-Pathfinder- “Finders Keepers” (Interest Check & Info)

Started by Sabriel, June 07, 2011, 09:45:06 AM

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Sabriel

-Pathfinder- “Finders Keepers”  A Scarred Lands adventure

The Scarred Lands were not always so. Less than two centuries ago, the world of Scarn was healthy -- its forests were green, its seas pure, and its very heart pulsed with magic. The mortal races toiled the land and hunted the beasts, building entire civilizations, stone by stone. It was no paradise, but it was a prosperous world.

Of all Scarn's beings, both magical and mundane, the most awesome were the titans. The titans were entities of monstrous power, and their strength was derived from Scarn itself. The elements of the world and the skies above nourished them, granting them near-limitless abilities. Given sufficient time and patience, a titan could sculpt islands and mountain ranges, cut rivers, and breathe life into entirely new species of creatures. If they combined their powers, they could create entire continents. Even so, they were entities of raw fury, forces of nature that lacked the vital spark that would make them into something more.

Mighty though the titans were, they were not yet gods. But their children...

Although philosophers have difficulty explaining just why and how it could have happened, the children of the titans were not truly titans themselves. Like their progenitors, they drew some power from the world of Scarn, but the remainder of their potency derived from another source. They drew the greatest portion of their strength from the world's mortal races, feeding on the intensity of belief and on the vibrant mortal condition. The power these children called from the mortal races made them something new, something better. It made them gods.

The gods' enviable connection to the mortals of Scarn was destined to set them against their parents. For although the titans were at one with the essential elements of heaven and earth, they cared little for the world in their charge. If a titan was disappointed with how a coastline developed, he thought nothing of reducing it to sand with a series of tidal waves, cleaning the slate. If a titan grew bored with the thriving mortal races in her domain, she might give birth to horrific monsters to make things more "interesting."

The gods, who felt the suffering of the mortal races to their very souls, decided that the titans' reign had to end. Even the cruelest of the gods realized that if the titans were to cleanse the world of mortals on a whim -- a very real possibility -- loss of the mortals' faith and vitality would cripple the gods. So these celestial lords met in secret and plotted rebellion. When Denev, the titan of the earth itself, spoke out against her brethren, the gods took it as a sign -- and the Titanswar erupted.

Eight gods and one titan went to war against a dozen other titans. The revolution shook the heavens' pillars, shattered the blazing iron streets of hell, and raged across the face of the world. Under the force of combatants' blows, mountains split into rubble-strewn plains. Islands sank as warriors used them as stepping stones. Gods and titans alike spawned races of monsters and humanoids as foot soldiers in their feud. And divine blood spilled across Scarn, warping the very land.

Terrible though the war was, it finally came to an end. With the help of Denev, the gods were victorious. They could not kill the titans, once and for all, however -- not even they possessed such power. Each titan had to be restrained or imprisoned, prevented from regaining his strength and seeking revenge. The gods pulled the teeth from Gaurak the Glutton before burying the Ravenous One beneath the earth, ensuring that he could not chew his way out. They cut Mormo the Serpent Mother into pieces, scattering the parts far and wide so the Queen of Witches could not reform. And so the gods dealt with each titan in turn, stripping them of their power and sealing them away.

Now, Scarn is no longer the world it once was. The land bears horrible scars where gods felled titans. The Kelder Mountains are split with chasms left by a heavenly axe. The Hornsaw Forest has grown gnarled and twisted after feeding on the spilled blood of Mormo. Great deserts and badlands linger where verdant fields once lay. An entire sea runs red with the blood of a titan who lies chained at its depths. The world has twisted and changed wherever the titans or their dismembered remains lie. Many of the monstrous races created by the titans and gods during the war still survive in the gouged reaches of the land. Those races favored by the gods prosper. The titans' chosen are less fortunate, watching and waiting from their wilderness exile, plotting to restore their fallen patrons.

Scarn is no longer. To many of its inhabitants, it is now simply the Scarred Lands -- a wounded world that has yet to heal.

But there is hope. Cities begin to prosper once again under the watchful eyes of their patron deities. Mortals sharpen their skills of war and magic, the better to hunt the monstrous beasts that prey upon the weak and injured. The followers of the gods are ever vigilant, careful that the titans' scattered minions do not succeed in restoring their heartless lords. The Scarred Lands are a place of fierce barbarism and intense struggle -- and yet, the mortal races aspire to something much greater. With good fortune, bravery, sorcery and skill -- and no small amount of providence -- perhaps the Scarred Lands can be rebuilt. Perhaps Scarn can be restored.

But first, the heroes of the Scarred Lands must survive.

So here is what I am hopping to do

Setting
This story is set in a version of the campaign setting known as the Scarred Lands http://en.wikipedia.org/wiki/Scarred_Lands, throughout the continents of the world an Inquisition brews and threatens to encompass all in its crusade. It is a time of strife and celebration, the Inquisition is seen as a good thing by many and simply the next step in the purging the world of Titanspawn and the heathens who venerate them.  The goals of the Inquisition are not far from the efforts to clean up after the Divine War, there primary concern is the destruction of Titanspawn but they hold outspoken views of the dangers of Magic and its unregulated use.  In particular they are fanatically opposed to the magic of Necromancy and the destruction of all Undead.  This strife does not simply strike at arcane magic users however any wielder of powers which come from a suspicious source are considered heathens and tainted by the titans power.  Even those who serve the god's themselves are not without reproach as forces arise on either side to judge and condemn one another for blasphemy and crimes against there ethics. The Inquisitors are a fanatical breed and as time has progressed have become more and more quick to dispense there judgments of others, a silent war is being waged and forces are at work in the world which could change the face of Scarn forever.


How the Inquisition generally operates

The Inquisition is not simply one organization or order it has many factions and opposite sides to it, but generally its operation depends upon those carrying out its practices.  In general the Inquisition does not hamper day to day life of most places and most of those dedicated to it do not simply travel around finding and destroying magic users or such.  Most Inquisitors are fair and most magic users are not seen as a threat to be destroyed more a problem to be watched and investigated.  I.E in cities where the Inquisition's influence is common law magic users may still be welcome they will simply have to be registered as such, and casting a spell in public may get them into trouble.

Our story

The general plot and story of this adventure is focused upon a group of adventures and there travels and tales in this time.  Hired by a strange mysterious employer looking for mercenaries and adventures for hire, the group will be given tasks and missions to accomplish and rewarded for there efforts.  The tasks generally entail a search for specific items which the employer asks as well as occasionally other errands or tasks. Along the way the adventurers may of course encounter other troubles or tests in what will become there tale to tell. The adventure will start in the city of Shelzar also known as the city of sin, although the story will feature other locations and the base of operations of the characters could change over time. Throughout the story the characters will be involved in things that may influence the world around wittingly or unwittingly, the purpose of the characters and there story could change based on how they decide to proceed.


Shelzar

Spoiler: Click to Show/Hide
Shelzar
Official or Predominant Worship: Enkili
Complete Name: The Pleasure City of Shelzar
Ruler: His Most Gracious Host, Minister Fatteli
Government: From an elected council of officials, the minister is the council member who receives the most votes, which generally means that whoever has the most money to buy votes wins.
Population Composition Estimate: Human 76%, Halfling 10%, Half-elf 7%, Elf 3%, Half-orc 3%, Dwarf 1%
Allies: None
Enemies: None
The decadent city of Shelzar is located on the southern coast of Ghelspad on a stout peninsula that seems protected from the terrible heat of the Sweltering Plains. The city's population reflects what happens when spontaneous indulgence takes precedence over mature responsibilities – a trait that seemingly characterizes numerous city-states of south-western Ghelspad. Well-noted for its revelry and the promise of pleasures unknown in other lands, Shelzar has a surprisingly strong backbone of navel trade. The merchants who essentially rule the city by purchasing votes work hard to maintain both the city and its reputation for pleasure and commerce.

The city's government, rife with corruption, only reflects the city itself. Shelzar is exceedingly open, tolerating anything a person chooses to do to himself and often anything he chooses to do to someone else. Shelzar's constables, properly bribed, will overlook black marketing, some slavery and vices of all sorts. Only criminal theft cannot be tolerated, as one might expect in a city ruled by merchants.

Though a port city, very few of the vessels are meant for passengers; most are merchant vessels. The ongoing joke is that Shelzar is a place to which people journey, but from which they cannot return. Among such permanent guests are a large number of Old Venir's nobility. They (and a good deal of their possessions) found refuge in Shelzar when it became clear that Emperor Urlis was going to hand Venir over to King Virduk.

A visitor's first impression of Shelzar depends entirely upon how he arrives. Those who enter by land must pass through one of the city's gates, all of which lead first to the tight, dark streets and poverty of the Shadhi district, before eventually making their way to the core of the city. The lone exception is Newgate: visitors who enter through Newgate find themselves on the Grand Boulevard, the most beautiful street in the city. However, no mercantile traffic is permitted to enter the Newgate or travel the Grand Boulevard.

Those who arrive by sea witness an entirely different city, While the docks themselves are crowded, dirty, and noisy, like those of virtually every city in Ghelspad, the sea traveler has an unparalleled view of the towering gold and ivory spires of the proper, a breathtaking vision of beauty and wealth.
Carrying weapons in outlawed in Shelzar, and all who enter the city are immediately and scrupulously checked for weapons. Anyone bringing weapons into the city must either surrender them to a guard station for the duration of their visit or have their weapons peace-bound (fixed into the scabbard with a piece of wire and sealed with a copper seal marked with the city arms). There is a small forge at each guard post and gate to perform this service. The exception to this law is the dagger: every citizen and visitor is permitted to own and carry daggers openly. Citizens and visitors alike may apply for a special dispensation to own and carry arms in the city, however. These permits cost 100 ordu (gp) per weapon and generally take many weeks to process, which generally ensure that generally only citizen, and usually only the wealthy and/or criminal ones, are armed – legally, at least. There is, naturally, a thriving trade in cheap black-market weapons in the city for those who cannot afford permits.

System

We will be using the Pathfinder system with the 25 point buy method, characters will all start at 10th level with 62,000gp all characters will have maximum hit points per level. All characters will require my OK to be apart of this and I will only select those players and characters I believe will contribute well to the story and work within it. If you wish to ask me about something feel free, I would like that when creating there characters everyone try to stick to the basic material found on http://www.d20pfsrd.com/ but I may allow other sources also and be including such things in the game.  Anything you wish to take which is not from the above website should have a note attached to it listing its source and preferably page number, be prepared for me to decline such things but there is no harm asking me and if you have a good reason for such I am more likely to allow it.

Although I will be using the Pathfinder system this does not mean that I will clog up the story or rely upon the system at all times. I am quite happy to free-form some of it and only rely upon the system when it is more fitting to the game.  What this means is that I will not be constantly demanding rolls or relying upon the dice to determine every single outcome.

The following website has useful tools for creating character sheets: http://plothook.net/RPG/index.php

Scarn system Specifics

Obviously I can't really detail every difference in rules/options in Scarn here so I will outline only a few of the important details likely to be relevant.

Spoiler: Click to Show/Hide
Heat and Arcane Spells

Most arcane spell casters of the Scarred Land's both benefit and suffer because of a unique side-effect of casting their spells.The by-products of arcane casting is not just the spell itself but also heat energy. The heat is not great enough to actually inflict damage, but it is great enough to cause discomfort. On the plus side, this heat does protect the caster from the cold.

For this reason, most arcane casters in the Scarred Lands tend to be extremely scantily clad or find ways to deal with the heat. Some casters - especially those introverted, bookworm types - are embarrassed by this behavior, while others - such as the sorceresses of Albadia - have no cultural taboos on the amount of flesh that they reveal.

Therefore, arcane casters usually wear their "casting clothes" underneath a heavier, often elaborately decorated cloak or robe. The caster then quickly shucks this heavier outer garment once he begin to cast the spell. The casting clothes themselves often consist of little more than short pants or a loincloth with a tunic or brassiere. Each culture has adopted a certain style of casting clothes, such as the knee=pants and mantle male dwarf casters wear or the bikini shorts and pointed braziers that the dark elven women are fond of wearing.

This by-product of heat has two specific rules effects in Scan:


  • Wearing armor causes the heat to become intolerable very quickly, so arcane spell failure chances for wearing are twice the chance listed. If the caster has some sort of protection against heat, then the chance of failure remains as listed in the rules. If the spells lacks a somatic component, the caster must still roll if he's not protected against heat. However, he rolls the listed percentage not twice that value.
  • The heat generated by spell casting offers protection from cold based damage on the round she casts until the first action in the following turn, the amount of protection offered is based on the spell level so a 2nd level spell would prevent 2 damage.  If the cold effect does not inflict damage, the the caster gains a +1 circumstance bonus to any save for every level of the spell cast. Any arcane caster may also benefit from the Endure Elements spell at will so long as they can cast spells, but only in application to the cold.

Ritual Magic

Beyond the dusty books and quick gestures and the sonorous words that convey the power of spellcasters, there exists another level, one that rewards an even deeper understanding of magic. Most magicians and priest remain content to wield the power that they initially learn to control. Some spellcasters explore the subtle changes that they can exercise through metamagic feats, learning the truth beyond the magical tapestry and drawing upon even more powerful effects.

Beyond even these initial explorations, there is ritual magic

Ritual magic can be broken down into three aspects: augmented ritual casting, combined ritual casting, and true rituals. Ritual magic is available to both pure divine and arcane casters within the scope of there training. The use of augmented and combined ritual casting is referred to as "ritual casting" of a spell, as these two types  of ritual magic are used to augment a caster's normal repertoire of spells. Clerics may therefore apply ritual casting to the converted spontaneous casting of cure spells.

True rituals are entirely new "spell" that must be learned or researched individually in order for their power to be harnessed. Due to the exacting nature of preparing true rituals, they are only available to clerics, druids and wizards.

Since all ritualistic magic involves longer casting times and is much flashier in respects to casting techniques, opponents get a +4 circumstance bonus to all Perception checks against the caster(s) during the casting of any type of ritual magic.

True rituals are rare almost beyond words. The character who uses a true ritual when something else would work almost as well is sure to draw the ill will of the gods themselves, who tend to view frivolous use of this power as a sign of hubris. And the very lands themselves attest that the gods are not above taking a direct hand in affairs when necessary....

Clerical true rituals are handed down directly from the god themselves. Priests are hesitant to share these rituals freely; any misuse of a priestly true ritual is sure to bring down the ire of the gods on not only the offending priest, but very likely on the priest who taught the offender as well.

Druidic true rituals are guarded even more jealously. Although non-druid worshiper may participate in many of the rites, the actual words of the rites proper are in the Druidic secret language, and no translation is provided for the uninitiated. The various orders of druids tend to believe that if a true ritual is misused, it greatly damages the chances of the Scarred lands ever returning to their original vigor.

True rituals for wizards are similarly rare, but this has less to do with religious reasons and more to do with pure selfishness. Any wizard who possesses knowledge of a true rituals knows full well that he has one of the rarest and most valuable secrets in the entire world. The more people who know the ritual, the less exorbitant the price he can name in exchange for teaching the ritual to another. A wizard is likely to part with knowledge of a true ritual only if the reward in akin to an emperor's ransom - and he is often tempted to eliminate any potential rivals who know the ritual and might be willing to lower its market value.

Group size

Ideally I would like between 4-6 players but I may accept more than that depending upon interest and the ideas presented to me.     

Posting

I will post whenever I can or feel I should really but I am not obsessive about things so I don't mind if people aren't going to be like posting every day. I will try match the pace of the group I would ask that you say if you cannot post for some reason if it is going to be awhile until you do, and also please don't get involved if you think you will be unable to commit.  I will not include OOC stuff in the story thread and I will expect everyone else to do the same, there will be a separate thread for OOC and system stuff can be hidden in spoiler text.


Really important dates to know:
   500 years ago, a race of beings known as the Slarecians were destroyed by the Gods and the Titans (see below).  The Slarecians were a subterranean race known for their mastery of “Mental Magic” (psionics).  They were destroyed because they did not depend on either God or Titan for their power.
   450 years ago, the Gods led an uprising against the Titans for control of Scarn.  The Titans represented the forces of nature, and spawned what are known as the “Titanspawn Races”  These included all of the typical evil humanoids.  Orcs, Goblins, Ogres, Giants, etc.  The Titans did not care at all about living beings, as they derived their power from the land itself.  They routinely laid waste to whatever and whoever they felt like, and were generally considered “Evil” by the modern races.  The Gods, who created the “Divine Races” such as humans, elves, and dwarves, drew their power from the worship of those beings, and needed them alive to continue to exist.  The Gods are the offspring of the Titans.
   150 years ago, the Divine War ended with the Gods victorious.  The Titans, unable to be fully killed so long as a world remained, were dismembered, imprisoned, and otherwise prevented from being able to interact with the world ever again.  During the 300 years of the Divine War, the entire face of the world has been ravaged.  Everything bears the scars of divine warfare, and this is what has changed the world from Scarn to the Scarred Lands.
             5 years ago, Hollowfaust seige begins. Inquisitor orders infiltrated and begun an uprising of faith against the Necromancer's of Hollowfaust, speaking out and demanding the surrender of the cities Necromancer lords and the destruction of its armies. The main populace and faithful of Nemorga in Hollowfaust rejected the faiths of other gods and the council of the city banished them from there walls, religious protests and acts deemed harmful to Hollowfaust's way where outlawed. Soon after the seige of Hollowfaust begun and continues now.
             1 year ago, the Blood Sea war.  Over a year ago the mighty aquatic race known as the Piscean's mysteriously begun to interfere less and less with shipping and seemingly lost much of there control over the seas,  sailors pointed to this as ill omens and many rumors begun to circulate as to the cause some even reported that the Piscean's had begun to behave oddly and had even been seen on land.
             1 year ago, Black Brigade rose to prominence as one of the most fanatical and unflinching orders of mercenary companies, there sudden rise seamed to come from there new fervor for hunting the titan spawn and there cults.  They gained a reputation for being the most brutal and unforgiving of all the Inquisitor factions, many villages feared the approach of the Black riders for when the left it was rarely without effect upon a place.


Land Masses

There are three known major land masses of importance in the Scarred Lands:

Ghelspad – The current cradle of civilization.  Much like the traditional D&D worlds, and the focus of much of the Divine War.  Most of modern “Civilization” is located here, as well as being the starting locale for the campaign



Termana – The “Dark Continent” of Scarn, Termana is mostly wilderness, and populated with only a few races.  Most of the Divine War was fought on Ghelspad, but some of it spilled to Termana.  This continent was the homeland of the High Elves (who lost their God in the War, and are now Forsaken), the Charduni (Dark Dwarves created for war and conquest), and more recently, the forces of the Blood Bayou, and the Ghoul King.  Much of the continent is poisonous, diseased, or both, thanks to it being the location of the “death” of the Titan Chern (Titan of Disease, see below)

Asherak – This continent was all but left alone by the actual physical fighting in the Divine War, but was something of a testing ground for new creations on both sides.  The land is a blasted wasteland, populated only by scattered city states.  On the whole, a civilization much akin to ancient South America has developed here.



Civilization
The following are the current nations and city-states of the Ghelspad Continent:

Nations:
   Albadia (Human) – An arctic nation noted for its barbarians, and sorceresses.  Mostly a nomadic culture, with some cities in the south
   Ankila (Human) – An annexed dominion of the Calastian Hegemony.  Entirely cowed
   Calastia (Human) – An Empire based on conquest.  The Calastian Hegemony is an avid follower of Chardun, and practices slavery.  It’s also the strongest human nation on Ghelspad
   Dunahnae (Human) – Former Goblin nation, now controlled by human slavers.  Extremely isolationist.
   Darakeene (Human) – A politically Neutral country, known for its vast quantities of exported grain.  Virtually untouched in The War.
   Durrover (Human) – Currently the target of the Clastian conquest machine.  Most people already consider it to be lost to Calastia, although the guerrilla and rebel movements are still going strong.
   Gleaming Valley (Hollow Knight) – A small nation populated primarily by a “race” of spirit knights brought back from the dead to serve Corean as paladins in The War.
   Heteronomy of Virduk (Halfling) – A nation annexed by Calastia, the halfling rebel movement is strong, and provides almost the only opposition internally to the Calastian Empire.
   Karria (Human) – An island nation with truly chaotic political leanings.  They switch sides at the drop of a helm.
   Lageni (Human) – Another nation wholly allied to Calastia, Lageni supports the largest standing military on Ghelspad, and is the source of most of the best trained troops on the continent.
   New Venir (Human) – An open ally of Calastia, New Venir is only independent in name.  Any form of vice and corruption can be found here, if you're one of the nobility.  Peasantry are oppressed.
   Ontenazu (Human) – The only nation on Ghelspad that has successfully prevented the Calastian Military from defeating it.  At present, an unsteady peace stands between them.
   Vera-Tre (Elven) – A forest nation which will not allow non-citizens into the woods.  All communication is done through outpost villages on the edge of the forest.
   Vesh (Human) – Political activists.  The Veshian nation goes out of its way to support all the oppressed people of Ghelspad.  They help maintain trade routes, and communications.  They are particularly noted for their “Vigils” which are loosely organized troops of adventurers who work in cells to provide information and advance the nation's interests.
   Zathiske (Half-Orc/Human) – The Calastian Hegemony has reduced this nation to a militarized zone used for provisioning its massive military.

