You've journied long upon a narrow mountain path, each muscle in your body ache from exhaustion and cold, soon darkness will decend as the sun disappear over the horizon. A looming sense of doom burden your already heavy hearts, as snow falls with increasing fury and winds howl around you. Chosen or sacrifice, each year two from your duchy are fated to brave the dark portal and free yourself from the influence of demons, once a scourge upon your ancestral lands. Since the tradition's inception your lands have known peace, yet whispers in the shadows question the wiseness and need, perhaps you were among them, despite the truth you're facing uncertainty as you continue to trudge along the path.
The stench of sulpher and foul magic is carried through the fridgid air and grey smoke billows from an icey outcrop, signs you're close to the journey's end. A sharp pain runs through your system, as the guards whom've accompanied you directs a blunt strike with their spears towards your exposed backs and forces you and your companions to stumble forward. An unnatural warm feeling begins to spread through your nether region, causing your sex to drool in anticipation. Unable to linger upon the lust building up inside, your legs betray you and you disapper into the cloud of smoke.
Your eyes flutter open, dim light slowly illuminating your cave-like surrounding and companions are in a similar confused state. Welcome to Mareth, champions....
A setting inspired by Fenoxo's Corruption of Champion, a game heavily featuring themes of transformation, corruption and smut also starring a particularly well-endowed wolf-morph named Urta. Knowledge of the original world of Mareth is not required and I've only used a basic skeleton that I've modeled the world upon.
I've worked with the world during the second half of December quite extensivly and establishing guidelines for expanding different items, areas and NPCs. While originally developed with solo play in mind, I believe it could work for a duo, possibly trio, campaign and would like to see what can come of it (made some allowances for NPC companions in vein with CoC's at the beginning). Despite the inital text, it's very much a Sandbox campaign and you're free to set your own personal goals after an inital period of exploration and general orientation.
Very much a work in-progress, with areas that remain completly blank and empty, and can possibly provide unforseen hiccups further down and slow planned additions. Yet it also allows for player ideas to be integrated as part of the world's ongoing development, which is something I'd like to see as its creator. An alglam of different people's ideas creates a much more interesting tales and settings (besides, I get to dump part of the workload on you xD).
Looking for 2-3 players.
Basic World and Setting Info:
-Areas are divided into Biomes. Your adventure will start in the Forest Biome, that connects to Deep Forest and Subterran Biomes. Currently only the Forest is in a ''complete'' state. The different areas are also fairly level dependent, so bewary during inital explorations of a new Biome.
-Travel through regular means exists in a sense, though is slower than the other option and means you'll miss several secrets. When going off the beaten path your emotions and thoughts influences your travel and destination more than speed and direction, once a location have been wisited you can easily return too it using this form of travel. Mareth exists on a flat plane, so time is equal everywhere, as opposed to our spherical Earth with timezones.
-Safe edible food is scarce and expensive. You start with 5 trail rations, use them well.
-There exists three hub cities in the world. First is a Tel'adre-like, neutral center and gathering place for different tribes, factions and races. Second is a darker place, what would be illegal elsewhere is here embraced and it reeks of demonic corruption. Third, you'll just have too find out about in-game.
-You'll have access to a relatively safe location early in your travels, provided you're able to find and open it.
-Mareth is in tumultous state, factions and powers greater than the PCs, at least initally, seek to expand and secure their power, with everyone else fighting tooth and nail over scraps and niches that are left. An outside threat is currently standing largly unopposed by the fractious Mareth, mercilessly conquring everything in their path.
-Dungeons exists in all biomes that provide a much greater threat than its surroundings, but also larger rewards and treasures. Dungeons within the Forest Biome are, Fey Court (6th level), Fort (8th level) and Lair of the Portal Master (??), rest are for you too find.
-The world have its own pantheon (very incomplete though), however you're free to worship any deity of your choice and characters are unaware of them at the start of the game (can provide any potential players the info, if asked for, here or elsewhere).
-Starting Level: Gestalt 1//1, Medium Progression
-Allowed races: Core races only, alternate trait options are available
-Class: All allowed, no third party.
-All attributes start at 8 and you recieve 24 points to increase them in a 1:1 ratio with the highest being 16 before racial modifiers.
-HP per level: Full HD first level then 1/2HD (Rounding Down)+HD roll/2 (Rounding Up)+Con mod (i.e Barbarian: 6+1d12/2+Con or 6+1d6+Con).
-All Characters recieve 1 extra skillpoint that goes into a Craft or Profession or Perform skill of choice to represent previous work experience. In case of Perform it counts also as trained.
-2 Traits, max 1 Flaw for an extra trait. Can choose campaign traits that don't require interactions with a particular NPC, though because of their more powerful nature you can't gain an extra trait from choosing a flaw.
