temper herself upon the anvil of combat; a task she seeks out with bloodthirsty glee. 

Personality: Magnhild is an uncomplicated hedonist, a berserker ready to jump into battle at a moment's notice and with the least provocation.  When not annihilating foes, she is a lusty lover, a hard drinker, and a loud if completely untalented singer.  Her greatest enemy is boredom and her fondest hope an epic death.  While she sees violence as the solution to nearly every problem, she has a keen sense of right and wrong; innocents with a just cause will find her a ready ally, while

LisztesFerenc

Quote from: LisztesFerenc on December 18, 2017, 02:05:37 PM
Evetild


  The land of Evetild is ruled by anywhere from 5-8 lords (currently 7), whose land is as much as they can claim and keep. Borders change, alliances more so, and the Lords and Ladies of the land meet yearly 12 days before the middle of summer in the Hall of the King to discuss things, making sure their conflict doesn’t go too far, typically this means not using any forbidden magic, and loose promises to not excessively rely on tactics of terror off the battlefield. About the only thing the Lords and Ladies consistency agree on is that the Hall of the King must remain unclaimed, and a tribe of Wilden are handsomely rewarded for protecting and keeping the place in order for the many months it is empty got. In the Hall of the King also sits the throne of Narhugen, empty for nearly a thousand years. In truth it has been occupied several times since then, but never for longer than a few years. The current seven rulers of the land are:

Lady Milza is an elderly human woman who fought in the Frein Wars against the aligned Turraz and Ilketes, believing their methods of warfare to be impure, Lady Milza commands a long, narrow kingdom just south of the unclaimed Forests of Utae from the town of Seppek. Included in this is the crimson road, which links the crystal mining communities of Varnfel to the markets, and is thus an important source of revenue from merchants paying for armed escorts. However the long winding road is difficult to protect efficiently, requiring horse mounted patrols and the cavalry of the land was decimated repelling an “invading” force of bears, thought to be sent by the fey-folk of the Utae. Stables are currently trying to produce a new stock, but that is a year away at least, and Milza can ill afford the coin she loses to private groups of armed mercenaries many merchants currently employ.
  Notable towns: Varnfel, Crorn and Seppek.

  The most powerful force in Narhugen is currently the alliance between Lord Turraz (a young human, barely sixteen years of age) and Lady Ilketes (an aasimar, of all beings, her age unknown). Collectively they have disbanded temples, instead offering the runepriests and oracles a rank in the army, which comes with privileges and responsibilities of service. This has allowed them to consolidate their rule, as well as tame the lands under them. As such, they face very little problem, the only noteworthy one being ugly rumours that Turraz’s brother did not in fact die of illness, but by his own hand, a chief concern others Lords and Ladies would give their right arm to have. As is always the case when an obvious power develops, there is talk of the King’s Throne being filled, but neither Turazz or Ilketes have shown any interest in this.
  Notable towns: Baci, Rustav, Yessol and Tum.
 
  West to the lands of Lord Turraz and Lady Ilketes is a second realm united, although this alliance finds itself in less fortunate circumstances, as numerous problems has strained things to breaking point. The alliance between the two Ladies, Elanolake the goliath and Kilka the half-elf, began 15 month ago, in a desperate attempts to remedy their dire situations. However it has not helped, as the men at arms of the land are still stretched thin, with hungry players on every side nipping at them, and Elanolake now faces internal strife as her son has declared open rebellion against her. Seizing upon these rumours of weakness, the Cult of the Rotten Crown has expanded into the territory, this branch far more martial than the parent body.
  Notable towns: Mauga, Bluehill, Ostark and Vergoff.