City-States:
   Amalthea (Human/Elf) – Known for being the primary training centre for Druids of Denev (see below)
   Bridged City (Human) – An entire city built on the highest peaks of the Kelder Mountains.  An engineering marvel, unequaled in the rest of the Scarred Lands
   Burok Torn (Dwarf) – The last remaining Dwarven Mountain Stronghold.  Currently at war with Calastia
   Fangsfall – The melting pot of Ghelspad, Fangsfall is the centre of most adventuring groups, and beset on all sides by Titanspawn.
   Glivid-Autel (Human) – Nestled in the Hornsaw Forest, a city of necromancers pursuing eternal life through the undead
   Hedrad (Human) – A theocracy based around the worship of Hedrada.  The city is perfectly constructed, and is essentially a piece of art.  Law is everything here.
   Hollowfaust (Human) – A city of necromancers who use their power over the undead to protect their populace.
   Khirdet (Human) – A theocratic dictatorship led by the Druids of Mormo.  Nominally, the ruling city of the Swamps of Khet
   Lokil (Human) – The largest library on the face of Scarn.  So far, the building has never been successfully attacked.
   Mansk (Human) – The one city in the Kelder Steppes.  Home of the Riders of the Kelder Steppes, and training centre for the best horsemen in Ghelspad
   Mithril (Human) – A city built around the immense Mithril Golem of Corean.  Primary military force is the Coreanic Knights, paladins in the name of Corean
   Mullis Town (Human) – A trading city, little more than a frontier town growing around the Cordrada Trade Corridor.
   Rahoch (Human) – Part of the Calastian Empire, this city-state is the main port for travel and trade between Ghelspad and Termana
   Shelzar (Human) – The City of Sin.  If it exists, then it can likely be bought here.  If it's a vice, then it definitely can be bought here.  Money is this city's ruler.

Religion

   There are two groups of divine beings that are worshiped.  The Titans, and the Gods.  The Titans are worshiped by druids, and are tied to the land, associated with all that is wrong and evil in the world.  The Gods are worshiped by clerics, and are tied to the faith of their worshipers, representing the good in the world.

The Major Gods

Worship in the Scarred Lands has real and immediate consequences. It was only a century-and-a-half ago that the gods' avatars walked the land, contesting the titans for supremacy, while mortal races sided with the gods or titans and fought at their feet.

With such colossal events in recent history, religious practice is never a matter of rote ritual or prayers mumbled to an unresponsive heaven. Certainly the most audacious displays of divine might occur when the gods allow their divine power to flow through chosen saints and champions, granting these mortals the strength to perform miracles. The gods respond regularly to any of their worshipers, however, whether favorably or not. The smith who fails to have his forge blessed to Corean finds that his ironwork shatters under the hammer. The doctor who fails to draw wards on her medicines, displaying the proper fear and respect for Vangal, invites plague upon herself and her patients. Madriel's voice resounds like a deafening wind through a temple of farmers who fail to pray for a good harvest. The gods and goddesses of the Scarred Lands make their presence known daily across the world.

The intelligent races of the Scarred Lands openly worship the eight major deities, and the sole remaining titan: Denev, the Earth Mother. Though these deities have begotten many lesser demigods and goddesses who are also worshiped, these nine are venerated or appeased above all others.

Spoiler: Click to Show/Hide
Corean
(CORE-ay-ahn)
the Avenger, the Champion
Lawful Good
Chivalry, Craftwork, Strength, Protection, Wisdom
Domains: Fire, Good, Law, Protection, War
Holy Symbol: Four long swords forming a compass rose

The very picture of the paladin's ideal, Corean is an unflinching crusader among the gods. He has the strength of mountains, and his smoky armor reflects his ties to the earth and the metals that run through it. He bears a long sword that he forged himself from scraps gleaned from a titan's forge -- that of Golthagga, who was the first to taste the blade's edge. Corean is generally unwilling to compromise, although he usually errs on the side of compassion rather than on the side of law. Many people praise him as the ideal of virtue, although more people pay lip service to him than are willing to live up to his standards.

Madriel

(MA-dree-el)
the Redeemer, the First Angel of Mercy
Neutral Good
Sun, Light, Sky, Redemption, Healing, Agriculture
Domains: Air, Good, Healing, Plants, Sun
Holy Symbol: Spear with a tassel of peacock feathers

Madriel flies on wings of peacock feathers, an armored angel with a spear formed from the purest, whitest sunlight. Although relentless in her struggle against suffering (and particularly against her rival Belsameth), she is the most merciful and compassionate of the gods. Her temples are popular across the Scarred Lands, particularly in areas where people pray for fertility to return to their fields.

Tanil

(TAH-nil)
the Huntress
Chaotic Good
Travel, Hunting, Forestry, Music, Archery, Freedom, Good Fortune
Domains: Animals, Chaos, Luck, Plants, Travel, Trickery
Holy Symbol: Three bronze arrows lying parallel

Of all the gods, Tanil is most likely to spend some of her time quietly walking the face of the Scarred Lands. However, this doesn't make her sociable -- she prefers back roads and untrodden wilderness to highways and villages. The ultimate champion of the underdog, she is the queen of archery and stealth, generally favored by rogues, bards, and wayfarers. She appears as a lithe archer wearing flexible bronze armor. Her arrows are silver-tipped, as she dislikes the poor treatment of animals and considers the world's werebeasts an insult. Many elves venerate her; her other servants include dryads and unicorns.

Hedrada
(heh-DRAH-dah)
the Lawgiver, the Judge
Lawful Neutral
Law, Justice, Wealth, Order, Cities, Knowledge
Domains: Knowledge, Law, Protection
Holy Symbol: Two-handed hammer

The Lawgiver is keeper of all the things that civilized beings have learned, and is the patron of society itself. He is the ultimate impartial judge, striving to make certain that each person receives what he or she has earned -- for good or ill. He's commonly shown as a stern man in somber robes, crowned with gold and wielding a massive two-handed hammer. He is particularly popular among dwarves, mages, prosperous merchants, and regional governments, and is the patron of many cities -- foremost of which, of course, is Hedrad.

Denev

(den-EV)
the Earth Mother
Neutral
Earth, Nature, Natural Death, the Seasons
Domains: Air, Animals, Earth, Fire, Plants, Water
Holy Symbol: Stone sickle with a flowering wooden hilt

The only surviving titan, Denev sided with the gods -- in particular, her children -- against her brothers and sisters who ravaged Scarn. However, the long battle left even more wounds on the world's surface, driving her to retreat to its heart in frustration and fatigue. She still answers prayers from those who venerate her, and is honored by the other gods. She is not a generous or merciful mother, though; she respects nature at its bloodiest as well as at its most beautiful. She is rarely depicted in humanlike form. Tales paint her as a mountain range or forest come to life, although she is said to wield a stone sickle when roused to make war. She is venerated by cults of druids who stubbornly refuse to pray to any of the newcomer gods, and by many elementals and other spirits of the land.

Enkili
(en-KEE-lee)
the Trickster, the Shapeshifter, the Unlucky
Chaotic Neutral
Storms, Trickery, Chaos, Misfortune
Domains: Air, Chaos, Luck, Travel, Trickery
Holy Symbol: Mask decorated with lightning shooting from the eye slits

The real wild card of the gods, Enkili can't really be said to be on anyone's side -- not even his own. His tempestuous and stormy personality is mirrored in each freak storm or sudden calm. He commonly shapeshifts from form to form, even changing gender so regularly that no two temples portray the same image of him -- or her. As the trickster figure of the pantheon, he also gets into trouble far more often than any divine being should. When he uses a weapon, he commonly wields a thunderbolt-hurling flail that lashes so wildly that others doubt it is truly under his control.

Chardun
(char-DOON)
the Slaver, the Overlord, the Great General
Lawful Evil
War, Domination, Conquest, Avarice, Pain
Domains: Evil, Law, Strength, War
Holy Symbol: Blood-soaked golden scepter, crowned with a thorny laurel wreath

Tyrant among gods, Chardun exemplifies the worst traits of the most despotic generals, emperors, and masters. His weapon is a golden mace-like scepter, stained deeply with blood. He wears the white regalia of a conquering hero, but his robes and sandaled feet are splattered with blood and dusted with powdered bone. He is particularly venerated by militaristic people with powerful ambitions, but anyone who craves domination is a worthy follower. A general who seeks a throne or a man who covets absolute obedience from his woman are both near to Chardun's black heart.

Belsameth
(BEL-sa-meth)
the Slayer, the Assassin
Neutral Evil
Darkness, Death, Nightmares, Deception, Witchcraft, Madness
Domains: Death, Evil, Magic, Trickery
Holy Symbol: Thin silver circle on a black field, signifying the lunar eclipse

The vulture-winged goddess Belsameth is the incarnation of everything people fear about the night. Her basalt throne sits on the dark side of the moon; her power over the moon grants her command of lunacy, and makes her the patron goddess of Scarn's werebeasts. Her preferred weapon is a jet-black dagger, and she is favored by evil sorcerers and witches, Scarn's harpies, wily and murderous goblins, and of course by werewolves and their like.

Vangal

(VAN-gahl)
the Reaver, the Ravager
Chaotic Evil
Destruction, Pestilence, Famine, Bloodshed, Thunder, Disaster
Domains: Chaos, Destruction, Evil, Strength, War
Holy Symbol: Cloven shield dripping blood

The volcano-god Vangal is the very embodiment of war. He is commonly depicted as a huge charioteer in filth-covered armor, with beard and dreadlocks matted with blood. He wields two massive axes still encrusted with the blood of the titans he overcame. He has few human followers, as it's said that when he gains sufficient power he'll bring about the destruction of Scarn itself. The few cults dedicated to him, called the Horsemen, are much-dreaded doomsayers and warriors.


The Titans


The Scarred Lands are the domain of the gods who defeated their titan parents in the cataclysmic Divine War one hundred and fifty years ago. Before that time, it was the titans who commanded the world of Scarn. For the first time ever, presented here is a list of twelve titans that the alliance of the gods and the titan Denev overthrew, destroying much of Scarn in the process.

Many of the various races created by the titans survived the Divine War and still populate the Scarred Lands. Whether they are pockets of brigands, remote remnants of shattered civilizations, or sovereign nations still contesting the people of the gods for supremacy, the titans' races have not walked meekly into oblivion. Many carve out power in the new world, drawing on what latent vitality they can from their fallen masters. Other titan-created races seek to resurrect their fallen lords and rule the world at their side.

Many of the titans are listed here.

Spoiler: Click to Show/Hide
Chern (CHURN) The Scourge, The Last Great Sickness and Suffering. – Creator of Vermin and Disease.

The Flourishing Flats was a broad, fertile plain between two great rivers that ran from the Kelder Mountains to what is now the Blood Sea. It is said this very plain is where the gods gave birth to man. Though the nation of Vesh yet exists here, much of the territory has transformed into the Mourning Marches. This is a result of the contaminated and festering corpse of Chern, said to be interred here after his defeat on Termana -- but not before this vile monster unleashed a curse of disease that has haunted the lands ever since.

Chern created a fair number of vermin and vermin-type humanoid races, as well as many of the magical diseases found in the Scarred Lands. The Order of the Morning Sky makes a point of battling Chern's races and influences.

Gaurak(GAH-rock) The Glutton, The Voracious One – Rumored to have eaten all life from the Dead Moon, Gaurak’s appetite never ends.

A hideously obese and always ravenous titan, Gaurak is said to have devoured all the life from the once verdant moon. After his defeat, the gods pulled out every last one of Gaurak's hundred teeth before burying him deep in the earth. His fallen teeth are said to have taken the form of mountains, colossal obelisks, and even trees, always tainting the land near them.

Gaurak created servitor races whose main purpose was either to breed and become food for Gaurak or to hunt and gather food for the titan to eat. His titanspawn races therefore run the gamut of aberrations created to breed and bloat themselves, to more intelligent races meant to be supreme predators or harvesters. His races are particularly hated by druids, for Gaurak's spawn often overhunt natural areas, stripping the area clean of all edible forms.

Golthain (GALL-thane) The Faceless – Known to the titanspawn as a weakling, Golthain was the only Titan to offer merciful deaths.  His senses were stripped from him as punishment for being nice, by the other Titans.

He is recalled fondly by the gods, who nevertheless sundered and imprisoned him lest he later seek revenge. He is remembered by the titanspawn as a weakling, singular among the titans in the hint of compassion he seemed to feel for the life he and his kind created. The other titans, of course, mocked him for this, and as punishment for this obvious weakness they stripped him of his senses so he could neither enjoy what was created nor detect how badly the other titans treated these creations.

Golthain created few races himself, more often influencing the development of other races. He did create some servitors to attend him in place of his lost senses, as well as some races of giant-kind.

Golthagga(gall-THAH-ga)  of the Forge, The Shaper – Creator of most of the Abberations, and all things twisted from their original forms.

This misshapen brute cared little for the living, but at least that disinterest meant he did not direct much ill towards the struggling life forms of Scarn. Instead, Golthagga was more intrigued by what he might construct with the material his fellow titans created. Even during the war, Golthagga kept to his forge... and when Corean slew him, he died upon it as well. Now, his essence is dispersed bit by bit into his myriad creations.

Golthagga created many aberrant versions of other humanoids, animals, and beasts. His creations were mainly larger, more hideous, metallic versions of the life forms his brethren created. Golthagga sometimes used other creatures as models for his own creations, and sometimes took these other creatures and reshaped them on his forge.

Gormoth(GORE-moth)  The Writhing Lord – Poisoned by Mormo, Gormoth delighted in torturing individuals.

The first of the titans to create a humanoid race, this titan spent centuries in pain and solitude after his sister Mormo poisoned him. Upon his recovery, Gormoth turned his spite and hate upon the world. Where his brethren often destroyed and created on a grand scale, this titan was content to make playthings of individuals, many of whom were forced to attend him and ease the pain that would sometimes still wrack his great frame. His pain is immense to this day, for he was split from skull to crotch by the gods Vangal and Chardun and each half placed on opposite sides of a great chasm. The flailing halves forever struggle to reunite.

Gulaben (goo-LAH-bin) Lady of the Winds – Creator of all aerial monstrosities and inimical spirits.

The most difficult of all the titans to defeat was the Lady of Winds. Like the wind, her presence was felt but she went unseen. Finally, the gods granted their most powerful priests the knowledge of a great ritual that would bind a foe. The catch: Gulaben's location remains unknown.

Gulaben has created all manner of aerial aberrations, and some aerial humanoid races. She also created wind spirits, akin to air elementals but even less corporeal, that would deliver the titan's favor or disfavor depending on the nature of the spirit.

Hrinruuk(he-RIN-rook) The Hunter – Hrinruuk created all of the most lethal creatures on Scarn, and set them loose to hunt them.  Also, he was the only Titan to actually –kill- a God, Miridum, Daughter of Hedrada.  Also, Hrinruuk was responsible for assault upon Tanil, and was responsible for the worst excesses which started the Divine War.

Perhaps undetectable even by the gods themselves, the Hunter stalked and slew Miridum, the goddess of lore and the daughter of Hedrada, soon after Mesos was dispersed. The sly and dangerous titan would have taken down Hedrada himself but for the intervention of Corean. Hedrada is now said to have the still-living head of the Hunter, whose indiscernible body fruitlessly searches for it.

Hrinruuk created many of the most lethal monstrosities to ever walk Scarn. Discontented with the ease of hunting any normal creature, and too infrequently getting to hunt down an errant godling in the days before the Divine War, Hrinruuk resorted to creating many monstrosities which would provide him some level of challenge to hunt across the planes of existence. Hrinruuk's spawn often have means of cloaking themselves and their trails, and they can travel quickly -- even via teleportation and plane shifting -- and are terrible opponents if confronted.

Kadum (KAH-doom) The Mountainshaker, The Bleeding One – A force of pure destruction, he’s better known for lying chained to a rock at the bottom of the ocean, bleeding from his chest and tainting the waters.

This great beast would uproot entire mountains when enraged, but his strength alone could not save him. Belsameth cut his heart from him, and Chardun chained him to a rock, which Vangal in turn sank to the bottom of the deepest ocean chasm. To this day, the deepest waters of the Scarred Lands run red with the Bleeding One's ichor. It is said that whole new races of horrific merfolk, krakens, and other fell sea monsters have arisen from exposure to Kadum's blood.

The creatures-turned-aberrations that haunt the Blood Sea are a result of Kadum's blood infecting those waters. Before Kadum's defeat, the Mountainshaker created several monstrous giant-kin whose quickness to rage mirrors their creator's.

Lethene – (lay-THEEN) Dame of Storms, The Untamed One – Capricious and lethal, Lethene was only known for the storms she unleashed.

Many godlings fell before the fury of Lethene during the Divine War, although the casualties cannot be tallied, for the Dame of Storms annihilated these gods' worshipers as well. But in the end Lethene was tamed -- though no one seems to know exactly how. The elves and dwarves who lived through the Divine War simply recall a day, perhaps a moment, when the gods concentrated their powers to still the tumultuous world... and suddenly Lethene was no more.

Lethene created a small number of spirit creatures, but few other creatures.

Mesos – (MAY-zohz) Sire of Sorcery, The Disrupted – Creator of all things magical, Mesos is said to be responsible for the current state of arcane magic causing excess heat.

The destruction of Mesos was probably the key event that allowed the gods to win the Divine War. Without a doubt, it was the signal event for the beginning of the colossal struggle. This titan literally seethed with magical energies unbelievable even to the gods, and while several among them surely coveted this power, they all agreed the titan must be dispatched. An ambush was prepared. With the assistance of the greatest archmages, whose spells canceled some minute portion of the titan's power, the gods disintegrated Mesos in an explosion that flung his constituent parts to every corner of existence.

Mesos created some of the most deadly and mysterious of the titanspawn humanoid races. Some monstrous, some beautiful, some giant, some tiny, but all imbued with magical powers, and all vengeful against those who conspired to sunder their creator. Some sages believe Mesos was the most likely creator of the now extinct slarecians.

Mormo – (MORE-moh)  Mother of Serpents, Queen of Witches – Patron of all witches, hags, the asaathi, medusae, and snakes.  She’s the creator of poison as well.

This gruesome crone was the patron of all witches and hags and was responsible for the creation of serpentine races such as the medusae. Her spilled blood has turned the Hornsaw Forest into the homeland of mutated terrors that it is today. Some say her followers seek to recover the pieces of the Serpent Mother that were strewn across the Scarred Lands. They hope to bring these grisly trophies together so that Mormo may be reborn.

Mormo was perhaps the most prolific creator of life forms, from Hags to Gorgons to dozens of other races, many of whom she neglected as soon as they were fashioned. Second only to Mesos' spawn, Mormo's creations often wield sorcerous or druidic power. Now Mormo's blood taints areas like the Hornsaw, creating monstrosities from normal beasts at a rate at which the Mother of Serpents rarely worked when she was whole.

Thulkas – (thool-KAHS)  Father of Fire, The Iron God – Incidental creator of many goblin races, Thulkas was the hardest of the Titans to destroy, ending up fired into the sun by Tanil from her bow.

Where the powerful Kadum was unstoppable, the impregnable Thulkas was unmovable, for he was said to be an extension of the very earth -- and this only if he could be touched at all, for he burned with the heat of a thousand suns. Even Corean could not move this beast, but he could bend him, so he pressed the Iron God upon the forge of Golthagga and hammered the titan into the form of an arrow. Tanil then drew back her great bow and fired that arrow into the sun itself. Thulkas still dwells therein, still an unmovable form.

Thulkas created life forms more by consequence than by design. When natural phenomenon would interact with his fiery body, often life forms were created by the interplay of forces. Most of the creature races spawned off Thulkas have affinities for the earth and fire, and are very resilient, especially when in contact with these elements. In addition, many of the goblin races were influenced by Thulkas in their final development.

Slarecian

Many of the scholars and seers who contemplate, examine and uncover the history of the Scarred Lands share a favorite story of an alternate manner in which the future might have unfolded. If the gods and titans had not sundered the world in their great battle, then perhaps a secretive and almost unknown race known as the slarecians would now rule the world. So, these scholars like to point out to any who will listen and to those who read their works, that the present state of affairs is, perhaps, not a bad thing. To be ruled (probably enslaved) by the slarecians would be a nightmare when compared to living even on a land ravaged by celestial war and among races obliterated by heavenly forces.

Of course, these same scholars can provide little actual facts about the slarecians. They know that this humanoid race lived almost exclusively below ground. The scholars know the slarecians investigate the blackest of arts, but whether such practice was common necromancy or for a more enlightened purpose such as medicine or surgery cannot be determined. Scholars also know that the little slarecian literature written in Common (as the slarecian language has proven resistant even to magical translation) that has been recovered from some buried cities(or even found moldering in the corners of the libraries in such cities as Vashon and Eldrua-tre) deals with death and infernal beings, but it is not clear whether such works are biographical or fictional. In the end, though some scholars claim a repository of artifacts they do not share with others, the majority of them, and so the majority of intelligent races of the Scarred Lands, must make do with judging the slarecians by the remnants of their civilization.

