And it shall come to pass that what men made shall be shattered,
and the Shadow shall lie across the Pattern of the Age,
and the Dark One shall once more lay his hand upon the world of man.
Women shall weep and men quail as the nations of the earth are rent like rotting cloth.
Neither shall anything stand or abide...
Yet one shall be born to face the Shadow,
born once more as he was born before,
and shall be born again, time without end.
The Dragon shall be Reborn,
and there will be wailing and gnashing of teeth at his rebirth.
In sackcloth and ashes shall he clothe the people,
and he shall break the world again by his coming,
tearing apart all ties that bind.
Like the unfettered dawn shall he blind us, and burn us,
yet shall the Dragon Reborn confront the Shadow at the Last Battle,
and his blood shall give us the Light.
Let tears flow, O ye people of the world.
Weep for your salvation.
Welcome to wheel of time d20 game recruitment/discussion thread. In here we shall collect ideas and thoughts regarding a possible d20 campaign. The system is as said d20 and uses the wheel of time rpg book but in addition we use following links in addition;Under Dragon's BannerAge of IllussionSharn Penndroen's Treasure Horde Wheel of Time (3.5 DnD rule updated classes)Wheel of Time Wiki (for some reference info)
I myself I had read books years ago and need seriously pick them up again but I remember the beginning of the story quite well still. So my own suggestion (as potential GM if no one else feels grasp the role as storyteller) is that we start from Eye of the World book. So game would start from Emond's Field in Two Rivers. There is spot for five players, and their not come first serve filled slots. But those who most fast ask for spot and generate a full charsheet with mythweavers or using a nice clear charsheet template have higher chance to be selected.
Now, a must filled spots is for the three men who all are ta'veren and all have been raised in Emond's Field (rest two slots can be anything from wandering merc to visiting tinker or local wisewoman). The exact names, professions or their classes are up to players. But when applying as ta'veren you need choose three universal aspects which are tied to your road of destiny and also tied to end what you will have eventually. Your status as ta'veren does not give special feats or powers what you can freely choose but when you try pull off something what is associated with one, two or three of your destiny aspects, that more likely you succeed even if it's against ultimate odds. What more aspects tied in, that more likely things turn to your favor but the way how
it does is up to GM. Now example list of destiny aspects but not limited to;
Now, every Ta'veren must choose one negative aspect (like death, madness, betrayal etc) and none the three aspects must be in conflict (death vs life, luck vs unlucky etc). This whole ta'veren destiny aspect thing is entirely meant to as storytelling tool and as measure stick for GM to see is something possible or not and when GM should feel generous to add supernatural odd chances of luck or events favorable to do something. Example you can turn negative aspects to your advantage (betrayal example can help turn one minions of shadows as your ally even if same aspect can turn one your friends traitor to get unwanted advantage in goal which feels insignificant by loss of a friend). Ta'veren are closely tied to wheel and so despite where they go or do, they will affect world around them until time of ta'veren ends (not always in death but when their ultimate destiny hits them).
Anyways besides above the char creation rules are;Stats:
32 point buy or use invisible castle
with Elliquiy username and use Grid method with (need edit 4d6 to 5d6) 5d6 (take 3 highest). I would appreciate you do not scroll page back and forth to get better rolls with invisible castle and go with 'iron man' style. Grid gives a lots of rolls already and you can assign them as you want them.Starting level:
Any class is free to take, it may be that all three male ta'veren are already wilders but for party balance no more than 2-3 wilders in five man setup for now. Also something like Armsman needs make somehow sense in Emond's field (perhaps father taught the trade along side smithwork).Feats:
Besides background feat a +1 more. Also in each pairless level (1, 3, 5, 7 etc) you gain feats instead in usual format.Wealth:
Basics belonging to class.House rules:
-Wilders can learn weaves per level while initiates cannot. Initiates must study weaves from other weave users (usually from tradition where they initiated). It is meant to balance the fact that initiates more longer run gain more weaves per day and more feats compared to wilders. Also helps drive in for initiates to go seek someone teach them weaves and be very observant in weave lesson classes (also more often than not students share weaves with friends or trade them for favors).
-Half class levels from other classes stack up to your channeler level (need to have one channeler level to gain this benefit). It does not give any other benefits for channeler besides higher level weave slots (does not give more weaves learned, not even to wilders). This ruling makes possible Rand al'Thor was able to be blademaster and all that a powerful channeler in cannon Wheel of Time.
If any any questions or suggestions, please do :).