-No starting wealth, instead you choose a class kit, a simple weapon with one set of ammo if ranged, and >10gp clothes. You have that and what your class gives you, such as Spellbooks or Divine Symbol or Battered Guns.-Description:
A suggestion is to keep it modular. Reference pictures are welcome, though I doubt they'll be accurate for too long.-Personality:
You are a tribute to the portal, what defining events lead up to the moment you stepped through the portal and being chosen''. Your characters are from the Feudal Kingdom of Generic and as such most things and ideas are possible to include.-Other:
Choose, or roll for, two of the following Bonds to help describe your inital relationship with the other Player Characters. If you have your own, feel free to suggest and I'll most likely approve it. Can be done after apps are selected and most likely require some delibiration between players.
1. __ helped me when I needed it the most and I want to return the favor.
2. I'm in awe of one of __'s skills and would like to learn that as well.
3. Bullied by __ during childhood, but we overcame it and are now close friends.
4. I owe __ money, and not sure if hir have forgotten it or not.
5. __ tells tall-tales that I love to listen to.
6. Never beaten __ in a particular game, but one day I will win.
7. Know a secret about __, that hir would never like to be made public.
8. I've never seen __ cry, one day I'd also like to become as strong as hir.
9. __ always tried to drag me on adventures.
10. Never got to know __, but maybe I can do so now.
A short On/Off list for your character would be helpful, or you can simply reference your own personal list.
Being a game of transformations, a short discussion about what you'd like to see and not see inflicted on your character together with the extent of any changes. I feel this is required so I know what items (also design them) and events to give you, how to handle them and what to avoid.
What is your favorite biome? If you can't decide or are sure, here are a few examples: Plains, Mountain, Cityscape, Beach, Desert, Tundra, Coralreef, Archipelago, Jungle, Boreal, Volcanic, Steppes.
You can create a sheet using Myth-weaver, Google Docs or other application, as long as its easily understandable.
If I've forgetten anything feel free to ask.
-Ignore alignment restrictions and other fluff requirements for base classes, with the exception of the Divine casters who still must remain close to their gods and Paladins can't be evil, nor can Anti-paladins be good. A neutral Antipaladin could worship a good diety however.
-Divine Casters are allowed to worship an ideal/ancestor/nature instead of gods, choose domains within reason.
-May only advance one prestige class on either side of the gestalt leveling, but can continue advancing base classes on the otherside.-Combat:
-Natural 20s counts as critical hits that require no confirmation roll.
-In case of Initiative tie, players go first and are allowed to choose order amongst themselves.
-You can always place yourself behind in Initiative at the beginning of combat, though you’re locked once you’ve done so.
-Lust: Renamed nonlethal damage
-You're only able to use a limited number Natural Attacks gained from transformations, other sources funtion normally. (1-3: 3; 4-8: 4; 9-13: 5; 14-18: 6; 19-20: 7)-Feats:
-Dervish Dance: You have learned to turn speed into power, even with a heavier blade.
Prerequisites: Dexterity 13, Perform (Dance) 2 ranks
Benefit: When wielding a light weapon or Scimitar, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the light weapon or Scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The light weapon or Scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
-Crane Wing: You move with the speed and finesse of an avian hunter, your sweeping blocks and graceful motions allowing you to deflect melee attacks with ease.
Prerequisites: Crane Style, Dodge, Improved Unarmed Strike, base attack bonus +5 or monk level 5th.
Benefit: Once per round while using Crane Style, when you have at least one hand free and are either fighting defensively or using the total defense action, you can deflect one melee weapon attack that would normally hit you. You expend no action to deflect the attack, but you must be aware of it and not flat-footed. An attack so deflected deals no damage to you.
-Spring Attack: You can deftly move up to a foe, strike, and withdraw before he can react.
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4
Benefit: As a full-round action, you can move up to your speed and make a single melee attack action without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
(This allow for stacking Spring Attack with for example Vital Strike)
-Weapon Finesse: Gone. All Light weapons (and natural weapons) along with the rapier can be used as per the feat description without needing to take it.-Items:
-Commonplace Guns: Guns are martial weapons. 25% Cost for ammo and early weapons, 75% cost for Advanced Weapons and ammo.
-Merciful enchantment is renamed Lustful.
-Ring of Sustenance? What is that you speak of? Same goes for similar items.-Spells:
-Create Food, Goodberry and similar spells do not exists. Create Water is an exception. Ancient artifacts, wands and scrolls might however be able to replicate them.
-Teleport only allows you to teleport within your current biomes and connected. Greater Teleport have no such limitations.
-Endure Elements is a 3rd level spell. Sun domain instead gains Sun Metal as a replacement.
-Plane shift and similar spells are limited to the Etheral and Shadow Plane along with planes created by spells such as Create Deimplane.-Skills:
-Opposed Skill checks ties always favor the characters (If character vs character tie: highest modifer wins, as per 3.5 rules.)
Edit: I had to fix some word sallads.
Edit2: Create Water added as an exception.