And since that which the slarecians left behind includes the likes of gargoyles and ghouls, most intelligent races fear what might have been if the slarecians had mastered their own destiny. Instead, the stories of the time before the Divine War say that in a final act prior to setting upon each other, the gods and titans annihilated the slarecians, who evidently paid homage to neither group. Whatever the outcome of their war with each other, neither the gods nor the titans desired the slarecians to find a way to emerge the true victors.

The appearance of the slarecians themselves has only been confirmed by illustrations in some ancient tomes and by the aspect of the rarely encountered slarecian ghouls. Only time will tell if anything more can be learned of this mysterious and evidently powerful race. And only time will tell if this knowledge need to be put to use.

The main races of the Scarred Lands

Humans– No change from the Core Rules.  Humans are the predominant species in the Scarred Lands
Elves
   Wood Elves – The primary race of Elves in the Scarred Lands.  Primarily from the nation of Vera-tre
   High Elves – Now known as the Forsaken Elves, these elves are overtaken with great depressions and are severely limited in divine power, as their God is dead.
   Hornsaw Elves – A branch of Wood Elves who are tied to the Hornsaw Forest.  They suffer from nightmares about the tainting of their woods, and fight to recover their land from the taint of Mormo
   Dark Elves – Subterranean elves who cannot stand the light of day. Not always considered evil.
Dwarves
   Mountain Dwarves – The standard Dwarf.  All come from Burok Torn.
   Forsaken Dwarves – The Dwarves of Krakadom.  They are considered evil, insular, and primitive.  They are not the master smiths that the Mountain Dwarves are.
   Hornsaw Dwarves – A race of Dwarves freed from slavery who lost their Dwarven Heritage during the Divine War, and are more tied to trees than rocks.
   Charduni – A race of thoroughly evil dwarves from Termana who worship Chardun and seek to conquer.
Halflings– Halflings are standard as per the Core Rules.  All Halflings either live under the slave yoke of Calastia, or are rebels against the Calastian Hegemony.
Half-Elves– Standard as per the Core Rules.  There are no societal differences from Humans.
Half-Orcs– Treated with more respect than the Core Rules half-orcs, due to their participation in the Divine War as active partners on the side of the Gods.  The Half-Orcs are the remnants of an ancient and powerful empire.
The Forged– During the Divine war many strong and faithful souls where lost, Corean with the aide of several other gods, forged these faithful souls new bodies making an army of the devout and faithful. A rare sight in these days the Forged serve on in whatever manner they can, some theorize that every now and then a new one is made or remade.  (The Forged are in most respects Warforged) 

Classes of the Scarred Lands

Alchemist – Alchemist's are rare in the Scarred Land's but there numbers are growing,  they are usually highly distrusted and viewed as crackpots by most.
Antipaladin – Antipaladin's are rare but for a few who are champions of Vangal's cults.
Barbarian – Barbarians are inevitably Albadian (see above), and are otherwise as per the book.
Bard– Bards are everywhere.  They form the central method of news and information sharing across the continent.  They are more accepted than they might otherwise be
Cavalier – Cavalier's are found among many of the elite mounted armies and mercenary companies within the Scarred Land's.
Cleric – Given that the Divine War is so very recent and fresh in everyone's memories, Clerics are of vast importance across Ghelspad, and are usually treated with immense respect.  Even Clerics of Evil deities.
Druid – Druids draw their power from the land, and therefore the Titans.  Naturally, this means that the only Druid which will not be attacked outright as Titanspawn are the Druids of Denev.  They will still be regarded with suspicion and distrust, however.
Fighter – The standard warrior.  Everyone needs a Fighter, and they are respected for their abilities.
Inquisitor – Inquisitor's grow in number in this era serving there faith and taking the fight to the Titanspawn cults and heretics.
Monk – There are very few Monastic Orders still standing after the Divine War, and those that do still stand are rather closed and quiet about it.  They exist, but are very rare.
Oracle – Oracles are very rare in the Scarred Land's and many have suffered or fallen in the age of Inquisition.
Paladin – The large bulk of Paladins are members of the Faith of Corean.  There are Paladins of Madriel, although they are few.  There are also Paladins of Chardun, although most call them Blackguards.
Ranger – Followers of Tanil, Rangers are often automatically associated with the Vigils of Vesh, even if they’re not members.  Their abilities in the wilderness are desperately needed throughout the land.
Rogue – Post-war Scarn has bred an innumerable plethora of these.  They are just as per the book.
Sorcerer – The largest numbers of Sorcerers come from the Titanspawn races.  Any Divine Race Sorcerers will be viewed with suspicions at best.  They will likely be hung or burned at the stake in smaller frontier villages.
Summoner – Summoner's are a rather recent class of Arcane magic that evolved from Sorcery, this newer art is not as respected as what many class as true magic.
Wizard – Wizards are the truest form of Divine Race arcane magic.  They are respected because they are viewed as having stolen their power from Mesos before turning on him.  Still, all magic came originally from the Titans, and there are many who distrust it.
Witch – Witches primarily are in the power of Mormo or Belsameth or other more unknown powers, the majority are evil and Witchcraft does not have a very good reputation, other than among the Titanspawn cults and Belsameth's priesthood. If there are any good or balanced Witches they are not known to the populace.
Psionicist – Anyone of this class or associated classes has been infected with the Slarecian Language Virus.  They are “The Unknown,” and in a land so recently torn apart by the Divine War, the unknown is often treated with fear and hatred.  There is also the small aspect of no one knowing anything any more about the Slarecians, whether they continued to survive elsewhere after they were destroyed on Scarn, and what their plans might be if enough people become infected.

Characters


All characters will need to fit the story and fit within the group without major conflicts, due to the nature of the setting certain types of characters would be a poor choice to play. Please take this into consideration when coming up with concepts. Also consider why you would actually be willing to answer the call to hunt down objects and perform tasks for some mysterious employer, there is really no point becoming involved if your character has no motivation for the tasks. This is a story for characters not quirky concepts or "cool" classes, anime pictures or things of such nature, make the character such things with there personality and the story.   

Thanks for reading and please feel free to PM or question me here if you wish.


Sabriel

More stuff

The Languages of Ghelspad
Human Languages
Albadian: A language with a long and mostly obscure history, it is spoken throughout northern Ghelspad and shares many characteristics with Elven.
Calastian: Present day Calastian originated among a group of colonies along the southeast
corner of Ghelspad that spread quickly northwest. Blending with various cultures and ethnic groups
along the way, there is little trace of this original group, except in small influences further north in
Vesh.Though Calastian has become dominant in southeastern Ghelspad, there are a large number
of dialects, particularly in Calastia and Lageni.
Darakeene: With influences from Dunahn and dwarvish, Darakeene is a hodgepodge language
that is spoken widely across the continent.
Dunahn: Dunahn is another language with strong ties to Elven. In this case, it is related to a
tongue once known as Vaeratha. Unrelated in any obvious way to standard Elven, Vaeratha was
abandoned as a tongue long before the Divine War, only spoken by half-elves and humans with close
dealings with them. Today, it is spoken almost entirely in Dunahnae.
Ledean: This is Ghelspad's "common" tongue. As a dead language, it is easy to learn and a
convenient language for trade and statecraft. In the centuries leading up to the Divine War, the
regional variations and "common Ledean" became more distinctive, evolving into a number of
individual languages. No nation uses Ledean as an official language, but most Ghelspadians have
at least a basic understanding.
Many regional languages, long suppressed by Lede, have come back into usage following the
Divine War, but Ledean remains the language of diplomacy, scholarship, religion, and trade. Those
who know it will have a good chance of making themselves understood throughout the continent.
Most languages are normally written in Ledean script, though there are many local alphabets.
Ontenazu: This language is descended from ancient Ledean and has gained many features that
make it unique to the Ontenazu area. It is spoken only in isolated areas, however, and is probably
dying out.
Shelzari: Widely spoken throughout southern Ghelspad, Shelzari shares many features with
traditional Zathisk, but due to the Shelzari's more open culture, it is adaptable and includes many
foreign words and concepts. After Ledean, it is the language of choice among merchants and sailors,
and a pidgin version of Shelzari is spoken in distant Termana.
Ukrudan: The language of the Ukrudan tribes has gone througha great deal ofchange. Though
currently isolated, at the time of the Divine War the Ukrudans were part of the extensive Empire
of Elz, which covered large portions of southwestern Ghelspad. Earlier trade and other civilizations
had also caused some transfer of culture and language.
Veshian: Veshian is a cluster of related languages common to eastern Ghelspad. It is apparently
descended from the original Ledean, but has changed sufficiently to be considered a separate
language.
Zathisk: Once spoken as far north as present day Hollowfaust, Zathisk's influence is fading.
Currently, a large number of inhabitants of the Calastian Hegemony still speak Zathisk, though the
numbers are dropping rapidly. In a few generations, the language will likely be a dead one, if the
Calastians have their way.

Nonhuman Languages
Aquan: Not much is known about the languages of the sea-dwelling races, but this common
tongue is spoken by most intelligent aquatic species. Even the pisceans, who hate all other
underwater races, have limited knowledge of it, for it enables them to send intelligible demands for
surrender and tribute.
Dwarven: The language of dwarves has held a long running influence on western Ghelspad
languages. Just about every city, holding, and family in less populated areas speaks a distinct
dialect. Burok Torn forms one mostly uniform dialect, and the dwarves of Vesh speak another
somewhat more diversified dialect. Traditional dwarves, such as those who dwell in Burok Tom,
use an ancient runic script, while those associated with humans utilize Ledean.
Elven: Elven is actually divided into three largely unrelated languages: High (spoken by the
forsaken elves and the elves of Uria, but otherwise quite rare in Ghelspad), Middle (spoken by
wood elves), and Dark (or, derogatorily, "low") Elven.
Middle Elven is closely related to Albadian, enough so that Middle Elven can be considered
a dialect of Albadian, and vice versa.
High Elven is rare on Ghelspad, being the native tongue of the Termanan forsaken elves. A
dialect of High Elven is spoken by the Ubantu tribesmen of the Desert of Onn.
Each of these languages is written in Ahna, or Elven script. Middle Elven is frequently written
in Ledean, particularly that used by half-elves.
Halflings: The halflings once spoke two languages. One was a dialect of Middle Elven called
Eriikimi, and the other was a dialect of Zathisk known as Santasha. Both are now extinct except
in old texts, and halflings have adopted the languages of those who dominate them.
Kraken: The language of the kraken is unpronounceable by human throats and mouths. It
can, though, be approximated. In structure, most words are short and have a complex series of
tonal and sound modifiers. The kraken alphabet is arcane and complex, normally observed carved
on stone or coral tablets in kraken settlements.
Orafaun: The antelope-like priests of Erias, who inhabit the mysterious Drifting Isle, speak
a soft and gentle sounding language that few humans have ever mastered. Many elven scholars
have attained some fluency, but only after decades of practice. The language also includes many
non-verbal elements, such as facial expression, body attitude, and possibly even magical or mental
emanation from the orafaun, features that are difficult, if not impossible, for non-orafauns to
duplicate.
Piscean: The Piscean tongue is likewise difficult for humans to pronounce, but boasts a
relatively simple grammar and structure.
Titan Speech: The original languages spoken among the titanspawn were an attempt to
communicate meaningfully with their creators. After a great deal of experimentation, the titans
eventually developed a basic series of languages. Mesos and Mormo were instrumental in this
process.
These languages were gradually adopted by all the titans for communication with each other
and their followers. Over millennia, these languages became characteristic of each titan. Unlike
other languages, the titans demanded that their followers use these basic languages and retain
typical usage of them, as the titans had no wish to keep up with any changes brought about by their
creations.
Titan Speech, also known as the Dark Speech or "Common Titan," is still spoken in many
parts of Ghelspad. Spawn of each titan spoke a slightly different variation on the Dark Speech,
but all are basically the same. The language of the slitheren is a dialect of Dark Speech that shifts
pronunciation considerably to accommodate their squeaks and chitters.
Vangal's Tongue: The origins of this language are somewhat uncertain. What is known is
that as early as 2000 OC this language was common among the companions of visiting Exemplars
from Termana and is thought to have originated there. Over the centuries, it became a language
of monks and peasants, near both Hedrad and Rahoch. Some of these peasant groups eventually
developed into tribes of horsemen in the central areas of Ghelspad and formed the foundation of
the present day Horsemen of Vangal.

Other Languages

Abyssal (demons and other chaotic evil outsiders)
Aklo (Inhuman or otherworldly monsters, evil fey)
Auran (flying creatures, air-based creatures)
Celestial (angels and other good outsiders)
Draconic (dragons, some titanspawn)
Druidic (druids only)
Giant (cyclopses, ettins, giants, ogres, trolls)
Goblin (bugbears, goblins, hobgoblins)
Gnoll (gnolls)
Ignan (fire-based creatures)
Infernal (devils and other lawful evil outsiders)
Orc (orcs, half-orcs)
Sylvan (centaurs, fey creatures, plant creatures, unicorns)
Terran (earth-based creatures)

In addition many of the obscure titanspawn races of the Scarred Lands speak there own languages.

The Calendar

Excerpted from Commandment of Corean, scribed by High Priest Emili Derigesh:
                “And thus Hedrad spoke of how the days, months and years should pass and what should be the order of the heavenly bodies. Corean did see his brother's wisdom, so set the world and sun and moons in motion. He gave to us in our meditations the rightful naming of the days and months, so that the faithful may live lives in accordance with the heavens, reflected in the seasons....”
        Thus began our use of the After Victory (AV) calendar. Toward developing a common understanding, I offer the edicts of Corean, bellow.


Months of the Year

The year is divided into 16 months, each honoring two aspects of the eight divinities.

The four months of spring are as follows:
Corot – The month of strength, particularly that returning to the land after winter.
Tanot – The month for hunting.
Enkilot – The month of storms.
Belot – The month of death, particularly those newborn that fail to endure.

The four months of summer are as follows:

Chardot – The month of war
Madrot – The month of the radiant sun.
Hedrot – The month of wealth.
Vangalot – The month of disasters.

The four months of autumn are as follows:

Charder – The month of servitude.
Madrer – The month of harvest.
Enker – The month of travel
Corer – The month of crafting

The four months of winter are as follows:

Taner – The month of good fortune.
Belsamer – The month of darkness.
Hedrer – The month of protection.
Vanger – The month of pestilence.

Days of the Week


There are eight days to the normal wekk: Corday, Madraday, Taniday, Hedraday, Wildday, Charday, Belsaday and Vanday. The gods ask us to respect Denev on the last day of each month, so the last week of each month holds the extra day of Denday, sometimes called Landsday. Two weeks of eight days and one week of nine days comprise the 25 days of each month.

Holidays

The gods allow four days to honor the land and the seasons. These days, once celebrations to honor Denev, are given over to honoring the gods while paying our due respect to the titan mother. As expected, druids and titan races celebrate these days as though their vanquished masters were still responsible for the land's bounty and thus deserving of tribute.
      The Carnival of Flowers, held on the second Wildday of Tanot, is the first of the four celebrations. Feasts, great hunts honoring Tanil, music and dancing (and in the case of the druidic celebrations, wanton licentiousness) mark the event. 
      The summer solstice falls on the second Vanday of Madrot and is celebrated during the Festival of the Sun. The faithful give thanks to Madriel and ask of the sun a bountiful harvest. The druids and their flock repeat the immoralities of their spring celebrations with more wild and violent dancing and wanton carnality.
      The autumnal equinox, marked by the Feast of Wheat, occurs on the second Belsaday of Madrer. Madriel is again honored, as the harvest reflects her fecundity, and Enkili is toasted, often too liberally and frequently, with freshly brewed wheat beers. People also honor the dead, this day above all others, so Belsameth is paid her respects. Druids who have always celebrated this day, honoring their dead, take their rites a bit too far, performing rituals that border on the necromantic.
       Grim Day, the second Vanday of Belsamer, is the darkest day of the year. On this day, the faithful do penance, atoning for the sins of the past year. (Titan races and their druids see this day as  nature's cleansing ritual and celebrate winter's destruction of life, making way for the new life of spring.)
      Augmenting the four seasonal holidays are several days marked for special worship the grandest of these holidays is Divinities' Day, which falls on the first Corday of Chardot. Divinities' Day celebrates Corean and Chardun as the gods of war. Festivities include a renactment of Corean's and his sibling's destruction of the titan Mesos – the event that began the Divine War. In recent years, Divinities' Day has served as the focal point of a movement to end the practice and use of arcane magic. In Darakeene, those passionately supporting this movement have marred the day's celebration with violence against arcanists, claiming it symbolizes the destruction of Mesos.   

The Heavens

Belsamth's moon first hides then reveals its alabaster face in one complete cycle every month. To honor her sister, Manawe commands the sea tides to rise and fall in rhythm with that cycle. Our second moon waxes and wanes over a cycle of four months plus one day. Corean has revealed that this moon deserves no name, as it is an unsuitable vessel for our faith. Commoners guess at the origin of this moon, is it some stunted demigod shunned by its parents for its hideousness? The faithful heed Corean's prohibition and give this moon little thought. When referenced at all, it is called the Gray Moon or the Nameless Orb. Its passing often parallels natural disaster, especially every six and one-quarter years,  when both it and Belsameth's moon reveal their full faces simultaneously. Legends from before the Divine War warn that when both moons are full on the summer solstice, apocalyptic disasters shall visit the land. The continent may see this legend proved, as such an event will occur within this generation.

Minor Demigods

Aspharal
Demigod of Flowers
Neutral Good
Domains: Plants
Holy Symbol: A multicolored collection of flowers.

The Beastlords
Paragons of beasts
Neutral
Holy Symbol: A stylized image of the creature represented.

D'shan
The Desert Wind
Lawful Neutral
Domains: Air, Earth
Holy Symbol: The image of a small whirlwind or tornado.

Fraelhia
The Snow Queen
Chaotic Neutral
Domains: Air, Chaos
Holy Symbol: A single perfect snowflake.

Imal Wheatsheaf

Demigod of Farms
Neutral Good
Domains: Plant, Earth
Holy Symbol: A single stalk of wheat.

Katashama
Demigod of the Hearth
Lawful Good
Domains: Protection, Fire
Holy Symbol: A hearth with a let fire.

Laathsaal
The Crawling One
Chaotic Evil
Domains: Animal, Death
Holy Symbol: A fanged serpent's mouth.

Luchanig
Demigod of the Miredweelers
Chaotic Evil
Domains: Earth, Water
Holy Symbol: A red serpent's eye.

Otossal

The Bone Master
Lawful Evil
Domains: Death, Evil
Holy Symbol: A horned demon's skull

Tamul
The Old Man of the Desert
Lawful Good
Domains: Air, Animals
Holy Symbol: A yellow circle on a pale blue field.

Trelu

Demigod of form and Design
Chaotic Good
Domains: Knowledge, Luck
Holy Symbol: A paintbrush

Volskalka
The Rider
Lawful neutral
Domains: Animals, Strength
Holy Symbol: A pair of crossed lances.



Black Howling

I have yet to read all of this, but ANYTHING set in scarn has my interest piqued. Will read the full and try and jump in when I finish my posts.

Sabriel


Most of what is written is about the actual setting really since Scarn/Scarred Lands is not really one many know, so thought I should detail it a bit for the benefit of others.  And well it benefits me also in the end if people understand the setting and feel. :-)

Black Howling

Quote from: Sabriel on June 07, 2011, 10:03:32 AM
Most of what is written is about the actual setting really since Scarn/Scarred Lands is not really one many know, so thought I should detail it a bit for the benefit of others.  And well it benefits me also in the end if people understand the setting and feel. :-)
I agree, and yes most of it was just about the setting. Though you made the detail somewhat more fun to read then the Scarred lands campaign setting did. I only own Ghelspad. I'll start working on a character to submit.

Sabriel


Thanks that is quite a compliment :)

I look forward to seeing what you work up too, feel free to ask me any questions or such too.




NicciKotor

I am quite interested in joining up as well. I mostly run/play low-mid games, like level 6 and there about. Should be interesting to try out pathfinder at level 10. Also a good DM will not bog down the game with having players roll for every spot and listen check for everything that is going on. Also a good grasp of when and how to time skip is always important as well, since nobody wants to roleplay though tedious sections, like traveling.

You may also want to do some research on how to publish maps here on elliquiy. Having maps for combat makes it oh so much more fun and easier on everybody involved. I have my own technique, but it is rather high brow.
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PhantomPistoleer

Always seeking 5E games.
O/O

NicciKotor

Count me in for a Human Sorceress. Already thinking of going the Lina Inverse route.
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Senti


NicciKotor

I'm getting the rod of wonders and the tan bag of tricks. My entire goal in combat is explosions mixed in with giant animals and random effects. Make the enemies too damn scared/confused to fight back effectively. Also the lingering metamagic rod is fantastic. Makes any fireball I cast cause concealment and it stays in play until the start of my next turn. People already hit by the casting of the fireball are not affected by the lingering, just people stupid enough to walk into it.