Lord Celveg (or Rune Master Celveg as he calls himself), a gnome from foreign lands who has taken well to the arts practiced by the local temples, commands a small but healthy kingdom nestled in the arms of the Shuzek mountains. Having spent most of his allotted years consolidating his rule, arming border settlements and securing trade routes and agreements, whilst keeping the peace within, he now looks to one final achievement in his life: the construction of Academia de Runas. Although sincere efforts have been made to honour the local teachings and practices of the land, foreigners, primarily gnomish scholars of alchemy and arcane arts, have been recruited as would-be tutors, which some of the locals are not pleased with. As such, the initiative faces significant opposition, most notable the half-elf Hullek, Lord Celveg’s Master of Commerce.
  Notable towns: Ceolk, Flor and Ponte.

  On the edge of a knife, the female half-elf Aiseth desperately tries to cling to power and save her lands from famine and disease. When she rose to power the hold looked promising, facing only a church schism in the way of problems, Aiseth had little reason to fear, as she boasted a large treasury and a sizable fighting force. However what should have been a lengthy but forgone battle quickly escalated, with entire towns betraying her to flock to here enemy: the Cult of the Rotten Crown, a devil worshipping group that promised to put their leader, an elven infernalist called the Lore onto the throne of kings and unite the lands of Narhugen. Now, a year and a half later her coin and army is nearly depleted. Lore has suffered similarly, with many safe houses raided and barely able to recruit as fast as he loses men, but in a recent offensive on the Church of Azure, his followers managed to steal several artefacts that collectively are rumoured to have the potential to bless, or blight, all crops for within a thousand miles. Lore has threatened to unleash this magic if he is not accepted as the land’s ruler. Aiseth has called his bluff, and the realm nervously awaits what will happen next.
  Notable towns: Dilik, Rauze and Kivust.

Races

Humans – The single most common race by a narrow margin, humans have adapted well to both city and wilderness life, with a strong adventuring culture.

Elves – Not native to the land, elves are outcasts or wanderers from their opulent homes in the south. They tend to throw themselves into the foreign realm and embrace town life, keeping a token shrine to represent their past nobility in a corner of their home.

Wilden – These fey creatures stick to the wilderness and the edge of civilization. They are tribal and seem curious of the temples built in towns, and can even be tempted inside one, if it is not too deep within the bounds of the settlement.

Half-elves – Living in close knit communities with a preference for villages they control almost exclusively, half-elves are never-the-less friendly to outsiders. They tend to stay put from cradle to grave, but sometimes the adventuring instincts of their human side take over.

Dwarves – Once more numerous in Evetild, they were driven from their mountain homes by the goliath many years ago. Now almost all dwarves are located scattered around the Lakes of Dome, where they have constructed a series of forts, largely of their own coin, much to the delight of Elanolake. It is rumoured that the goliath Lady has an agreement that she may retreat there if she is driven out of Ostark, though some do not believe the dwarves would be so forgiving.

Goliath – The unchallenged rulers of the mountains, Goliaths have spent many years fostering delicate trade agreements with humans, elves and half-elves of the cities, trading gems and metals for tools, art and fine foods.

Gnomes – Normally unheard of in Evetild, the rise of Lord Celveg has allowed a steady trickle of his people to enter his lands.

Skinewalkers – Tribal wild runners, skinwalkers are a mercenary nomadic race that lives beyond the northern borders of Evetild, selling their services for raw materials they use to construct finely enchanted items of bone, feather and hide. Powerful weapons and armour, most skilled warriors will visit them, for few within Evetild can rival their craft.

Tiefling – Sixty years ago, a temple build on a portal to the Lower Realms was discovered in the south west of Evertild, now in the land of the Lady Ilketes. She destroyed the building, sealed the portal and cleansed thew soil, and now tieflings are the only reminder it ever existed. Few people begrudge these demon blooded creatures, as long as they aren’t given reason to.

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  I'm looking for 2-3 characters to complete a group that will be adventuring in the lands of Evetild. Sources from both Pathfinder and D&D 3.5 will be considered, as well as 3rd party and homebrew, just run it by me first. The base system is Pathfinder, so use those races, classes for core, you get a feat every two levels, ect. Starting level 1, two traits and 1 drawback, pointbuy 15. PM me or post in thread if you are interested or have any questions.