The world is vast and dangerous. Beyond the kingdom humanity and their humanoid allies have carved out for themselves, the world is vast, and filled with horrors beyond humanity's worst nightmares, and tribes of savage humanoids who prove their devotion to their maddening gods with blood sacrifice. Humanity struggles on, however, and life struggles onward, though many threats are poised to destroy this. Humanity's only hope is that the sanity-eroding magics of their magicians and preists, and the resolve of their swordsmen is enough to hold the day.
6th level characters.
13,000gp starting gold.
Rules- Generic Classes
, Prestige Bard, Paladin, and Ranger
, Character Flaws
, Character Traits
, Recharge Magic
, Legendary Weapons
, Item Familiars
All of the Prestige Classes listed here
(but Blackguard) are allowed, as are all of the PrC's I linked to under rules (but the Tainted Sorceror and the Tainted Warrior).
No alignments. Spells that work along Law/Chaos lines fail, spells that effect Evil instead effect people with Severe Taint, and spells that effect good effect characters with no or light taint. Spells that effect Neutral creatures on the good/evil axis effect creatures effect creatures with moderate taint. Everything else is just a matter of roleplaying.
Arcane spellcasters use the low sanity loss option for spellcasting, while divine casters use the moderate sanity loss for spellcasting, as their powers are a direct result of their following of Nether Things.
Characters have Sanity Resistance equal to their Wisdom bonus, minimum 0. This applies to spells.
Yes, the spells you learn from Forbidden Tomes are added to the Spells Known for spontaneous casters.
The prerequisites for Dragon Disciple are changed to "Must be able to cast Charisma-based arcane spells".
If you want a Legendary Weapon other than the ones linked to under the Rules section, or here
, post it's name and un-Scion-enhanced stats, and I'll work out its abilities, though you might not be happy with it.
Humans: Humans are the dominant species in the kingdom of Del'thenog, forming much of both the ruling elite and the peasantry. Most of the knights of the kingdom are humans, as are many of the soldiers who protect humanity from daily attacks from the north, by their skill in manning the Great Northern Wall.
Dwarves: Most dwarves dwell in strongholds within and above the Ironsheild Mountains, protecting the kingdom from attacks from the East.
Elves: Elves dwell within the Bloodroot Forest to the south, which is inhabited by many vicious beasts created by the Elven Lifeweavers, notable creations of theirs being the griffons, hippogriffs, pegasi, and unicorns. Despite this, very heavy fighting is seen here, and many elves die every day. Fortunately, their long lives mean that the typical elven couple produces dozens, if not hundreds of offspring by the time they die of old age. It's notable to point out that the starting ages shown in the PHB is the result not of slow growth, but of 90 years of compulsory military service.
Halflings: Halflings are the traders, fishers, and wandering gypsies of the kingdom, and are welcomed into many towns with open arms.
Half-orcs: Orcs are a savage people, who, despite the dwarves' best attempts at exterminating them, continue to not only exist in the mountain reaches, but persist in raids against human villages for victims to sacrifice to their dark gods. Often, they save the human women for last, but this is a mixed blessing, as they are very roughly raped by a number of male orcs. Sometimes, a squad of dwarven soldiers arrives in time to rescue them, and when they do, it is often found that at least some of the women are pregnant with hybrid children. Sometimes the mothers take care of them, but often, they are simply thrown into the city streets to fend on their own.
Gnomes: Gnomes are a people both blessed and cursed with a more intuitive understanding of magic than most humans. It is a blessing, as more gnomes become adept with the magic arts, and a curse, as they are more likely to go insane as a result of this, and even the most well-balanced gnome is likely to be lumped in with all of the crazy ones by most people, just as they are respected for their abilities.
Half-elves: Basically, half-elves are the same as core half-elves.
Organizations: There are a number of organizations in Del'thenog. Of note are a number of knightly orders to whom membership is a requirement to advance in a particular prestige class. Of these, there are the Order of the White Stag (ranger PrC), Order of the Ebon Rose (paladin PrC), the Order of the Iron Keep (Dwarven Defender PrC), the Order of the Silver Arrow (Arcane Archer PrC), and the Order of the Knights Arcane (Eldritch Knight PrC), though possession of the PrC is not a requirement of belonging to a particular order (though many of the members do). Also, there are theives guilds who teach their members particular techniques, like the Whispersong Guild (arcane trickster), the Dark Blades (assassin PrC), and the Shadowfire Guild (shadowdancer PrC). The Bard's Guild trains its members in lore and performance, and all members of the Bard PrC must be members. All spellcasters in general must register with the Mage's Guild to operate legally, and which offers psychological treatment to it members for free (as mandated by law). In addition, there are circles of mages within this system who share the secrets of their own specialties: the Cr'ltag Circle (Archmage PrC), the Kitrang Circle (thaumaturgist PrC), the Vry'thok Circle (Loremaster PrC), in descending order of esteem.