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Sabriel

QuoteI am quite interested in joining up as well. I mostly run/play low-mid games, like level 6 and there about. Should be interesting to try out pathfinder at level 10. Also a good DM will not bog down the game with having players roll for every spot and listen check for everything that is going on. Also a good grasp of when and how to time skip is always important as well, since nobody wants to roleplay though tedious sections, like traveling.

You may also want to do some research on how to publish maps here on elliquiy. Having maps for combat makes it oh so much more fun and easier on everybody involved. I have my own technique, but it is rather high brow.

I can guarantee that anyone involved in any story by me would rarely have to roll for anything silly, I am quite capable of doing things without dice.

As for skipping time well that is one reason I wish a good group and will be being selective I want players who will make decisions and be active, I will do my part to keep things going along and well I won't dwell on dragging out bits which have no real reason to be dragged out.  I might make a journey take more than a few posts but if I do it will be to describe things and possible encounters upon such a journey, I don't intend to rush everything but well I don't plan to let things go stale or stagnate hopefully.

I have a good idea about how to do maps and such also if I need to do them, might sound crazy but I am also perfectly capable of doing things without maps if need be. I don't believe every combat actually needs maps either and well I will not always bog down the game with every combat encounter if it makes sense. But well if maps help people ill be happy to knock them up and use the as a visual aide if it makes things easier and more fun for others.

QuoteCount me in for a Human Sorceress. Already thinking of going the Lina Inverse route.

I had to look up Lina Inverse although given the weird name I did suspect it's nature.

Please keep the following in mind when creating characters, not saying don't create the character you want Nicci I will consider her whatever but well mentioning Anime stuff to me means nothing its a bit like telling me the name and make of a car.

QuoteThis is a story for characters not quirky concepts or "cool" classes, anime pictures or things of such nature, make the character such things with there personality and the story. 

Id also add that Sorcerers in the setting are viewed badly by many and well playing one of those will come with disadvantages, but well that does not make them a bad choice of character I just want to make sure fair warning is given about how they are seen by some.

I realize some people might relish this as a roleplaying opportunity so well there you go :P


sleepingferret

#12
I may have work something up.  Been a while since I've found a Pathfinder or D&D game that peeked my interest.

EDIT (? Add): Sorcerers are viewed negatively what about wizards and/or bards as they the other source of arcane magic.

NicciKotor

I am just using Lina Inverse as a template. I am making my own sorceress for my own personality. I just enjoy the idea of being a cute girl out in the woods, setting fire to bandits and exploding the scenery. I also got in my equipment list for approval, minus mundane stuff. I do mundane items last last.


bag of holding - 2500 gp
headband of alluring charisma +2 - 4000 gp
Belt of dexterity +2 - 4000 gp
bracers of armor +3 - 9000 gp
gloves of arrow-snatching - 4000 gp
rod of wonder - 12000 gp
metamagic rod, lingering - 11000 gp
tan bag if tricks - 8000 gp
ring of ac +1 - 2000 gp
cloak of resistance +2 - 4000 gp

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Black Howling

Quote from: sleepingferret on June 07, 2011, 02:34:39 PM
I may have work something up.  Been a while since I've found a Pathfinder or D&D game that peeked my interest.

EDIT (? Add): Sorcerers are viewed negatively what about wizards and/or bards as they the other source of arcane magic.
She added a section about all the classes and how they are viewed for easy reference.

sleepingferret

Quote from: Black Howling on June 07, 2011, 02:40:28 PM
She added a section about all the classes and how they are viewed for easy reference.

Hmmm, must of missed it... I briefly skimmed this while catching up on some things around E this afternoon using my iPhone.

Black Howling

Quote from: sleepingferret on June 07, 2011, 02:45:10 PM
Hmmm, must of missed it... I briefly skimmed this while catching up on some things around E this afternoon using my iPhone.

In the spoiler
Spoiler: Click to Show/Hide
Classes of the Scarred Lands

Alchemist – Alchemist's are rare in the Scarred Land's but there numbers are growing,  they are usually highly distrusted and viewed as crackpots by most.
Antipaladin – Antipaladin's are rare but for a few who are champions of Vangal's cults.
Barbarian – Barbarians are inevitably Albadian (see above), and are otherwise as per the book.
Bard– Bards are everywhere.  They form the central method of news and information sharing across the continent.  They are more accepted than they might otherwise be
Cavalier – Cavalier's are found among many of the elite mounted armies and mercenary companies within the Scarred Land's.
Cleric – Given that the Divine War is so very recent and fresh in everyone's memories, Clerics are of vast importance across Ghelspad, and are usually treated with immense respect.  Even Clerics of Evil deities.
Druid – Druids draw their power from the land, and therefore the Titans.  Naturally, this means that the only Druid which will not be attacked outright as Titanspawn are the Druids of Denev.  They will still be regarded with suspicion and distrust, however.
Fighter – The standard warrior.  Everyone needs a Fighter, and they are respected for their abilities.
Inquisitor – Inquisitor's grow in number in this era serving there faith and taking the fight to the Titanspawn cults and heretics.
Monk – There are very few Monastic Orders still standing after the Divine War, and those that do still stand are rather closed and quiet about it.  They exist, but are very rare.
Oracle – Oracles are very rare in the Scarred Land's and many have suffered or fallen in the age of Inquisition.
Paladin – The large bulk of Paladins are members of the Faith of Corean.  There are Paladins of Madriel, although they are few.  There are also Paladins of Chardun, although most call them Blackguards.
Ranger – Followers of Tanil, Rangers are often automatically associated with the Vigils of Vesh, even if they’re not members.  Their abilities in the wilderness are desperately needed throughout the land.
Rogue – Post-war Scarn has bred an innumerable plethora of these.  They are just as per the book.
Sorcerer – The largest numbers of Sorcerers come from the Titanspawn races.  Any Divine Race Sorcerers will be viewed with suspicions at best.  They will likely be hung or burned at the stake in smaller frontier villages.
Summoner – Summoner's are a rather recent class of Arcane magic that evolved from Sorcery, this newer art is not as respected as what many class as true magic.
Wizard – Wizards are the truest form of Divine Race arcane magic.  They are respected because they are viewed as having stolen their power from Mesos before turning on him.  Still, all magic came originally from the Titans, and there are many who distrust it.
Witch – Witches primarily are in the power of Mormo or Belsameth or other more unknown powers, the majority are evil and Witchcraft does not have a very good reputation, other than among the Titanspawn cults and Belsameth's priesthood. If there are any good or balanced Witches they are not known to the populace.
Psionicist – Anyone of this class or associated classes has been infected with the Slarecian Language Virus.  They are “The Unknown,” and in a land so recently torn apart by the Divine War, the unknown is often treated with fear and hatred.  There is also the small aspect of no one knowing anything any more about the Slarecians, whether they continued to survive elsewhere after they were destroyed on Scarn, and what their plans might be if enough people become infected.

Sabriel

Yeah there is that little brief info thingy about the classes it does mention a few examples in what Ive written also, about the treatment of particular classes and well the rising acts of violence against some.

QuoteIn recent years, Divinities' Day has served as the focal point of a movement to end the practice and use of arcane magic. In Darakeene, those passionately supporting this movement have marred the day's celebration with violence against arcanists, claiming it symbolizes the destruction of Mesos.   

Basically in the present setting most Magic users may take some flack from some, even non druid divine casters to some extent on occasion from various factions although that won't be nearly as common.

All Magic is the work of or touched by Mesos in some way, most users of it may expect some suspicion or mistrust from time to time.  Druids, Witches and Sorcerers etc are the most commonly persecuted for such however.
 

NicciKotor

Yay, persecution! Always makes for fun conversation with the locals and various other mob related activities. I am almost done as well.

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Mysterica

Wow!  Color me interested!  I would absolutely love to join this game!  I just skimmed everything so far, but I am quite interested in either adding a second sorceress to the party because I've always wanted to play one, but haven't gotten the chance before, but if the general consensus is that it would be a bad idea, then I would be more than willing to play a fighter instead.  Any ideas or suggestions to help me decide anyone?

Cadavar

Quote from: Mysterica on June 07, 2011, 03:05:44 PM
Wow!  Color me interested!  I would absolutely love to join this game!  I just skimmed everything so far, but I am quite interested in either adding a second sorceress to the party because I've always wanted to play one, but haven't gotten the chance before, but if the general consensus is that it would be a bad idea, then I would be more than willing to play a fighter instead.  Any ideas or suggestions to help me decide anyone?

Very interested too and more than happy to play any kind of character or class. Let me know where the shortfall is.

Black Howling

I'm working on a ranger right now. Perfect choice for scarn, probably gonna go archery style and make him flow from mid to close range so I don't step on anyones toes. Got a nice little story for the character I've been dying to use as well, just never had the chance to since my home group stopped playing in ghelspad.

NicciKotor

Quote from: Black Howling on June 07, 2011, 03:10:07 PM
I'm working on a ranger right now. Perfect choice for scarn, probably gonna go archery style and make him flow from mid to close range so I don't step on anyones toes. Got a nice little story for the character I've been dying to use as well, just never had the chance to since my home group stopped playing in ghelspad.

I got ranged attacks covered pretty well. Fireball, scorching ray, and dragon's breath is quite pretty. Also took the selective spell metamagic feat. So I can exclude 6 allies from getting affected by one of my aoe spells.

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Isengrad

This looks absolutely amazing, as I was reading through it all seemed familiar. Was not until i got to the part about heat as a byproduct of spells that it struck me. Well im certainly going to look over the classes on the srd (found a dragonrider..but I have a feeling that its a no on that one). But yes, you have another to your party.

original artwork by karabiner

NicciKotor

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Sabriel

Please keep both these things I have said in mind.

QuoteAll characters will require my OK to be apart of this and I will only select those players and characters I believe will contribute well to the story and work within it.

QuoteAll characters will need to fit the story and fit within the group without major conflicts, due to the nature of the setting certain types of characters would be a poor choice to play. Please take this into consideration when coming up with concepts. Also consider why you would actually be willing to answer the call to hunt down objects and perform tasks for some mysterious employer, there is really no point becoming involved if your character has no motivation for the tasks. This is a story for characters not quirky concepts or "cool" classes, anime pictures or things of such nature, make the character such things with there personality and the story. 

I will pick the best group of players, I will say no if I do not think you will fit within the story or I do not think your character fits in.  If there are two Sorcerers I will pick the best of those players and there character which fits the story, I will only be allowing 4-6 slots so doubling up on some classes may happen but It is something id recommend.  But if two of the best people for the group happen to be the same class I will accept them both over those who I think fit poorly.

Group first Characters second then me :P thats the order of importance so I am least important group is most characters are in the middle with the story, together we will make a juicy sandwich of the Scarred lands.    :-\

Make the characters you want within reason and don't go too crazy or stress out to much over discussing group tactics, Ive never in all my life of playing D&D or any other RP discussed character tactics before a game or really that much during other than IC.  I think that is possibly just because of my style of play and the groups Ive been with but well, I am not going to make the group suffer needlessly story will be first and well I am sure there be ample room in the group for most concepts.

Of course if you want to talk about them by all means do :P

Oh and Dragonrider is never really going to work well in Scarn, you may well in fact you will see a Dragon at some point in the story, but well it is likely the only one you will ever see alive. Dragons at least the ones most are familiar with don't really have much of a presence at all in Scarn. If Dragons are rare in most settings well in Scarn there like well there actually rare.

Isengrad

I thought as much. I once made a barbarian that I liked a lot. I think I will pull him off the shelf and dust him off... just to read up on the story a bit and see how i can make him work. Besides, any class that allows you to call any form of dragon into combat has the potential to unbalance a game.but meh, I'm a pern fan:P.

Thank you for letting me know about dragonriders.

original artwork by karabiner

Sabriel


Your welcome :)

They probably are unbalanced too :P

I will tease with the further fact that there will be one Dragon (A black one) in the story which all will be able to visit and see, and well at some point it will feature in the actual story in some way.

Although it is more sub plot that plot, but hey its a Dragon and you can visit it at the zoo!

Not joking either it is actually in a zoo (menagerie), and it is like the only known dragon in existence basically and its been there since it was an egg.

Probably one of the most noteworthy things about the city of Shelzar so not really a spoiler or anything.



NicciKotor

For a backstory, going with the classical wandering mage girl. Going to be from Bridge town and worshipping Tanil. Joining a merc group and taking jobs from a mystery man is just par for the course. Being Chaotic Good, so I try to get along with everyone involved and trying oh so hard to not catch people on fire by accident. I'm highly eccentric with my personal life choices and how I deal with other people. Showing others that life is random by design, so might as well enjoy it and have fun! Wanting to see the world and different places for this reason, to see a variety of cultures and people, along with a variety of monsters and bandits to explode.

Which is also why I have my Rod of Wonders. My solution to any problem I have is to wave the rod at it until the problem goes away.
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Isengrad

The rod of wonder... my last D&D gameI had where someone had that. He used it to feed a Dragon 100 cubic feet of giant butterflies to keep it from killing us. and ended a fight by dropping a large African elephant through the second floor of an inn...the barkeep kept the elephant and now uses it to give rides as an extra source of income.. the party can now stay there free of charge.

Oh, Also need to ask. is it 25 point buy base then add level and racial mods. or is it 25 point buy then just racial mods?

original artwork by karabiner

Sabriel


It is 25 point buy base, before bonus from level and racial mods :)


Mysterica

I've got my character down on paper, I'll move her online later after my second job and some sleep.

Sabriel


NicciKotor I quite firmly believe that this would not be a game or story you would enjoy, the mere fact that you mention
Quote"I just enjoy the idea of being a cute girl out in the woods, setting fire to bandits and exploding the scenery."
makes me think you miss a lot of the point of what I have written in my original post.

This is not a game to be cute in.

Thank you for your interest anyway


Black Howling

#33
Are we using default tongues, or scarred lands tongues? Like, do we use the common tongue or things like Ledean?

EDIT: Also, will Invocations be used in the game? Sorry for being a pain, just have my book out and remembered all the neat fluff Ghelspad has. >_>

Senti

Well you know the character I want to play, I'll be working out points and send the backstory.


Sabriel

As far as I remember there is like nowhere in the Scarred Land's material where it actually lists the languages in a list (If you know of one id love to know :P), the only places Ive ever seen them is on NPC's and such.  I did ponder the idea of going through and trying to compile a list, I think I will do that as the standard languages don't quite fit the setting.

Ill add it to my second post when done :)

Black Howling

Quote from: Sabriel on June 08, 2011, 08:38:20 AM
As far as I remember there is like nowhere in the Scarred Land's material where it actually lists the languages in a list (If you know of one id love to know :P), the only places Ive ever seen them is on NPC's and such.  I did ponder the idea of going through and trying to compile a list, I think I will do that as the standard languages don't quite fit the setting.

Ill add it to my second post when done :)
In the Scarred lands Campaign Setting 'Ghelspad' there is a whole list of the languages. If you'd like, I'll compile them down for you. I have the book right in my lap.

Mysterica

Well...  they already had everything done over there so I was allowed to leave and when trying to put in my two weeks notice I was just told that I could go ahead and just quit right then and there and he will write it down that I gave my notice since he did have a bit of warning when I got my second job so...  just one job now, yay!

Mysterica

Are there any differences statwise between the wood elves, high elves, and hornsaw elves, and the normal elves described in the core rule book?  Weather there is or not, the high elves wouldn't have any specific limitations in the arcane arts would they?  If not, I'll probably go that route.

Sabriel

Hehe neat Mysterica congratulations that must be nice :)

QuoteIn the Scarred lands Campaign Setting 'Ghelspad' there is a whole list of the languages. If you'd like, I'll compile them down for you. I have the book right in my lap.

Really ? because you know Ive looked and looked and could never find such, but then I have had a habit before with Scarred Land's stuff of somehow managing to get books which are outdated in some way.  It took me ages to get hold of that book too >.<

That would be helpful of course I could just be being dappy and missing the page somehow.


Black Howling

Quote from: Sabriel on June 08, 2011, 09:20:15 AM
Hehe neat Mysterica congratulations that must be nice :)

Really ? because you know Ive looked and looked and could never find such, but then I have had a habit before with Scarred Land's stuff of somehow managing to get books which are outdated in some way.  It took me ages to get hold of that book too >.<

That would be helpful of course I could just be being dappy and missing the page somehow.
Hmm, mine could be outdated for that matter. I don't think so, it's 3rd edition mind you; but it's jam packed with information. Though if we do have the same book, it's page 28 and 29. Right before you get to the area about the gods. I also have the Gazateer, so I'll look in there and see if there is any quicker references for them. The setting just has a ton of languages, including three different forms of Elven. O_O

PS: Working on the list for you now.

Sabriel


QuoteAre there any differences statwise between the wood elves, high elves, and hornsaw elves, and the normal elves described in the core rule book?  Weather there is or not, the high elves wouldn't have any specific limitations in the arcane arts would they?  If not, I'll probably go

OK so Elves...

Wood Elves are the most common and approachable Elves
Base Stats
Spoiler: Click to Show/Hide
Racial Traits
+2 Dexterity, +2 Wisdom, –2 Constitution: Wood elves are nimble, in body and wise, but their form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Wood elves have a base speed of 30 feet.
Low-Light Vision: Wood elves can see twice as far as humans in conditions of dim light (see low-light vision).
Elven Immunities: Wood elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Tattoo Culture: Wood Elves receive a +2 racial bonus on all Craft (tattoo) checks made. Wood elven culture marks rites of passage and similar important events with skin-art; they have a strong tradition of decorating one another with tattoos, and many eventually become masters of the art.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longspear, shortspear, or quaterstaff; proficent with shortbow, longbow, composite longbow, and composite shortbow. Wood Elves Druids may use any of these weapons without violating any oaths.  Elves treat any weapon with the word “elven” in its name as a martial weapon.

Hornsaw Elves - suffer from nightmares which can be quite debilitating and even drive them mad so I would not recommend them.

Base Stats
Spoiler: Click to Show/Hide
Racial Traits
+2 Dexterity +2 Strength, –2 Charisma: The rigorous childhood training of the Broadreach elves makes them much tougher than the average elf, but their otherworldly savagery and their dour single-mindedness make it difficult for them to communicate effectively with others.
Normal Speed: Broadreach elves have a base speed of 30 feet.
Low-Light Vision: Broadreach elves can see twice as far as humans in conditions of dim light (see low-light vision).
Tattoo Culture: Broadreach Elves receive a +2 racial bonus on all Craft (tattoo) checks made. Broadreach elven culture marks rites of passage and similar important events with highly ritualized skin-art. In addition, Broadreach elves use this art form for improving their ability to conceal themselves in the forest.
Elven Immunities: Broadreach elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +4 racial bonus on Perception skill checks.
Weapon Familiarity: Broadreach elves are proficient with sickle, double sickle, roundknife, and both the melee and ranged aspects of the razor bow. The double scythe, roundsword, and throwing disk count as martial rather than exotic weapons for Broadreach elves, but all martial pole-arms and lances (except scythes, which are common weapons among the Broadreachclans) are considered exotic to a Broadreach Elf.  Broadreach elves treat any weapon with the word “elven” in its name as a martial weapon.

Forsaken Elves aka High Elves, are quite different and uncommon on the continent the game is set, there is also the rather large fact there cursed so I am not going to detail them.  If someone really wants to play a Forsaken Elf I will detail them and there curse but they are not really a suitable choice for a character.

If anyone else has questions about races BTW please feel free to ask, although mostly things are just as the basic things in Pathfinder.

Thank you for your help also Black Howling :)


Isengrad


original artwork by karabiner

Mysterica

Ok.  I'll just stick with wood elves then.  The idea of being driven mad is not desirable, and minus 2 to cha is counterproductive to making a sorcerer and with the forsaken being not good choices for characters I'll just leave that alone.  No need to make things more difficult than they need be.  I'll make the necessary changes to my character and put it online after sleepy time.  Thank you for clarifying that.  I didn't want my character to be wrong just because I didn't ask a question or two.

Black Howling

Gonna have to pay at-least 200 gold to get legal weapons into Shelzar. Might add some bribes into that too, just to make sure I get all the permits I need. ;)

Just have equipment and writing prompt left before the sheet is posted.

Sabriel

Neat

Keep in mind that Sorcery is mainly linked to the Titans, this does not really change anything in game in fact the Pathfinder version of the class I think better represents this sort of thing anyway.  This does not mean you have to be evil or really linked to the Titans, although many Sorcerers do serve as priests and such in Titan cults etc. There are other options of course but well most Sorcery is commonly linked to something Titan related and well its certainly viewed that way.

Most Sorcerer's tend to have a mark upon them somewhere representing there link to a specific Titan/whatever etc, this mark is unknown to most however and easily hidden.

So yeah you may wish to consider where your Sorcery gets its roots a bit more than in standard settings since it's a bit more tied to the world.




Hehe yeah most weapons require a permit or to be peacebound in Shelzar, Daggers do not and well you can probably get away with a Quarterstaff too.

Of course there are ways around the fees, those with the relevant knowledges and skills can create false documents or create there own peacebonds even false ones.  Of course there is also plenty of magical ways of concealment too.

The whole game will not solely be based within Shelzar however so you need not really worry about this fact to much, just don't plan to be carrying around ton's of weapons in Shelzar  ::)


Mysterica

That may be so, but I feel I should mention that her bloodline is celestial, and she'll probably be a worshipper of Madriel partly because of that, a fact that would likely have influenced her somewhat of a self-imposed exile as she would not fit in terribly well while most other wood elves worship or at the very least greatly revere Denev.  She will likely assume her powers stem from Mesos and keep that in mind, but worry more about how she is using her powers and thus give note and credit to Mesos, but use the powers for Madriel...  Make sense or am I committing some terrible horrible taboo?

Sabriel


That works actually there are Celestial bloodlines of Sorcerers in the setting, it could be that your linage has Celestial blood in it's veins and that is where your Sorcery stems from not from the Titans.  You don't have to assume your powers come from Mesos either, in fact id imagine most Wood Elves would first assume the powers came from Denev. But its perfectly acceptable that they are the result of Celestial blood in your Elven families linage, perhaps one of your ancestors was involved with a Angel of Madriel or perhaps your linage was one blessed by them in the past.

I hope that helps :)

There is actually a Scion feat for such things actually but it would be rather useless in Pathfinder and well it is already sort of covered by the Sorcerer bloodline things.


Mysterica

Ok then.  Well in that case she won't and will just accept that it is a blessing from Madriel then.  It's just too bad that even with a very visible tattoo of Madriel's symbol others won't so easily accept that her powers stem from there.  At least not without busting out my wings of heaven power, and even then, some will likely think it a cruel trick...  whatever though.

Sabriel


It would more be with your character that people will most likely just be suspicious of you if you mention you are a sorcerer, if it seams obviously more divine in nature many may accept it as such. It's unlikely to cause that much of a problem however, you just don't want to be introducing yourself as a Sorcerer openly everywhere you go.





Mysterica

True, but she'll likely not be wearing a great deal in the way of clothes, so it is quite possible that people would assume that is the case since it is a frequent practice...  either that or they'll just think she belongs at a pillow house.

Sabriel


Well not wearing a great deal of clothes is not exclusive to sorcerers, especially in a city such as Shelzar :P

They don't call it the City of Sin for nothing hehe.


Mysterica

True enough true enough.  Besides, there always is her cloak.

sleepingferret

#53
Ok, I'm still working on trying to find a character sheet or work one up real quick...I did all the scratch work in notepad (so it looks like a disaster).

So first here's my item list....

Handy Haversack 2,000 gp
pearl of power (3rd) 9,000 gp
+2 mithral shirt 5,100 gp
ring of protection +2 8,000 gp
+2 defending longsword 18,000 gp
+1 Flaming, Grayflame quarterstaff 18,000 gp
1900 gp (have yet to buy and deduct cost of mundane items)

Second here's the two feats I'd need approved for use (along with my complete feat list to help show why I chose these two):

Oversized Two-weapon Fighting (pg 111; 3.5 Complete Adventurer)
Somatic Weaponry (pg 47; 3.5 Complete Mage)

Two-Weapon Fighting
Skill Focus: Knowledge (History)
Weapon Focus (Quarterstaff)
Eschew Materials
Quarterstaff Master
Reach Spell

And lastly here's a quick overview of my character concept:

I started out using Gandalf as an inspiration (perhaps a tad cliche I know), but then I got thinking between the already present expressed interest in arcane spellcasters and the interesting effect the campaign world has on arcane magic itself; I started thinking again.  Aside from being the cliche wizardly type (who isn't really known for "casting" spells), who is Gandalf...he is a wise, diplomatic sort. 

So I started from there, and ended up with a potentially "aspiring" Loremaster in a wood elven fighter/cleric; that has at least 1 rank in almost every Knowledge skill...I think the only one I neglected was Engineering.  He also possess fair Diplomacy and Sense Motive abilities, so combined with his knowledge of local laws and nobility he can serve as an adventuring party's "spokesperson".

Saeldur
Male Wood-Elf fighter 4/cleric of Tanil 6
domains: Travel, Luck
str 14
dex 15
con 10
int 12
wis 19
cha 14

Also planning on using the Fighter (Two-Weapon Warrior Archetype) if allowed.

EDITED: twice.... once for copy mistake on ability scores.... second time for just being an idiot (for which I have no comment).

Tydorei

Very interested. Now to reread the very large intro posts again and think up a fitting character.

PhantomPistoleer

#55
Sabriel, I'm interested in playing a Coreanic Knight, a Human Paladin from Mithril.

Is it possible to prestige?  If so, I'd like for the Paladin to become a Hellknight.

ARGH!  I actually finished a character sheet, but when it came to saving, my internet turned off.  I will work on it tomorrow.
Always seeking 5E games.
O/O

Sabriel

Quote
Second here's the two feats I'd need approved for use (along with my complete feat list to help show why I chose these two):

Oversized Two-weapon Fighting (pg 111; 3.5 Complete Adventurer)
Somatic Weaponry (pg 47; 3.5 Complete Mage)

I do have a preference that things out of old material be avoided, but well since it fits your concept and you actually are seaming to use the feats in a way thats not abusive or silly id allow it.  A Gandalf type would be very fitting I think and the fact he is not a Wizard I love.  So yeah I see no problems with that  :-)

QuoteAlso planning on using the Fighter (Two-Weapon Warrior Archetype) if allowed.
Also not a problem.




QuoteSabriel, I'm interested in playing a Coreanic Knight, a Human Paladin from Mithril.

It would be an interesting character choice, although you might be faced with some difficult situations along the way.  But well yeah no reason why a Paladin could not work, although you would of course need a reason for why your interested in the "employment" opportunity hehe 

QuoteIs it possible to prestige?  If so, I'd like for the Paladin to become a Hellknight.

It is possible to prestige yeah depending on what the prestige class is,  Hellknight is not something id disallow they would easily fit in the setting but well they don't really fit with Corean I think  :P 

What exactly are you thinking here ? because well its not the sort of Prestige class or order id generally associate with Corean, but well Chardun or Hedrada maybe. 



Black Howling

Quote from: sleepingferret on June 08, 2011, 05:39:22 PM
Ok, I'm still working on trying to find a character sheet or work one up real quick...I did all the scratch work in notepad (so it looks like a disaster).
http://plothook.net/RPG/profiler/save.php

Sabriel


Black Howling

Quote from: Sabriel on June 09, 2011, 08:26:38 AM
Thanks Black Howling that is super useful :)
I would have spoken more when I posted it, but i try to keep my before caffeine chatter down as much as possible. ;)

Glad you like it though.

Sabriel


Yeah someone else linked such to me before and its what I use whenever I make characters also, I did mean to post a link to it myself for people but I forgot so it's nice someone else picked up on it.

I am amending the first post also to include details about hit points, I missed that detail too hehe which Mysterica kindly reminded me of.


Isengrad

God, the temptation to go a psionic class is so much, but the only one I think that could effectively hide is the psychic warrior...at least until combat starts.

There were two 3rd party classes i was looking at(besides the almost overwhelming urge to make a soulknife/pyro), the Archon and the warlord. any opinons on these in the world? if nither of them will fit I can go to the base classes listed.

original artwork by karabiner

Sabriel

QuoteGod, the temptation to go a psionic class is so much, but the only one I think that could effectively hide is the psychic warrior...at least until combat starts.

I would allow one Psionic character perhaps within the group, but well all such characters have been subjected to the language virus which would likely be how you became a Psionic character in the first place. You might start having odd visions and such however because of this hehe. 

QuoteThere were two 3rd party classes i was looking at(besides the almost overwhelming urge to make a soulknife/pyro), the Archon and the warlord. any opinons on these in the world? if nither of them will fit I can go to the base classes listed.

Id rather avoid 3rd party material really, but the Warlord does not look to bad to me I can actually see that fitting in the world.  Id imagine Warlords are supposed to be like battle leaders, mercenary captains etc rather than just straight fighters there more specialized in leading others than in weaponry and armor, some of the class features certainly seam to represent this sort of things well and better than you might otherwise if you tried to create the concept with just a fighter.   

Edited because I was being silly and putting things as spoilers for some reason  :-\

Black Howling

Quote from: Sabriel on June 09, 2011, 10:43:25 AM
Id rather avoid 3rd party material really, but the Warlord does not look to bad to me I can actually see that fitting in the world.  Id imagine Warlords are supposed to be like battle leaders, mercenary captains etc rather than just straight fighters there more specialized in leading others than in weaponry and armor, some of the class features certainly seam to represent this sort of things well and better than you might otherwise if you tried to create the concept with just a fighter.

May not matter much on my opinion, though I think it's worth throwing in my two cents. The warlord more then most of the 3rd party classes fits the setting, and better then some core classes. Mainly due to the military presence and training that places like Calastia and Darakeene, not to mention the speical training that took place in the divine war.

Isengrad

one thing I noticed about the Slarecian Language Virus, is after a search.. how utterly debilitating it is.Those afflicted with the virus are cut off(communication wise) from everyone around them. They can not speak without infecting others and when they do its just gibberish, when they right its just doodles.

Do any Psionic characters have to be currently inflicted with the virus.. or could it have been cured at some point and it just opened their mind.

Sorry about this, would just like clarification. Cause while I dont mind playing the strong silent type..that takes it a little to far.

original artwork by karabiner

sleepingferret

Thanks for the link Black Howling, I'll have to add Plothook to my bookmarks.

I'll work on getting my character posted tonight, just dropping by on some spare time at work.

Sabriel

QuoteMay not matter much on my opinion, though I think it's worth throwing in my two cents. The warlord more then most of the 3rd party classes fits the setting, and better then some core classes. Mainly due to the military presence and training that places like Calastia and Darakeene, not to mention the speical training that took place in the divine war.

Indeed that is what I thought hehe, that is one reason I would allow such a class because it is more than quite fitting for the setting.

Quoteone thing I noticed about the Slarecian Language Virus, is after a search.. how utterly debilitating it is.Those afflicted with the virus are cut off(communication wise) from everyone around them. They can not speak without infecting others and when they do its just gibberish, when they right its just doodles.

Do any Psionic characters have to be currently inflicted with the virus.. or could it have been cured at some point and it just opened their mind.

Sorry about this, would just like clarification. Cause while I dont mind playing the strong silent type..that takes it a little to far.

What you might of read about the virus may be a little confusing and well outdated,  it can be cured and well it can also mutate.

To clarify any Psionic character will have suffered from it at some point, but they will not be suffering the usual affects any longer. They will be perfectly capable of communication with others, they may however suffer from visions, odd nightmares, daydreams or such on occasion. 


Isengrad

Alright, that's what i thought.. or hoping rather. It could be interesting to be a psionic class then. possible visions.. hallucinations. could add a nice quick to an otherwise straightforward character

original artwork by karabiner

Black Howling

Quote from: Isengrad on June 09, 2011, 03:48:58 PM
Alright, that's what i thought.. or hoping rather. It could be interesting to be a psionic class then. possible visions.. hallucinations. could add a nice quick to an otherwise straightforward character
I'm not sure psions are ever straightforward. >_> At-least not the ones I've seen. Updated for me, ranger is coming along well. Just having issues spending gold for equipment. I hate the number crunching. -_-

sleepingferret

Number crunching is a pain in the neck...but come on, rangers just need big fancy weapons or fun magical tricks like a good old fashioned Daern's Instant Fortress to have spring up in the middle of the forest....

Well ok...no self respecting ranger would pull a stunt like that... wizard or sorcerer maybe, but seriously....what about a 20,000 gp portable hole to carry all your stuff?  Then you could have like a folding ladder or something on the inside of it so you could climb into and out of it...and have your own little portable giant "rabbit hole". :P

Actually back to the instant fortress thing...I actually had someone use one like that before.  They had a horde of ogres chasing them, and they just tossed the thing on the ground, said the command word and their entire party ran inside.  Turned out to be an amusing little mini siege.


PhantomPistoleer

I'll probably be a Rogue prestiged into an Assassin or a Delver or something.
Always seeking 5E games.
O/O

Thorn14

Holy...thats alot of time and care and detail you put into this.

I'll try to think of a character.

Its hard making a shy character who would find themselves in the city of sin!  XD

PhantomPistoleer

Thorn, why would your character be shy?  He or she would be a tenth level character.
Always seeking 5E games.
O/O

Thorn14

I said shy, not weak.  8-)  Maybe she's not good with people.

Still thinking of a class I might like. Thiiiinking Cleric.

Playing a druid of Denev might make things interesting too.

sleepingferret

Saeldur, Cleric of Tanil
http://plothook.net/RPG/profiler/view.php?id=8771

Sometimes called Saeldur the Old Sage by a few of his friends because he can usually be found with a book in hand.  While still youthful, for an elf anyways, he possesses knowledge beyond what many humans (and oddly enough, even elves) manage to garner in their entire lifetime.  His elders and mentors, and he will tell you that he has much to learn; and he is always seeking a chance to learn more.

Then there is the other part...of which perhaps you may even know him by.  Saeldur has served as a young diplomat because of his knowledge and what seems to be wisdom that is beyond most his age.

He is by no means perfect, and I can sometimes still that fire burning in his eyes...that lust for adventure.  But perhaps, for him anyways...he sees it as another opportunity to garner more knowledge.  I can't really say for sure, he has studied under the tutelage of some of the finest weapon masters I know.  Perhaps not the best in our realm...but he has studied and done well in learning some of the more difficult arts.

So as I write this, he begins to set out on some unknown journey and I can only hope that he seekers the lady's guidance in his journeys.


--- Elarinya, Priestess of Tanil

Sabriel


QuoteHoly...thats alot of time and care and detail you put into this.

Thank you :)


Sabriel

QuoteSaeldur, Cleric of Tanil

Sometimes called Saeldur the Old Sage by a few of his friends because he can usually be found with a book in hand.  While still youthful, for an elf anyways, he possesses knowledge beyond what many humans (and oddly enough, even elves) manage to garner in their entire lifetime.  His elders and mentors, and he will tell you that he has much to learn; and he is always seeking a chance to learn more.

Then there is the other part...of which perhaps you may even know him by.  Saeldur has served as a young diplomat because of his knowledge and what seems to be wisdom that is beyond most his age.

He is by no means perfect, and I can sometimes still that fire burning in his eyes...that lust for adventure.  But perhaps, for him anyways...he sees it as another opportunity to garner more knowledge.  I can't really say for sure, he has studied under the tutelage of some of the finest weapon masters I know.  Perhaps not the best in our realm...but he has studied and done well in learning some of the more difficult arts.

So as I write this, he begins to set out on some unknown journey and I can only hope that he seekers the lady's guidance in his journeys.

--- Elarinya, Priestess of Tanil

Looks good to me :)

Sabriel


Black Howling

Jamil Eskross: Ranger of Tanil
10th Level Human Ranger



Jamil was born in Shelzar, the bastard son of a popular whore in the slums. This would have of course been a hard life starting for anyone, but it was made worse when his mother died upon his sixth birthday, and he was captured by criminal slavers. He was soon sold to a band of mercenaries that put the boy to work cleaning their arms an armor, and thus was his life for the next five years. It wasn't until he turned age eleven that another shake up to his miserable life happened, when the band ran into a wayward Tribe of the Ukrudan Nomads that had been pillaging the towns and villages outside of Shelzar.

The battle went bad for the Mercenaries, with all of them dying and their slaves being taken by the Nomads. He was one of them, and as a male he was put to work out in the sweltering heat to labor until he died. Luckily for him a Vigil of Vesh had heard of the slaughter, and diverted from his scouting to come and free the slaves. He managed to rally enough folk to to do it, and it seemed Jamil would have a second chance here. He was impressed by the vigils feats of bravery, and so he asked the man to take him along and train him. It was hard to convince the man, but through enough badgering the boy did. The Vigil introduced himself as Amir then, and told him that it would only last until he needed to travel home.

Amir became almost like an Uncle to Jamil eventually, and over seven years the boys bond with his mentor grew. He was eighteen when the time came for Amir to travel back to vesh, and he offered for Jamil to come along. It wasn't his home though, and so he parted ways with his mentor to seek out a life of his own. It took him some time to find his way back to the city of his birth, and he soon set up shop as a mercenary for the city, serving the goddess his mentor had shown him by killing Belsameth's wererats that populated the sewers.

Jamil has been in and out of the city since then, often going on stints that keep him away for years, tracking down this or that. In fact he has just gotten off of one of those stints, and returned to find his house was garnished for lacking to pay his taxes. He payed his fines, renewed his weapon permits and has been back in business for about a week. He hasn't missed the call for arms from this so called "Lady of the Mask', and wonders if she is anything like the holiday she took her namesake from. He waits to seek her out for curiosities sake, and because whatever she does may very well effect the city of his birth.

Sabriel


Black Howling

Quote from: Sabriel on June 10, 2011, 01:04:48 PM
Neat that is a lovely background and character :)
Thanks, had the background and idea days ago; just spent the rest of the time number crunching on items. I hate math. >.>

Sabriel


Yeah I usually figure all that out first too, math and such is the more complex part specially dealing with equipment.




So far I have two completed characters then

Sleepingferret's Fighter/Cleric of Tanil

&

Black Howling's Ranger of Tanil



Black Howling

#82
Quote from: Sabriel on June 10, 2011, 01:55:25 PM
Yeah I usually figure all that out first too, math and such is the more complex part specially dealing with equipment.




So far I have two completed characters then

Sleepingferret's Fighter/Cleric of Tanil

&

Black Howling's Ranger of Tanil

Actually, I'm gonna need to change the sheet. He doesn't have a 13 intelligence, so I can't use combat expertise.

Lowered strength to a 14, and raised intelligence to a 13. Also switched in improved disarm for Weapon finesse since I no longer have the high strength, and didn't see the character using power attack. But eh, it'll work.

EDIT: Actually, might just go with the scimitar and keep it without the weapon finesse. Not liking the idea of the rapier in his hand. :(

sleepingferret

Guess so far we win the religious debates around the campfires so far eh?

Sabriel

Indeed I did not spot that at first, it is a bit of a silly and odd requirement.

Truth be told at present I am not really nit picking over feats and if they have the required ability scores, ill trust to the most part that people won't make mistakes or will own up to them heh. Although I will check things throughly more when the group is assembled.

For now whats important to me most is the concept and background and how they will fit with the group.



Thorn14

Could I ask some details on what would help with a druid of Denev? Maybe if there are any druid templates that work?

I'm thinking of a melee focused druid. Shield and Scimitar.

Sabriel


What do you with to know Thorn14 ?

I am not quite sure what you mean by druid templates.

Do you mean the alternate class things for druids because there I believe all listed on the class page on the system reference document.

Could you be a bit more specific perhaps, I will help however I can.

Thorn14

Well perhaps some tidbits would be nice, like maybe that training city state you mentioned. Amalthea. Character will probably be from there.

And by templates you can have I mean like terrain specialist varient druids like mountain druids, or urban druids. Druids of Denev more of a overall type? Or is there some sort of focus, like mountains or whatever that they usually tend to focus on?

Sabriel


City state ? which one I have listed a whole list of them, if you mean Shelzar well I can list more about the surrounding area if you wish.

Bellow is basically info on the local natural scenery and land.

Spoiler: Click to Show/Hide
Sweltering Plains
History

Deadly temperatures, vastly higher than those of surrounding areas, ravage these plains, rendering them incapable of sustaining normal life. Numerous unnatural beasts have adapted to the heat, making the place even more hazardous. While fables speak of the intact ruins of ancient cultures, preserved by the dry heat, unfortunate treasure seekers have instead found mirages, heat stroke, and violent death.

Geography

The plains are bordered by the Mounds of Man and the Festering Fields to the north, the Broadreach River and Lake Zath to the east, the Blossoming Sea Region to the south and the Ukrudan Desert and Swamps of Kan Thet to the west. Dotted throughout the plains are the remnants of the Elzan empire, the crumbling, sand-blasted and fire-scorched remains of its six great cities.
The Scar: Even in this most inhospitable realm can be found refuge and life. Deep within the plains lies a valley known as the Scar, extending nearly halfway from the Mounds of Man to the city of Shelzar. At its widest the Scar is only 10 miles or so across. Its depth varies, but at its deepest the bottom is more than a mile down. Shielded from the heat of the plains, and with access to the water that lies locked below the surface, life flourishes in the Scar, most notably the Urkhadi.

Flora and Fauna

Few creatures can stand the ungodly heat of the plains, and those that can are dangerous in the extreme. The presence of creatures such as salamanders and magmin suggests an opening to the elemental plane of fire exists somewhere on the plains - an opening that may be unknown even to the gods, who supposedly closed all access to the elemental realms during the Divine War. The Urkhadi are uniquely adapted to the Sweltering Plains and can easily endure its unbearable heat. Numerous plants and animals thrive in the Scar. Pools teem with fish and the banks are lined with berries and edible plants, while small rodents, lagomorphs and a few ungulates make their living here. Predators are rare, for there is only enough prey to sustain a very small population. It is said that a number of dire lions are the region's top predators, but no one has been able to confirm this.

People

The Urkhadi are a unique tribe of half orcs- darkskinned and black-haired - who through some unknown magic or other phenomenon breed true and have become a wholly distinctive people. Culturally they draw much from their Elzan heritage but are much more like the fierce Albadian barbarians of the north in temperament. In combat they favor double weapons such as the spiked chain and their own version of the dwarven urgrosh. Until recently the Urkhadi were entirely unique to the plains, but as their numbers have grown, some have braved the hazardous journey from the Scar to experience the outside world.

Urkhadi legend relates that the plains were the forge of Corean during the Divine War, and that the Scar valley is the wound caused by Vangal's axes when the god clove Corean's anvil in two in a fit of anger. Those few non-Urkhadi who have heard this legend dismiss it as foolishness, claiming that Vangal and Corean never came to blows during the Divine War, but if the history of Scarn has proven one thing, it is that truth is often stranger than any fantasy.

Religion

The Urkhadi worship a number of local nature spirits and tribal deities, but they ultimately pay homage to Denev the earth-mother, whom they call the Mother of Spirits.

Not entirely sure it that is what your looking for.

Druids of Denev are basically like pretty much the only accepted Druids, Druids draw powers from the Titan's.  The Denev druids can pretty much cover any type of Druid really and well there is no reason why most of the variant druids can't fit in Scarn.  Except for the ones to do with Dragons or Dinosaurs perhaps  ;D

They can be focused or not focused there principle concern is mostly reverence to the earth mother and well the spirits of the land and nature etc.

Some of the templates like the Incarnate would work very well in the setting since that was a prestige class in Scarn, I am not sure how different it is from that but I am sure it would represent such just as well. 

I hope that helps.



Black Howling

Quote from: Thorn14 on June 10, 2011, 03:29:44 PM
Well perhaps some tidbits would be nice, like maybe that training city state you mentioned. Amalthea. Character will probably be from there.

And by templates you can have I mean like terrain specialist varient druids like mountain druids, or urban druids. Druids of Denev more of a overall type? Or is there some sort of focus, like mountains or whatever that they usually tend to focus on?
Sabriel put it pretty well, but druids of [insert Titan's name] is just basically how the setting works. Instead of drawing their power straight from nature, they draw their power from the titans. Typically specific titans that they emulate, though this doesn't really change the druid powers any. Just a variant of the setting really, and a good one. You see as Sabriel put it, Denev sided with her children during the divine war, and thus is the only titan that is accepted at all.

And the city state she spoke of is Amalthea, and it's really more of a town right now due to the fact that they can't get inside their city at the moment I think. They have a strong order there, but consider the basic celtic type society just based around a titan instead of Nature in general.

Hope that helps.

Sabriel


Thanks Black Howling I thought that it might of been one of the places mentioned after my first post, it what had me confused given you mentioned training and such when we spoke of the Warlord class being fitting.

If you need any more help or info Thorn14 don't hesitate to ask.


Thorn14

Alright cool. I"ll try to brainstorm some ideas.

I'm just trying to think of why a druid of denev would be at the city. I'm thinking maybe she's down on her luck with money or needs to reprove herself after a major screw up.

PhantomPistoleer

Working on my character history.  Should have it up by tomorrow.
Always seeking 5E games.
O/O

Mysterica

Hey...  I'm sorry I still haven't done anything yet.  I will get it taken care of mostly tonight though there may be a little that I'll do tomorrow...  probably like the history I'll do tomorrow unless I really get inspired to write tonight.

PhantomPistoleer

#94
Grizzled Investigator:
Dragoon Farrow
Escaped Fugitive
Character Sheet; Undetermined; AC 24



Personal Statement:  I had a sterling reputation once.  People respected me.  I had a title, a career and a family.  But that life is over.

A beautiful dame ended it.

Police work is a business and you never let business get personal.  That's what they always tell you.  Brush up against the seedy barnacles of a city's criminal underbelly, wash up before dinner.  It never works that way.  You develop angles and then you work them.  It gets personal fast and things aren't black and white.  Sometimes, to get a lead, you need a taste.

I know what you're thinking.  Another corrupt guard.  I didn't get into the job intending to live off bribes.  I believe in justice.  I believe in a system of laws.  But I live in the real world.  And I learned quickly that to catch the big fishes, you needed to get wet.  I didn't cannonball in, but I did drown.

A beautiful dame did me in.

She had been a prolific assassin, and I had been tracking her down for three years.  All I had to show for my work was a mangled line of corpses.  Whenever I got close, she slipped from my grasp.  There was talk that there was an information leak in the guard.  Someone was feeding her our plans before we made our moves.  I never thought it that it could have been me.

That beautiful dame got me good.

She drugged me one night.  I awoke covered in the blood of the three whores I frequented in some bordello that perpetually owed me favors.  That beautiful dame sat before me, her legs crossed, smiling at me.  She set me up gorgeously.  She wanted me to know that she had done it.  She wanted me to remember her while I rotted in a jail cell.  No one would have believed my side of the story.  I could hardly believe it myself.

That beautiful dame was my wife.  And I'm going to make that bitch pay some day soon.

P.O.I.:  Sir Drelcor Farrow was once a distinguished dragoon for the city guard until he was framed by his wife, Lady Susan Farrow, for the murder of numerous prostitutes in the Red District.  He is a competent investigator, interrogator and combatant, capable of utilizing a number of underworld talents to work his cases.  He is a master fencer.  Farrow is a fugitive from justice and should be considered armed and dangerous.
Always seeking 5E games.
O/O

Sabriel


That is a very intriguing character concept PhantomPistoleer I like it very much, I can definitely see reasons for why you would want to seek such employment :)

Cadavar

Weom Whiteclaw of Albadian
10th Level Human Barbarian of the Beastlords
For character sheet click spoiler
Spoiler: Click to Show/Hide


Character Back Story in Brief

When Weom came of age, he wanted to leave Albadia to seek his fortune. So his father sent him south to do so. Stories of a far away city called Shelzar had for many years filled Weom’s mind. He wanted to go and today would be that day. Already by this time, Weom had made quite a name for himself fighting for sport and fortune. So when he left a good number of his friends and enemies noticed. 

He knew that the city was far away and he had been given an old map to follow, should he get lost. He journeyed as far as the Stricken Forest, via the Perforated Plains, until finally he found the river which he was told he needed to follow until he reached the other side of the Hornsaw Forest. He would not make it that far however, as Bandits were waiting for him in the trees. They had plans for this giant of a man, whom they would soon learn was called Weom Whiteclaw. They had followed him since he entered the forest and once he had settled down for the night after several days of trekking, they took him and throw him in a crate. They then put that crate on a boat, bound for the very city that he was destined to go to, the City of Shelzar. Yes this was the place he wanted to go, but he wanted to arrive a free man and not under someone else’s ownership. He would look out of the crate and watch as they took him the rest of the way down the river until finally they arrived many days later.

Images of how he came to be here were then smashed from his mind as the man he was competing with hit him hard in the face with his fists. Now at the mature age of 45, Weom Whiteclaw, found himself, once again in a pit, bloodied and fighting for his supper. Would he ever be free from them, he thought as he returned the gesture by picking up the man and throwing him down on his knee, which almost certainly broke the man’s spine as a load crack was heard followed by a long exhale of air. He really had to learn to focus more. Memories of his past were coming back more these days. Must be his age, he thought. Getting all nostalgic and all. He laughed to himself as the stewards removed the dead or dying contender.

Once he had cleaned himself up and collected his winnings, he headed home. On his way home he spotted that poster again. Wanted Adventures, it said, Long term employment offered. He read on until finally at the bottom of the poster he noted the contact details. Something for tomorrow he thought as he tore the poster from the wall and took it home with him. 

Senti

am trying ro make my character...and may be busy next week IRL but at least you know what I will be playing...

Black Howling


Black Howling

Quote from: sleepingferret on June 10, 2011, 02:25:15 PM
Guess so far we win the religious debates around the campfires so far eh?
Didn't see this earlier, sorry about that. But yes, it does seem we would. ;)

Mysterica

#100
Rhaella Stormbringer

[Floatleft][/float][url=http://plothook.net/RPG/profiler/view.php?id=8759]http://plothook.net/RPG/profiler/view.php?id=8759

Rhaella had been born in a village just outside of Vera-Tre.  Her mother had always lived there, her family having moved outside of the forest centuries before due to the celestial blood which ran through their veins.  They didn't want to be singled out for not following Denev, but instead serving the Gods more directly.

Rhaella could not very well remember her father as he had left them when she was still just a baby, but as she had never really known him, she had no reason to grieve his departure, especially as she had shown signs of being capable in arcane spell casting so much of her free time was taken up with trying to learn to control the powers inside her.

She was taken to a wizard school near Lokil and while she had trouble in many of her classes due to the simple fact that she was a sorcerer and couldn't learn spells out of books like the others in her class, but she did very well in practical exams due to her lack of need to prepare spells beforehand.

In the end she was expelled from the school when it was decided that she was no wizard, but was indeed a sorceress and Rhaella and her mother moved back to their previous home.

When Rhaella reached womanhood, her mother told her of her celestial blood, and how that was most likely where she received her powers from.  From there, Rhaella decided to venture out on her own, using her powers to right some of the wrongs in the world and help the people, eventually heading to Shelzar in the hopes they might need some sort of guards for a merchants vessel or provide some other fitting work for her, especially as the city was one of the few that sorcerers weren't looked down upon quite so badly...

Isengrad



Blaze touched Fighter of Denev




    His family made their home in the fertile valley of the Scar, the lone hospitable place within the unforgiving heat of the Sweltering plains. As a child his mother was his world, his father.. well he didn't really care for his father. Leo was always getting into trouble in some way or another. At age 10 during one such adventure when he was disobeying his mother yet again,he ventured up to the surface to explore the plains.The heat was intense,but he did not mind in the least. On the horizon a firestorm raged,common occurrence in the plains. The sight was amazing, the heat washing of of it reached him even from so far away. The wind eventually uncovered strange tablet on the ground and Leo could not make heads or tails of it. As he was inspecting the strange stone tablet,and getting a headache to boot, hes aw movement in the grass out of the corner of his eye. The boy panicked and quickly fled from the area, in his rush he fell and struck his head on a rock.. he could make out the vague image of his mother before he passed out.

     It was found out a little while after that incident that he had contracted the Slarecian Language Virus. This caused two major changes that day: first of which was he could no longer express himself without risking infection to others, and second was that his father became a cruel abusive bastard. The man was already a drunk before the incident, but the shame and fear consumed him and he grew not only to hate Leo but also his wife who continued to care for him. Over the years he got more violent, he would beat them more and more. Leo's world was falling apart and he was suffering from mounting levels of stress, sometimes the only thing that would help him get to sleep was staring into the softly flicking flame of the candle beside his bed. Six years passed like that until one night Leo awoke with a start, another nightmare filled with images he could not understand, to find his mothers cold body on the floor with that bastard passed out in a chair next to her with a broken bottle in his hands. Leo was nu,b as he picked up a shard of the bottle and pressed it to his fathers throat, he did  not even register the feel of the blood as it washed over his hand. Smashing a oil lamp on the floor he set the place ablaze. he stood outside with tears streaming down his face until the last embers of that house of pain were blown away by the night air. Then he ran, ran into the plains.. the heat enveloping like it was a old friend. He ran until his lungs burned, his vision blurred and he collapse in the dry grass...sure he was going to die.

     The Mother of Spirits must have been watching over him that night, for he once again opened his eyes to concerned faces hovering above him. A merc group based in Fangsfall happened upon him just as the sun was creeping over the horizon. To his pleasant surprise he found he could speak the common tongue once again, though he felt something else had changed about him. He was old enough to fight, and since he did not have a home they let him stay and trained him. He still had the nightmares, but he was beginning to understand them.. to understand the change that was going on inside of him. It was during a job that it happened, Leo was hurt.. and bleeding from a gash on his arm. needing to stop the flow of blood he intended to heat up his blade and press it to his skin, as he started the fire a burst of symbols and images ran through his mind. When he was lucid again the fire was pulling towards him. he watched in awe as the flames seemed to leap towards the wound and get swallowed up by it... closing it without pain and without scar. Faced with the unknown once again, he ran. He ran back to the plains, to that heat that embraced him like a brother. It was there he learned to survive, he learned to control this new ability. The fire that always calmed him, that was always his most comforting friend was now a powerful ally... surely this must be a gift from the Mother of Spirits Denev.

original artwork by karabiner

Sabriel


OK neat so far the proposed characters stand at

-Ranger of Tanil
-Fighter/Cleric of Tanil
-Rogue (Fugitive/Investigator)
-Celestial Sorcerer of Madriel
-Fighter/Pyro of Denev
-Barbarian of the Beastlords

I also have some other concepts being proposed to me via PM and such, but since those are not entirely decided upon yet I won't list them down.


Zaer Darkwail

A question tough from curious; Would be there something special to be playing as soulknife. Compared other psion classes soulknife has no 'powers' expect all surround in conjuring blade out of nothing (so they would also see visions and stuff and suffered language curse)? Could Soulknife perhaps converted to somesort offshoot sneaky arcane class (so conjuring the blade becomes magical effect than psionic)? The things which ask psionic focus could be just asked to spend full round (or move action with a feat) to 'charge up' their arcane powers to able benefit from such things?

Anyways I have concept for soulknife mercenary who was originally ordinary weaponsmith who suddenly conjured mysterious blade as manifestation of his powers, spending time in self-exile he then became mercenary who learned to harness his skills to able conjure any weapon suited for varied situations.

Another concept is oracle but need check gods and details more better for that one.

Sabriel


I would not agree that a Soul knife has no powers really, I mean yes it has none of the regular Psionic powers of other Psionic classes but it is still at its core a Psionic class with "unique" powers of its own. 

I would consider its powers hardly nothing either, conjuring and manipulating a weapon forged from the very psyche and mind is quite an amazing feat.

I would never convert this class to an Arcane or Divine class for this because well  there is already far to many Arcane and Divine classes as options as it is, it is far more fitting of a Psionic class and Soul Knives fit in the world as they are changing them would make them make less sense to the setting.  If it is not broke don't fix it :)

Any Psionic character who has suffered from the language virus would be no longer suffering from it, being exposed to it has opened up the possibility of Psionic's to them it does not leave every person it touches a permanent gibbering wreck who can't speak normally.

Seeing visions is not something that may be entirely unique to Psionic characters either there is the possibility that any character could have some sort of weird vision under certain circumstances. 

Your probably more likely to receive visions as an actual Oracle than a Psionic character anyway, I only mention it with the Psionic classes because it is a part of the setting and if anyone plays such a class I will likely at some point give them some sort of vision or such.

It is not a drawback it is a plot device, just as a vision from God might be for a cleric or other such characters. I just don't feel the need to mention that they might have visions, sort of goes with the territory.


Zaer Darkwail

Ahaa, ok. Anyways I make both oracle and soul knife char concepts in one post. Thanks from the replies :).


PhantomPistoleer

Sabriel, when will you be electing players for your campaign?
Always seeking 5E games.
O/O

Sabriel


Good question :)

Well I would like to get things started shortly so I will be deciding such over the next few days, hopefully I will have the party decided by this coming Wednesday.

I am at present considering if I will allow more than I originally stated, I was planing on perhaps there being occasions where the group may split and separate for specific reasons or tasks anyway so there may be room.


Ixy

Well... here's another character for consideration in the meantime.  The sheet is in your inbox.

Shiloh, Hornsaw Elven Monk

Shiloh's tribe of elves suffers the haunting and terror of the taint of the Hornsaw forest.  Her earliest memories are of dread and lingering pain, of waking from inexplicable nightmares that were slow to fade.  Her family, like so many others, lost the ability or will to console her by the time she was old enough to speak.  So she and her bretheren watched the slow collapse of their people; warriors lost to futile quests, relics stolen in raids by the corrupt titanspawn, broken survivors of slain families wandering, solitary and dazed, into the forest mist to never be seen again.  She has survived atrocity.

As an adolescent, she and a handful of other youth from her tribe were captured by titanspawn.  She spent seven days in a wooden cage, suffering torment and misuse at the hands of sadistic beasts, and was forced to participate in dire depravity simply to survive.  By chance or fate, the nomadic titanspawn happened into grounds patrolled by a remote monastic order and were crushed by the warriors.  when Shiloh was recovered from their camp, she was the sole survivor.

They cared for the traumatized elven girl through a semi-catatonic state.  She didn't speak for six months, remaining silent except when she screamed herself awake at night.  The monks shared their teachings with her, caring for and protecting her for years, until she regained a measure of control.

Until her adulthood, she trained among the monks, joining their order.  Even had she been able to locate her people, she doubted her ability to face them and relate what she had experienced.  Their paranoia of the titans' taint would most certainly have turned them against her. 

She would have been happy, though, to stay among the order, if the Calastian Empire and the Inquisition had not struck the order in tandem.  The Inquisition distrusted their mystical nature, harrassing the peace-abiding monks who, until now, had vowed that their enemy would never be their fellow man.  The Calastian Empire annexed their grounds and protectorates, stationing soldiers in their backyard to seize the few resources in the area.  Finally, when titanspawn did launch a successful attack against the Calastian fortifications, the inquisition blamed the monks and arrested their elders.  There was a battle, though many of the order refused to participate, and Shiloh was among those imprisoned for treason when she chose to fight.

She fled custody, successfully managing to smuggle herself to the Sweltering Plains and, eventually, to Shelzar.  Despite her training, she still suffers from nightmares, and she is fully aware of the creeping madness that seems to be edging in among these city-dwelling people.  Disillusioned by the fate of her order, she is losing her faith in their methods and, though she still follows the codes of their law, she wants change in the world.  She works in Shelzar in the hopes of gathering allies, weapons, and means to aid in the fall of the Calastian empire.
______________________
The big print giveth, the small print taketh away.

PhantomPistoleer

Quote from: Sabriel on June 12, 2011, 04:13:22 PM
Good question :)

Well I would like to get things started shortly so I will be deciding such over the next few days, hopefully I will have the party decided by this coming Wednesday.

I am at present considering if I will allow more than I originally stated, I was planing on perhaps there being occasions where the group may split and separate for specific reasons or tasks anyway so there may be room.
]

I know you didn't ask for our opinions, but I hope that you don't add more people to a 4-6 person party.
Always seeking 5E games.
O/O

sleepingferret

#111
Phantom, might want to recheck your skill point math.  Unless I'm missing anything for Rogues (or Humans), you should only have 110 Skill Points at level 10 (120 if you use all your favored class credit towards skill points...so then you're only off by one ;) )

When using the Swashbuckler archetype, Martial Training replaces a Rogue's trapfinding ability at 1st level.  Also the Combat Trick Rogue Talent still requires you to meet all feat prerequisites in order to select the bonus combat feat (So in order to take Power Attack, you'd still need a 13 Str).

That's just me noticing some things that stand out though. *shrugs*

EDIT: Also with 3 rogue talents used for bonus feats; as a human.  You'd have a total of 9 feats.  5 for normal character advancement, 1 for being a human, and the specific ones you chose as rogue talents (weapon finesse, martial weapon prof (scimitar), and one combat feat).



PhantomPistoleer

Always seeking 5E games.
O/O

Sabriel


QuoteI know you didn't ask for our opinions, but I hope that you don't add more people to a 4-6 person party.

I did not ask but it is fairly likely I would have asked anyway before I did such, so well you are all welcome to chip in with your opinions they will only make my decision easier in the end.

My own preference would be to keep it at 4-6 anyway.

:-)


Senti

I will have my character ready soon...well at least the background I will need help with the sheet.

Mysterica

I thought I had forgotten something!  Favored class!  I'm still getting used to pathfinder.

Isengrad

Quote from: sleepingferret on June 12, 2011, 11:12:26 PM
Phantom, might want to recheck your skill point math.  Unless I'm missing anything for Rogues (or Humans), you should only have 110 Skill Points at level 10 (120 if you use all your favored class credit towards skill points...so then you're only off by one ;) )

When using the Swashbuckler archetype, Martial Training replaces a Rogue's trapfinding ability at 1st level.  Also the Combat Trick Rogue Talent still requires you to meet all feat prerequisites in order to select the bonus combat feat (So in order to take Power Attack, you'd still need a 13 Str).

That's just me noticing some things that stand out though. *shrugs*

EDIT: Also with 3 rogue talents used for bonus feats; as a human.  You'd have a total of 9 feats.  5 for normal character advancement, 1 for being a human, and the specific ones you chose as rogue talents (weapon finesse, martial weapon prof (scimitar), and one combat feat).

Looking at it now, hes a feat short. 8/9. Also i don't think he was going for the archetype as he does not have the daring ability you gain at third. The confusion is the Rouge Talent :Martial training. that does not exist as a talent... however He has reached level 10.. one of the advanced talents is just called "Feat" this allows him to take any feat he is qualified for. Now the only discrepancy in his feats is that hes one short.. and currently not proficient with the scimitar.

The only other thing I do not understand is how he has more then just 2 spells. each talent only gives you one spell selected from the appropriate list. he should have 1 level ) spell usable 3/day, and 1 level 1 spell usable 2/day

edit: Added thought, unless he ran an option by Sabriel.. each spell is usable 1/day.. so basically a slash reverse... instead of 1 spell usable 3/day. its 3 spells usable 1/day. Just my thoughts.

Also Cadaver, bracers of armor does not stack with armor from other sources (such as mundane armor, but it does stack with natural last time I checked) your better off cashing those back in and enchanting the armor you are wearing if you can.

original artwork by karabiner

Black Howling

Quote from: Isengrad on June 13, 2011, 10:49:04 AM
Looking at it now, hes a feat short. 8/9. Also i don't think he was going for the archetype as he does not have the daring ability you gain at third. The confusion is the Rouge Talent :Martial training. that does not exist as a talent... however He has reached level 10.. one of the advanced talents is just called "Feat" this allows him to take any feat he is qualified for. Now the only discrepancy in his feats is that hes one short.. and currently not proficient with the scimitar.

The only other thing I do not understand is how he has more then just 2 spells. each talent only gives you one spell selected from the appropriate list. he should have 1 level ) spell usable 3/day, and 1 level 1 spell usable 2/day

edit: Added thought, unless he ran an option by Sabriel.. each spell is usable 1/day.. so basically a slash reverse... instead of 1 spell usable 3/day. its 3 spells usable 1/day. Just my thoughts.

Also Cadaver, bracers of armor does not stack with armor from other sources (such as mundane armor, but it does stack with natural last time I checked) your better off cashing those back in and enchanting the armor you are wearing if you can.
He's got the right number of feats, he only has two talents into combat giving him the total of eight. Though, if martial training is being counted as a rogue talent; then he has six talents. He has improved evasion. Either case, I'm sure Sabriel will notice it without our unneeded input.

Sabriel


My view of the sheet of Sir Velcor

For feats, well being a 10th level human that for start gives 5 Feats for level +1 for being a human so 6 feats.

From what I percieve and make sense of things he has then chosen to take Combat Trick and Finesse Rogue which accounts for another two feats.

Now I could be wrong but I just sort of imagined and percieved that perhaps the choice of Martial Training was meant to actually be Combat Trick and he taken the proficiency in Scimitar and just forgot to write it down.

Now there arranged in an odd order but well yeah that can happen hehe

On the subject of Rogue talents he seams to have the right amount at least to me unless my maths is off

I think really it's just these two that are in question

QuoteMinor Magic (Sp): A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 10 to select this talent.

I think that pretty clear, it only grants one 0th level spell from the sorcerer/wizard list but it can be cast three times a day.

QuoteMajor Magic (Sp): A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 11 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 11 to select this talent. A rogue must have the minor magic rogue talent before choosing this talent

Again pretty clear grants one 1st level spell from the sorcerer/wizard spell list two times a day.

So really the issue with the above just seams to be choosing one 0th and 1st level spells.

I think it is just a mistake really its easy to become confused while making a character and well forget what you put down or put down something wrongly. I will be checking all sheets before I allow them into play anyway and well I do appreciate people helping me by pointing such things out.

QuoteAlso Cadaver, bracers of armor does not stack with armor from other sources (such as mundane armor, but it does stack with natural last time I checked) your better off cashing those back in and enchanting the armor you are wearing if you can.

He does know this, and it should not be included in his AC bonus I did help a tiny bit with his character.

I did explain this to him and well I said he could get rid or keep it,  saying that it may be useful if he wanted to fight without his armor for some reason then his bracer's would work.

Given that the character has been involved in knife fights and such it makes some sense he might have them for that, just to keep the crowd more entertained.  This is Shelzar remember people will pay big money to see a Barbarian in no armor (clothes) fight knife to knife with some other gribbly ::)

I hope my own observations make sense anyway :)

Black Howling

Quote from: Sabriel on June 13, 2011, 12:44:28 PM
On the subject of Rogue talents he seams to have the right amount at least to me unless my maths is off
Martial Training:
Combat Trick
Finesse Rogue
Minor Magic
Major Magic
Improved Evasion

6 Talents I counted. 5 Basic, 1 advanced.

Not trying to be an issue, but...

Sabriel


I did not count Evasion myself as he does not have it listed with his rogue talents, every other one of which he has wrote as "Rogue Talents:".

Easily fixed anyway just remove the brackets with improved in.




Black Howling

Quote from: Sabriel on June 13, 2011, 01:02:10 PM
I did not count Evasion myself as he does not have it listed with his rogue talents, every other one of which he has wrote as "Rogue Talents:".

Easily fixed anyway just remove the brackets with improved in.
Agreed, I only brought it up because people were on the topic already. :-)

PhantomPistoleer

#122
Quote from: Black Howling on June 13, 2011, 12:52:42 PM
Martial Training:
Combat Trick
Finesse Rogue
Minor Magic
Major Magic
Improved Evasion

6 Talents I counted. 5 Basic, 1 advanced.

Not trying to be an issue, but...

Martial Training is supposed to be Weapon Training, which grants you Weapon Focus.  I am missing a feat (the feat progression in PF is different from 3.5), so I went ahead and picked up Weapon Proficiency (Martial), since my rogue doesn't have access to proficiency with a scimitar.

I think I've fixed the other issues with the character.

Edit:  I see where I got confused.  The table here is confusing.  I think I'm probably going to drop magic, and pick something else.   http://www.d20pfsrd.com/classes/core-classes/rogue
Always seeking 5E games.
O/O

Zaer Darkwail

Vharen, Vesh soulknife (charsheet via clicking the name)
Vharen was originally born in New Venir, from a elven slave bred by noble. However his mother wished him better life than just slave so she secretly gave birth and asked castle maid to smuggle child out. Maid smuggled child and found him good family in near by castle community, in hands of middle aged couple who had got difficult time birth a son. They adopted Vharen and if anyone asked how a half-elf child was born pure human parents the mother jokingly said there has been half-elf ancestor in side of her family tree so elven traits seemed jump one generation over.

So Vharen was raised by father who was smith and mother who was baker by trade. Vharen studied under his adoptive father's guidance smithcraft. Vharen became quite skilled smith who knew how craft fine blades, taking it as pride and artform to create splendid blades. The noble from castle heard about Vharen's prowess and made impossible demand to meet; under a week craft a blade which would had taken a standard month to craft! A ceremonial decorated blade with lots of details regarding family history which Vharen was given rough sketch and image. Vharen however knew there will be dire consequences on failure so he moved to work nonstop in the forge with grim determination. He managed half-complete the blade before he fell down in exhaustion. His father, pitying him picked up after that and added the decorations by hoping guessing things right.

The noble came with soldiers pick the blade up, however when noble drawed the blade and saw it lacked important detail; his family insignia from the blade which he had told Vharen to add verbally! Vharen tried take blame but father interfered and told plain truth of said matter. Noble, angry for father interfering on project ordered soldiers fire their crossbows on Vharen's father! Slaying him in front of his eyes! Vharen, enraged screamed and charged the noble bare handed! Soldiers interfered but suddenly out of nowhere Vharen formed radiant glowing axe which cut off soldiers spears and cleaved noble in half! Speaking wild gibberish he fought and ran, not to be seen then following ten years. Ten years he spend as lonely mute nomad in the desert, speaking no one as if he tried communicate he spoke gibberish. He meditated and harnessed his weird powers in solitude, until one day by randomly he cursed on hitting his toe near pair of mercenaries who then asked him tone it down! Finally understanding him again!

Feeling relief from his weird exile he moved to Vesh and there he joined the Vigils, desiring correct wrongs in the world, especially in New Venir he became one their agents. He keeps his powers secret and low profile as he can as his powers often draw attention to him. As blacksmith he harnessed his talents to able conjure wide variety of weapons out from his psionic mind and become proficient in varied combat techniques instead becoming master of one sort style but he has preference for big two handed weapons over the other forms. Because of this he prefers work alone but he has worked alongside with some people but he knows eventually his weird nature is revealed during missions and all ask why he never carries a weapon around himself? Some suspect him to be stoic monk from some desert monastery where he disappeared for ten years to study but that is not quite correct either. When he heard the mysterious offer in Shelzar about some item retrieval he felt it was job for him and his talents. Altough he works as mercenary he is also secretly as member of Vigil who reports often via magical conjured owl familiar about his activities.

Zaer Darkwail

So shortly descripe; my soulknife is the sort who plans use maximum use of power attack along able land melee touch attacks with big nasty looking weapon :P. Also the pic is deceptive; he has glamered enchanted mithril full plate so he has quite decent AC. Plan to get Speed of Thought next level so he is quite mobile but after that plan focus mostly combat enchancing feats. Anyways he could be considered a ranger with big weapon (as he got very high survival skill and able endure desert heat better than most).

TheGlyphstone

Is this already full, or is there room for another prospective applicant?

Ixy

I agree that 4-6 is preferable.  If you have more applicants than players?  Well, we're all grown-ups.
______________________
The big print giveth, the small print taketh away.

Black Howling

Quote from: Ixy on June 13, 2011, 06:53:08 PM
I agree that 4-6 is preferable.  If you have more applicants than players?  Well, we're all grown-ups.
Anything over six is typically too much, I'd agree. And she made it clear before hand that it was an application, so I think everyone should be ready to possibly be denied. >_>

Mysterica


Sabriel


I will be sure to keep the group at most numbering six then.


Black Howling

Quote from: Sabriel on June 13, 2011, 08:01:17 PM
I will be sure to keep the group at most numbering six then.
Thing about that is, you are the GM. Despite any say, you would know best at what you could handle. If you say it won't be an issue, I'll believe you. :-)

I was just giving my thoughts on how it would typically turn out.

Sabriel


I like to hear others thoughts and opinions and well as I said before my own preference is to stick with 4-6  :-)

I probably won't be choosing just 4 thougth of course, I was not actually expecting so much interest so I am pleased by having that option.



TheGlyphstone

I like 6 as well - it gives for a bit of overlap/redundancy in party roles, letting the party be a bit more diverse. Too often, a 4-man party is forced to pidgeonhole into the melee/skills/healing/blasting package - expanding it to 6 lets the division get murky.

Black Howling

Quote from: TheGlyphstone on June 13, 2011, 08:45:52 PM
I like 6 as well - it gives for a bit of overlap/redundancy in party roles, letting the party be a bit more diverse. Too often, a 4-man party is forced to pidgeonhole into the melee/skills/healing/blasting package - expanding it to 6 lets the division get murky.
Agreed, 5-6 is my preferred number.

TheGlyphstone

Rules question: The Clouded Vision Oracle's Curse limits sight, but gives Darkvision 60ft. at 5th level. Would the Deepsight feat extend that to 120ft., or would the Oracle's vision range limit take precedence?

sleepingferret

Feats are constants, spells aren't.  The only way you could still retain a feat and not meet the prerequisites would be through polymorph, ability score loss, etc.  However, you'd also quite possibly lose the use of that feat(s).

I'm not so sure you could even pick up the feat unless your character possessed Darkvision to begin with.  Though, I would think that Darkvision is Darkvision and the feat if possessed would increase the range of the sight granted by the spell.

Black Howling

#136
Quote from: sleepingferret on June 13, 2011, 11:42:51 PM
Feats are constants, spells aren't.  The only way you could still retain a feat and not meet the prerequisites would be through polymorph, ability score loss, etc.  However, you'd also quite possibly lose the use of that feat(s).

I'm not so sure you could even pick up the feat unless your character possessed Darkvision to begin with.  Though, I would think that Darkvision is Darkvision and the feat if possessed would increase the range of the sight granted by the spell.
It's not a spell, it's an oracle curse. You gain darkvision, but only out to a certain range as to represent limited sight. His question is would that be juking the sight limitations, or would it be legit?

I'll also add that as part of the curse, they can only see out to that far.

Sabriel


Id imagine that it would not really fit the flavor of the class really

QuoteEach oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity.

It does sort of feel from the above statement that it would not really make sense.

QuoteClouded Vision: Your eyes are obscured, making it difficult for you to see. You cannot see anything beyond 30 feet, but you can see as if you had dark vision.

There is also the fact it says you can see as if you had dark vision, so it is not exactly giving you darkvision just mimicking the effect to 30 feet. Id imagine that as it also says it does not work beyond 30 feet no feats that apply to dark vision could really alter it either.

What makes me more convinced is that it actually does say that you gain blindsense and and blindsight at a later level.

Sabriel

Ok so update on what I have so far proposed and submitted to me

-Ranger of Tanil
-Fighter/Cleric of Tanil
-Rogue (Fugitive/Investigator)
-Celestial Sorcerer of Madriel
-Fighter/Pyro of Denev
-Barbarian of the Beastlords
- Elven Monk
-Half Elf Soulknife

There still a few who have expressed interest who haven't submitted sheets to or anything yet but well I will be making a decision by the end of tomorrow at the very latest.

I feel I should mention again that I will likely only be accepting one Psionic character if I do accept a Psionic character at all that is.

I noticed a few people have mentioned the Vigils of Vesh too, I thought it would be useful thus to put a bit about them bellow. For those who are not familiar with the setting :) 

Spoiler: Click to Show/Hide
Vigils of Vesh

Number of Members: 3,500
Alignment: Any non-evil
Regions of Influence: Vesh
Primary Activities: Protect Vesh from enemies,
including titanspawn and political foes such as the
Calastian Hegemony and Khirdet; protect allies.
Description
The Vigils of Vesh are the protectors of their
nation, defenders who patrol its borders and beyond.
The Vigils have many allies across the continent, not
the least of whom are the nation’s patron goddesses,
Tanil and Madriel. Through adherence to Tanil’s
chaotic but good alignment and to Madriel’s mercy,
the vigils remain organized and strong without growing
excessively fanatical or conservative.
Even with the support of a goddess, of course, the
Vigils’ job is anything but easy. It is no small task to
protect the fertile lands of Vesh from both ravening
titanspawn and the schemes of foes such as King
Virduk of Calastia without compromising the Vigils’
high principles, but so far they have proved more
than equal to the task.
The Vigils’ fame is well earned. Vigil training
teaches resilience and adaptability, forging its members
into wilderness experts capable of withstanding
the most extreme of conditions. Throughout the
continent, vigilants take on many roles - scouts,
warriors, and teachers, although in such realms as
Calastia they are also called spies, assassins, and
worse. No matter who describes them, however, the
Vigils are acknowledged to be one of the most powerful
and influential groups in all of Ghelspad.
Veshians themselves are sometimes surprisingly
ambivalent about the Vigils. In general, vigilants are
held to be honorable and noble defenders of the nation.
Other voices sometimes criticize the Vigils for exceeding
their authority, taking the law into their own hands,
and presuming what is best for the nation without
consulting its people or its leaders. While it is true that
some vigilants may indeed be overly zealous in their
fight against evil, almost all remain loyal to their realm
and their patron deities. There was, however, one
notable exception, which will be spoken of later.
Vigil oaths are fairly standard throughout Vesh
and originate from some of the original council meetings
between the followers of Tanil and the Veshian
army. They are considered the central tenets of the
vigilant code and are commonly referred to as the
Greater Oaths. Although many vigilants, particularly
those who follow Tanil, are of chaotic alignment,
all respect and obey these oaths as part of their duties
as vigilants. With minor variations depending upon
the Vigil administering them, they are:

1) Obey the people of Vesh and their chosen
leaders in all things.
2) Obey lawful commands as you would the
people of Vesh.
3) Honor the goddesses Tanil and Madriel, and
aid Corean the Avenger and his followers whenever
possible. Honor and respect the followers of Denev
the Earth Mother, save when their actions prevent
the execution of your lawful duties.
4) Defend the weak and avoid taking innocent life.
5) Oppose the titanspawn and the enemies of Vesh in every way possible.
6) You are a vigilant for life.
7) Obey these oaths, for they are the heart and
soul of the Vigils.
In addition to the Greater Oaths, a number of
other, so-called “Lesser” oaths are administered by
the various orders. They are not as rigid as the Greater
Oaths and are more like useful advice to vigilants.
- information is critical to the survival of our nation.
Some pieces of intelligence are more valuable than your
own life, but do not give your life away needlessly.
- Your reports must be as clear and specific as
possible. If you are unsure, say so. Outline your concerns
and the source of information as best as possible. Lies
are poison in the bloodstream of the Vigil.
- Beware sacrificing lives for purposes that cannot
be put into words.
-Preparation is seldom noticed until it is most needed.
Always anticipate future events, and keep your equipment
in the best of condition and your supplies replenished.
- Your eyes are your first weapon. No matter where
you are, remember that enemies may be near.
Alertness and preparation are the hallmarks of a vigilant.
- Wherever you are, be certain that you are in a
place from which, if attacked, you can easily defend
yourself. Instruct companions to do likewise.
- Always travel single file to confuse trackers.
- Be mindful of your enemy.
Move when he cannot see well or when he is least active.
Use his fears and superstitions against him.
Make common cause with his enemies and work against his friends.
- Prisoners should be kept separated so that they
cannot plan or raise each others’ spirits.
- Always post watch. Whenever possible, at least
half of your group remains awake.
- Fortify your camp if possible.
-Avoid predictable patterns when traveling.
Take new routes whenever possible.
- Always deploy scouts when on the march.
- Agree on meeting places encase the party is scattered.
-Those who live by day often strike at dawn.
Those who live by night often strike at dusk. Be wary then.
- Avoid crossing a river by a regular ford.
These are often the sites of ambushes.
- If you are being followed or tracked, circle back
- Use cover often, and move silently.
- Be mindful of your resources. Do not waste
ammunition. Those with missile weapons should attack
the enemy at range, while the others lie in wait.
Violations of the Greater Oaths are considered to be
quite serious. Punishment often involves suspension of
vigilant status, expulsion, or imprisonment. Extreme violations
of Vigil tenets can result in loss of vigilant abilities
or even execution, but these punishments are rarely applied
since such violations are almost unheard of.
The Lesser Oaths, also known as the Standing
Orders, are written in such a way as to be flexible and
open to interpretation. This is almost a requirement,
given the independent and somewhat chaotic nature
of many vigilants. A vigilant who habitually ignores
the Standing Orders may end up being sent back to
training or, if her unorthodoxy proves successful, she
may be recruited as an instructor and her tactics
enshrined as new Standing Orders.
Membership in the Vigils is open to anyone who
meets the order's qualifications and who has proven
loyal to Vesh and the gods of good. Vigilants can be of
any class, though they are most often rangers. The
adaptable nature of the Vigils demands that their
membership be varied, however, and wizards, sorcerers,
clerics, and even rogues are all encouraged to join.
Training is notoriously tough, and geared toward
the applicant's original class. Rangers, fighters, and
other martial types are usually familiar with the rigors
of military life and usually move quickly to the order’s
more advanced training. Spellcasters are often of a
more gentle background and must quickly be brought
up to speed in the fields of combat, tactics, and
military procedures. Militant priests and druids are
especially valued by the vigils, for they combine the
combat skills of fighter-type classes with healing and
other divine magic. Of course, priests of Tanil and
Madriel are the most common applicants, but the
followers of other non-evil deities Hedrada, Denev,
and even the wild god Enkili can occasionally be
found among the vigils’ ranks (though Enkili’s followers
rarely like military life).
During the initial training period, the applicant's
basic skills are assessed and any deficiencies remedied.
A mercenary fighter would be given instruction
in divine spellcasting, while a city-bred wizard is
trained to recognize the sharp end of an arrow, for
example. Once this period, which typically lasts
three to six months, is complete, the applicant is
granted probationary vigilant status and allowed to
accompany routine, low-level missions.
Even low-level missions are difficult, and the
casualty rate is high. Once a new vigilant has completed
one to six of these missions, he is ready for full
membership, and is issued a medallion symbolizing
his bond with the Vigils.

Organization
Each of the Vigils is organized and operates independently
of the others, but all follow the same basic
pattern. Each of the eleven currently existing Vigils has
a different territory and a different symbol. All vigilants
carry magical medallions bearing their order's symbol
and providing different effects depending upon the
Vigil (see Relics and Rituals, page 1 90).
Vigil organization is highly flexible, reflecting
their varied missions and capabilities. The basic unit of
a Vigil is the squad, which varies in size from three to six
unranked vigilants and is led by a vigilant corporal
( 2nd-level vigilant or higher). Two to four squads make
up a platoon, commanded by a sergeant (4th-level or
higher). The next highest division is the company,
usually consisting of four platoons and led by a captain
(6th-level or higher). Three to five companies form a
battalion, commanded by a vigilant-major, and three
to five battalions form a full vigil, under the command
of a vigilant-marshal. A full-strength Vigil can theoretically
contain 800-1000 individuals; in reality, vigils
range in size from 200-500.
Above marshal are commanders, who are assigned to
lead one or more vigils in important missions or times of
crisis, and the lord commander, supreme head of the Vigils,
who reports directly to the Veshian home commander.
Level is not always directly related to rank. Many high-level
vigilants of relatively modest rank enjoy the excitement
and challenge of being an ordinary ranker.
Vigilants are typically lightly-armored infantry,
armed with bows and melee weapons. Those who were
originally rangers favor two-weapon fighting. Mobility
and stealth are favored over sheer striking power, and
heavily armored vigilants are almost unheard of.
Vigilants can also operate as scout cavalry, riding light
warhorses, but much of the terrain in which they
operate - such as the Mourning Marshes - is poor
riding country. Vigilant squads often include at least
one spellcaster for healing or ranged spell support.

Vigilant Admission

By definition, members of the Vigils must have at least one level in the the Ranger class or a fitting prestige class for the order. Scarred Lands GMs may decide that player characters can only become vigilants if they have actually joined the Veshian Vigils. Such a character must have all the prerequisites for the order and apply for membership in the vigils. As experienced adventurers, these applicants might be allowed to bypass normal training and join a vigil directly, but may have to go on some low-level missions to prove their worthiness and skill. Once a character has qualified, she must take the vigil oaths and is then assigned to a suitable vigil (preferably in an area where she and her companions are adventuring). Once this is done, she is given her vigilant medallion, then may add the vigilant class and advance in level. A substantial number of vigilants are given “free roaming” status and allowed to travel independently, so long as they perform their duties for the vigils, obey the oaths, and accept missions as required. Such vigilants often join adventuring companies, using their mobility and flexible tactical qualities to advance Veshian interests.


sleepingferret

Quote from: Black Howling on June 14, 2011, 12:20:03 AM
It's not a spell, it's an oracle curse. You gain darkvision, but only out to a certain range as to represent limited sight. His question is would that be juking the sight limitations, or would it be legit?

I'll also add that as part of the curse, they can only see out to that far.

:o Lol, oops that's what I get for speed reading stuff.  I'll be sulking in the corner with my cursed sight now.

Senti

ok got my back story mostly done save touching it up.

she is a grumpy ornary drunk, hopefully working on a jack of all trades.

Black Howling

Quote from: sleepingferret on June 14, 2011, 11:46:58 AM
:o Lol, oops that's what I get for speed reading stuff.  I'll be sulking in the corner with my cursed sight now.
Haha!

Zaer Darkwail

Thanks for info about Vigils, so Vigils have their own PrC? I am bit curious about that as my soulknife is member of the vigils. He joined vigils for his own reasons as he believes on their cause and they are opposing New Venir among other things. My char has no love for his former home land altough he worries what happened to his mother when she lost both husband and son ten years ago. Also he is not aware he is a adopted orphan. Anyways soulknife fits quite well for Vigils as it is sneaky class and perception and acrobatic skills. Survival comes class skill thanks trait and my half-elf skill focus is in it.

Senti

This may need some tweeking and need to add ched and either pic or description.


Storm is the name she goes by now, there are many reasons for that, however its worth remembering that she was always as she is now. Her name had been Eleanor and yes she had been a Lady very minor nobility little more than living in a Castilian that looked over perhaps two villages. She was indeed the only daughter and her mother had giving birth to a stillborn girl. Thus bar the female servants and her nurse she had little female interaction.

However with her nurse she learned the arts of some music, and cooking and needlework, though being brought up without a mother she learned to fight back with her brothers. Not well perhaps but indeed there were times where dirty tactics came into play, well they had to after all the were larger and trained.

As it was the land that her father owned was on the boarder and not only they both he and his sons were called up to fight in a war, they did not return and as the enemy began to encroach upon the land, the elderly captain of the guard made his last stand telling Eleanor to run, and run she did grabbing what was left of her mothers paste jewellery filled with fear and sorrow not only for the loss of her family and the staff that remained, but the loss of that which she had known, her old life.

The money she had from her mother’s jewellery and the few coins that were left soon disappeared, and it was then Elanor had s choice and it was an easy one, she strapped down her breasts and became a boy, in the army…better that than end up as a whore.

Life in the army was not easy but the woman was relatively bright and had a will to survive, thus learned quickly, very quickly. At the time she went by the name of Edward which was her father’s name. As a year or so passed it was obvious that this young ‘man’ was an excellent scout and gradually moved up to going on solo missions or taking out a few FNG’s.

As it was she could spot danger from a distance away, however she did not spot the danger when it was found out she was a woman. One of the young maids had rather crush on her …after a rather interesting encounter  she was then revealed her as a woman. Still Eleanor’s superiors had no wish to loose such a useful soldier and thus the matter was over.

However life in the army took its toll on her, she suffered many injuries and carried many a young recruit back from a mission across her shoulder.  It was worse though when a dying boy would be left while one of the officers would be treated by the healer for some sexually transmitted disease.

As time went on Eleanor slowly became Storm, she began to drink, became insubordinate and was given more and more dangerous missions. Ridiculous missions that made no sense, on the whim of an officer or noble. As it was she was always loyal to her men and normally brought them back in one piece. The woman never left a man behind.

However things finally completely broke inside, when a young FNG was sent with her for no good reason other than he had turned down one of those bastard high ups for a night of passion. It was a vile and terrible exploration into enemy territory and in the end due to the lads inexperience ‘Storm’ lost two of her men, and had to carry him home on her back.  Yes it was as he died there, his blood falling over her clothes and to her skin. As usual the healers were performing their deeds on those that were much higher in rank. As well as needing it less….

Already Storm was drunk which only added to her anger and as the boy took his final breaths the thumped both the priest and then her commander. She also punched out some noble too it was indeed the one that had been turned down.


She could endure the beating the whipping, she had suffered worse, but this was something more than that and apparently she was court marshalled to be killed as she had taken things too far. Obviously this was the last straw and Storm had gone too far well as a flogging she was sentenced to death. Luckily some of her squad helped her escape.  Now the woman is on the run and still as drunk and twice as ornery. 

Sabriel

In 3rd and 3.5 yeah they do

But well for this I am sort of ignoring the prestige class mostly, there are some ones with pathfinder which would work for it but mostly Ranger works best.  Since Ranger is really actually better at representing the Vigil of Vesh than the actual prestige class I think specially in Pathfinder.



Black Howling

Quote from: Sabriel on June 14, 2011, 01:33:51 PM
In 3rd and 3.5 yeah they do

But well for this I am sort of ignoring the prestige class mostly, there are some ones with pathfinder which would work for it but mostly Ranger works best.  Since Ranger is really actually better at representing the Vigil of Vesh than the actual prestige class I think specially in Pathfinder.
I'd agree.

TheGlyphstone

That is something big in PF's favor - 3.P made almost all the base classes worth taking to 20...Fighter's probably the one one that's still dipping material, and even it gets actual class features now to make levels worthwhile.

Black Howling

Quote from: TheGlyphstone on June 14, 2011, 03:31:53 PM
That is something big in PF's favor - 3.P made almost all the base classes worth taking to 20...Fighter's probably the one one that's still dipping material, and even it gets actual class features now to make levels worthwhile.
Yeah, with the movement and freedom they eventually get with heavy armor mixed with their weapon training, they turn into combat machines. Though, while cool, it tends to feel like you are only good at killing things when you get to the highest levels.

TheGlyphstone

Quote from: Black Howling on June 14, 2011, 03:50:37 PM
Yeah, with the movement and freedom they eventually get with heavy armor mixed with their weapon training, they turn into combat machines. Though, while cool, it tends to feel like you are only good at killing things when you get to the highest levels.

Which, sadly, is why I still don't like them - despite their buffs and bonuses and bigger numbers, they still have exactly two tactical ploys in combat...move and hit once, or stand still and hit multiple times - they're boring. Every other class - heck, even Monks, the former red-headed stepchildren of 3.X - at least has options aside from 'I full attack it'. WoTC finally got melee right with Tome of Battle, but that was the very end of the 3.5 line; I wish Paizo had taken more lessons from that like they did with the monk, rogue, and paladin, instead of just throwing extra plusses at the fighter.

Black Howling

Quote from: TheGlyphstone on June 14, 2011, 03:56:45 PM
Which, sadly, is why I still don't like them - despite their buffs and bonuses and bigger numbers, they still have exactly two tactical ploys in combat...move and hit once, or stand still and hit multiple times - they're boring. Every other class - heck, even Monks, the former red-headed stepchildren of 3.X - at least has options aside from 'I full attack it'. WoTC finally got melee right with Tome of Battle, but that was the very end of the 3.5 line; I wish Paizo had taken more lessons from that like they did with the monk, rogue, and paladin, instead of just throwing extra plusses at the fighter.
There is still a lot you can do with them, and they are actually targeted still at a specific type of player; the slayer. For that kind of guy, they work fine. Some people can still make them interesting, and unfortunately they still come out to be one of the best melee roles in the later levels due to their sheer number of moves. I also like the new combat maneuvers, which can spice it up a little. All in all, I find them fun to play if you make the effort to build them interestingly; but you are right, it's not as easy to make them fun as it is the other classes.

Though I'd like to have seem some Tome of Battle laid in as well, but almost any non magic class would need martial maneuvers or something similar to close the gap.

Zaer Darkwail

Well, archer figther is kick ass as it gets more dmg and hit done with bows over the level along with increased perception and also range with bows. But true they could had got some powerful abilities after 10th level like able perform full attack while perform double move action (or full ranged attack while double moving). But compared other classes the figther becomes master with their armor and weapons and gains passive constant buffs to melee prowess while others are situational or daily limited.

Altough so far best figther variant is the one which adds combat focus feats as standard and add some extra stuff; like able perform evasion in heavy armor, not be flat-footed when flanked and gain fast healing and increased will save and everything so long you hit a target in melee.

Ixy

______________________
The big print giveth, the small print taketh away.

sleepingferret

I personally don't like every change Paizo made.  While for the most part I like the changes they made to the core classes and even races are fine.  And the simplification of the Skill Point system...OMG, less math....thank the gods.

Other changes though sorry Paizo, I'm using your book(s) or PDFs to fuel my bonfires.  The core book for Pathfinder is organized horribly especially the equipment chapter....so is the online SRD for that matter.  Think I wanted to shoot myself in the foot when I looked at it...so I just confirmed the prices and stuff were the same and grabbed my D&D book out.

I liked the addition of some of some neat feats to the core book for Pathfinder, but I like my insane horde of feats from D&D much better.  And prestige class options for that matter.


Now as for fighters just being the, hi I'm going to hack you to pieces guy...well...unless you choose some nifty feats to do your job in style, then yep that's all you're good for.  Though I still say, so what.  Don't forget about the disarm and sunder options as well though, I've seen so many useful uses for that, especially in high level campaigns.

Even going back to 2nd edition, I don't know how many times using my ability to perform multiple attacks in a single round to disarm several opponents rather than just try and inflict a fair amount of damage to one or more of my opponents was a better idea.  Disarm them, then hack them to pieces.  Unless, they're monks or ninjas or whatever and have unarmed fighting abilities they aren't going to do very well trying to stand toe to toe with a high level fighter.

Black Howling

Quote from: sleepingferret on June 14, 2011, 04:51:56 PM
Now as for fighters just being the, hi I'm going to hack you to pieces guy...well...unless you choose some nifty feats to do your job in style, then yep that's all you're good for.  Though I still say, so what.  Don't forget about the disarm and sunder options as well though, I've seen so many useful uses for that, especially in high level campaigns.

Even going back to 2nd edition, I don't know how many times using my ability to perform multiple attacks in a single round to disarm several opponents rather than just try and inflict a fair amount of damage to one or more of my opponents was a better idea.  Disarm them, then hack them to pieces.  Unless, they're monks or ninjas or whatever and have unarmed fighting abilities they aren't going to do very well trying to stand toe to toe with a high level fighter.
Kind of what I was mentioning. Though the books aren't near as poorly organized as white wolf stuff. I love their games, but damn are they hard to look through!

TheGlyphstone


sleepingferret

Depends on which of the White Wolf books you are referring to.  I found most of the ones I've used to be fairly usable.

Black Howling

Quote from: sleepingferret on June 14, 2011, 04:59:20 PM
Depends on which of the White Wolf books you are referring to.  I found most of the ones I've used to be fairly usable.
World of Darkness, new and old, and Exalted. Maybe it's just how they do things, but their books tend to confuse me as they are terribly organised in my opinion. Though the Scarred Lands we are going to be playing in here is a creation by white wolf publishing. It's a little known fact that swords and sorcery studios is actually controlled by white wolf publishing.

Isengrad

The Anima book took me a little while to Figure out. a lot of the info needed to create a character is sprinkled throughout the book.

original artwork by karabiner

TheGlyphstone

#158
The Scarred Lands are cruel, even to those blessed by good fortune, and utterly merciless to those cursed by its opposite. Born deaf as stone, Nurthan happened to fall into the latter category. He was abandoned by his parents before he was old enough to remember them, left on the steps of an orphanage in Meliad, the capital of Darakeene, and grew up isolated and alone from even the other orphans by the lack of sound to connect them. The priests and priestesses of Madriel who ran the orphanage tried their best to care for the silent boy and even educate him – despite his deafness, he was a keen learner – but in the end, destined only for begging on the streets. He begged for years, living off occasional coins and charity meals from Madriel’s temples, but the thought of joining the First Angel of Mercy’s clergy.

Instead, he learned from and ‘listened’ to a new regular visitor to his street corner, one of the much-maligned Redeemers of Golthain. The preacher of the Faceless Titan was old, friendly, and very persistent, reciting his tales of the maimed titan lord’s mercies and kindnesses to anyone who passed by. From his lips, the still-young Nurthan discovered a story in opposition to the vague tales taught in the orphanage. There, it had been only ‘The Titans’; he knew their names, but only as a near-inviolate mass of evil beings rightfully torn down and destroyed. The story of Golthain, tormented by his siblings for his softhearted nature and cut down without crimes at the hands of the gods, resonated with him. Nurthan, too, had been cursed and crippled by the gods for no fault of his own, and it was not long before his name joined those on the Redeemer’s List of the Gracious. And when the old man was cut down for his pocket change by a band of marauding street thugs, it was Nurthan who took up the List in his stead. Eventually, he left Meliad and began his travels across Ghelspad, seeking out those harmed or injured by the predations of titanspawn and titanic cults, applying the lessons of mercy and forgiveness taught to him by the acolytes of Madriel towards earning the forgiveness of his adopted patron.

That was close to thirty years ago. Thirty years of travelling, of constant labor and work to ease the pain and suffering of the unfortunate. Thirty Lists of the Gracious, delivered to temples to be burned or thrown away unread and mocked or denigrated. But it has also been thirty years of purpose, of meaning – Golthain gave Nurthan a reason to live when before he had nothing, and for that the voiceless oracle will champion the Faceless another thirty years, and thirty after that if need be.

http://plothook.net/RPG/profiler/view.php?id=8805 - unspent cash pending PM.

Description:
Tall and thin, Nurthan is a great distance from what one might imagine as the typical insane street preacher, though nor does he look like a crazed and malevolent titan cultist. Used to travelling in the darker places of the world and fending off marauding bandits or the occasional titanspawn, he forgoes flowing robes and tunics for practical armor and a stout, heavy shield, functional and bare of any symbology or decorations. His face is lined with his years, and his dark hair is beginning to thin, but his eyes are bright and exceptionally keen, easily focusing on small details that others would miss. Around his neck, a pendant stylized to resemble a shield with a ring of small gems around the rim is the only visible piece of jewelry or finery that he wears - his translator and 'companion' Hermenos, a blunt, talkative, and somewhat insufferably pacifistic intelligent amulet with a penchant for languages.

Sabriel

OK I will be making my decision today bellow is what I have had proposed and have sheets for, If you are still working on a character please post it before 21:00/9:00 pm GMT today.   

-Ranger of Tanil
-Fighter/Cleric of Tanil
-Rogue (Fugitive/Investigator)
-Celestial Sorcerer of Madriel 
-Fighter/Pyro of Denev
-Barbarian of the Beastlords
- Elven Monk
-Half Elf Soulknife
- Oracle/Redeemer of Golthain


Senti

Storm was likely once an attractive woman, but the years have not been overly kind to her neither has her life. Her once long brown hair is now almost scalped; she cuts it with her dagger after all in a fight, hair is a disadvantage. She has a scar up one side of her face that missed her eye by a faction though it has left her mouth looking like Storm has a permanent sneer.

There is a long rope like scar that trails down the back of her head and then under her clothes. It looks like that one should likely have killed her. These are as it is those are the only ones visible. There are many more else where. She is usually attired in somewhat dirty leather armour or unwashed clothes. Her breath smells of booze for the majority of the time and she often hacks up unpleasantness.

The woman stands about 5’8 and her frame is lean and sinewy, relying more on her dexterity than strength.
(Personality and CS to follow)

TheGlyphstone


sleepingferret

*blinks then looks at the clock* Hmm...it is past 22:00 GMT, omg....it's the ZOMBIE APOCALYPSE!!!! AHHHH!!!! Everyone run for it!!!!


Senti

http://plothook.net/RPG/profiler/view.php?id=8814

Ok here is my sheet thus far, almost done, I would like to say I don’t know the system for the most and the sheet was being a pain in the arse and giving me no end of naughtiness..

I am however a roleplayer not a rollplayer, and have tried to make a sensible and interesting character within the bounds of this settings reality.

sleepingferret

Honestly online sheets are helpful and all....but even for those of us, used to the game system in question...online sheets are a pain in the ass.

They always do something or work in a way they aren't supposed to (or do something we don't want them to).

Senti

I have no issue with sheets at all i am just not used to this system. (Sorry WOD head here that and SLA Industries)

But will get this right

Sabriel

So after a lot of thought I have decided on the following choices

Jamil Eskross: Ranger of Tanil
Weom Whiteclaw: Barbarian
Rhaella Stormbringer: Sorcerer
Shiloh: Monk
Nurthan the Penitent: Oracle of Golthain
Storm: Fighter/Rogue (Who will need some help and guidance from me at least with her sheet, ill chat you about that.)

Assuming that all the above wish to take part of course, if not I will choose others to fill there place and well if slots open up ill be sure to notify people if they wish.

Thank you for all the interest and lovely character concepts I am sorry if I did not choose you.

I will have an OOC and place for characters and relevant information up tomorrow and hopefully begin the first post IC too.


TheGlyphstone

#167
Quote from: sleepingferret on June 15, 2011, 04:32:00 PM
Honestly online sheets are helpful and all....but even for those of us, used to the game system in question...online sheets are a pain in the ass.

They always do something or work in a way they aren't supposed to (or do something we don't want them to).

Huh. I love online sheets to the bottom of my heart, and will always use them over a handtyped stat sheet when possible.

...EDIT: And here I was anxiously waiting to see if I got in.

@Sabriel: I wasn't entirely clear from the opening post - will the assembled characters already be familiar with each other, or are they newly met?

Isengrad

congrats to those who got in, Pm me if there is any change

original artwork by karabiner

PhantomPistoleer

Always seeking 5E games.
O/O

Mysterica


Sabriel

Thank you again all BTW and well if any spaces do open up ill be sure to inform those who wish it :)

As for knowing each other newly met, that is something I intended to ask in the OOC thing when I set it up but I may as well mention it now.

Basically it is up to you to decide if you have met each other before, I was going to suggest that you may at least be slightly acquainted with one another.  Perhaps in seeking employment from the same employer you have run into one another and found a little bit about those you may soon be working/traveling with.

I am sure some of the characters may be quite renowned in Shelzar for certain things, so you may of heard of one another as well or even met in the past.  I am not going to enforce that you are all the best of friends and like knowledgeable of the color of each others undergarments however.

:-)

Black Howling

Awesome, surprised I managed the cut with all the great concepts thrown about. Glad to be here, and I'll definitely be participating. :-)

Can't wait to get the game started.

Zaer Darkwail

Thanks for the consideration, good luck and happy gaming :).

Cadavar

Quote from: Sabriel on June 15, 2011, 04:41:22 PM
So after a lot of thought I have decided on the following choices

Jamil Eskross: Ranger of Tanil
Weom Whiteclaw: Barbarian
Rhaella Stormbringer: Sorcerer
Shiloh: Monk
Nurthan the Penitent: Oracle of Golthain
Storm: Fighter/Rogue (Who will need some help and guidance from me at least with her sheet, ill chat you about that.)

Assuming that all the above wish to take part of course, if not I will choose others to fill there place and well if slots open up ill be sure to notify people if they wish.

Thank you for all the interest and lovely character concepts I am sorry if I did not choose you.

I will have an OOC and place for characters and relevant information up tomorrow and hopefully begin the first post IC too.

Thanks for this opportunity... I look forward to hearing from you soon in regards to starting the game :)

On the subject of knowing some of the group, I would consider that... Anyone in the group can PM me if they feel that they would know my Barbarian :)

Sabriel


OK some of the threads are up.

OOC Thread
https://elliquiy.com/forums/index.php?topic=110411.0

Characters/System Thread

https://elliquiy.com/forums/index.php?topic=110412.0

Please post chosen characters in the relevant thread :)

Thank you all

sleepingferret

Aye thanks for the consideration.  I'll be around somewhere, if need be.  Good luck all. :)