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Post by Jongluer on Sept 4, 2004 4:38:17 GMT -5
The two new Dwarf gods that are introduced are the parent gods, known as Thundrak and Lilinoma.
Thundrak (Greater God) Lawful Good
Thundrak, Lord of Mountain and Sky, is the Father of the Dwarves. According to Dwarf legend, he carved out the Dwarf Hold Mountains for the dwarves with his mighty Hammer. Also, he supposedly created the great caverns and tunnels with mighty lightning bolts. Thundrak emphasizes Dwarf strength and power, and focuses on the Father/child relationship. Thundrak, is represented by a gigantic dwarf with blonde hair and beard he wields his Hammer known as Thunder in one hand, and a lightning bolt in the other hand. His favored weapon is his hammer.
Portfolio: dwarves, kin, building, sky, and mountains. Domain: Weather, Earth, Law, and Lightning (new domain described at the end of this deity description) Cleric Training: Clerics of Thundrak, are taught by a master cleric, in a one on one relationship. They are brought through all of the Dwarf holds and taught about every aspect of Dwarf life. They also learn about the skies, mountains, and the history of the dwarf people. When they have become masters of these subjects, they are given the mantle of Cleric of Thundrak and are thereby turned into protectors of the Dwarf way of life. Quests: Guarding Dwarf Holds, settling disputes, forecasting the weather, building new parts of a hold, are all tasks held in high esteem by Thundrak. Prayers: A prayer to Thundrak is performed when a blessing is requested or to inform the god of a great achievement by his children, they often begin, “Thundrak, Lord of Sky and Mountain, Father of My People, here me now!”<br>Temples: Temples to Thundrak are large stone citadels that sit both inside and outside the mountains, many of them dot mountain paths and peaks. Rites: The rites of Thundrak involve the telling of great tales (often historical), the most common of his rites are a funeral procession, which ends with a tale of the deceased’s life. Heralds and Allies: The Herald of Thundrak is a Celestial Dwarf Fighter 10/Cleric 10. Allies include: Medium Air Elementals, Large Earth Elementals, and Hound Hero Archon.
Lightning/Thnnder Domain: One who takes the lightning domain, gains the power of casting the light spell (caster level as half of their cleric level) 3/day.
1: Shocking Grasp 2: Resist Energy 3: Lightning Bolt 4: Shout 5: Energy Vortex 6: Chain Lightning 7: Control Weather 8: Greater Shout 9: Storm of Vengeance
Lilinoma (Intermediate God) Chaotic Good
The mother of the Dwarves, she believed that Dwarves should live in the wilderness and fend for themselves. Her husband, Thundrak believed that the Dwarves should live in the mountains and become great crafters (like his son Moradin). Lilinoma being against this gathered up the “faithful” dwarves and lead them in lifestyle. She teaches her people to revere nature, she also tells people to strike out against her husband’s dwarves. She respects the power of the mind. Her favored weapon is her people’s axe.
Portfolio: Dwarves, Mind Power, Wilderness, and War. Domains: Mind, War, Nature, and Chaos. Cleric Training: Her clerics are taught in a one on one relationship with the local shaman. They learn all about the enemy Dwarves, nature, the animals, and what herbs are helpful and what are evil. Her clerics, assist their people, healing them, and lead them into battle against “modern” dwarves. Quests: Her clerics go on quests to find new lands for her people to live in, fight the “modern” dwarves, and work to better their peoples lives. Prayers: The prayers to Lilnoma are mainly for guidance, they generally contain lines like, “Great mother, please heed my call…” Temples: The temples of Lilinoma are the huts of local shamans, and the barrows that can be found in the hills that dot the land below the mountains. Rites: The rites of Lilinoma revolve around the change of the seasons. Heralds and Allies: Her herald is a celestial Dwarf Barbarian 15/Cleric 5. Her allies are: Bralani Eladrin, Ghaele Eladrin, and a Planetar Angel.
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Post by Jongluer on Sept 5, 2004 0:04:00 GMT -5
The next organization on our list is the world spanning Mages Guild:
Mages Guild: The largest independent group of arcane users in the world, the mages guild is a world-spanning monopoly on magical items, rentals (having someone cast a spell for you), magical training, etc. The Mages Guild began as a collection of mages in the early history of the elves, eventually as more people (such as humans and gnomes) began to express talent for arcane (humans were mainly sorcerers, Gnomes turned to illusions to better suit pranks commanded of them by Kartalaflink), more were let into the guild and its services spread to new areas as well. Anyone can be tested for magical aptitude here, and then taught how to use it in the Mages Guild. Most Mages Guild sell, numerous magical items, including scrolls, potions, wands and minor magical items. They are sources of all information involving the arcane. Nearly every guild house has a library that takes up at least a third of the property in fact the guild headquarters in Caladon has a 10 floor building that is just a book archive. Besides selling knowledge, and magical items, the Mages Guild’s largest business is known as “spell rentals” or a member of the guild casting a spell on someone for a price, because of this, a large number of their mages are diviners and conjurers, capable of calling forth helpful images for the customer or calling forth beings that can operate guards. The Mages Guild has also been known to hire out mages to assist people in different ways evokers and abjurers are often hired the most (for bodyguard work). A Mages Guild house are large buildings at least three stories plus a basement. The outside is similar to local architecture, but the inside is quite different. Wide halls made for the pushing of carts filled with spell components, and the wandering of summoned beasts. The entire building permeates with magic no one will ever find a lamp since the walls alone emanate a queer blue glow. Bedrooms, studies, and labs line the halls of the building of course unless someone has an appointment they never get into these areas. The only areas people without appointments are allowed into are the large entrance hall (where one can make appointments), and the basement lab where people can buy spell components and magical items.
Typical member of the Mages Guild: Level 7 Wizard, with one magical item creation feat, a meta-magic feat, and spell focus. Read and Detect magic, Magic Missile, Mage Armor, Locate Object, Melf’s Acid Arrow, Protection from Energy, Fireball, and Lesser Geas are the spells most commonly shared by all members.
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Post by Jongluer on Sept 5, 2004 14:35:52 GMT -5
Our next world spanning organization, is another guild, this guild is in opposition to the Mages Guild, but there guild war is for the next post, this is just for the Guild of Psionicists...
Guild of Psionicists: An equally large organization in the world is the Guild of Psionicists. A group formed to protect psionicists from the common people, to educate the common people on psionics, to find and teach those with Psionic gifts. Created in the human land of Arthuria during a time in history known as, “The Awakening” in which the Psionic gift appeared in the populace as a whole, groups banded together and eventually due to their large numbers (during this age and shortly after, Psions were more common than wizards) were instated as a guild by the crown and often consulted on public affairs. Still fate is a fickle mistress, and it eventually took its light away from psionics and both arcane magic and psionics were balanced with each other. Psionics spread among the other races during “The Awakening” as well, and eventually Guild members were spanning the continent. The guild itself offers services that parallel the Mages Guild the only difference is that theirs are based upon Psionics. They do offer one specific service that is not seen in the Mages Guild, since a large number of Psionics dabble in telepathy, the Guild offers the services of mind readers to the public, a mind reader will often be used to tell if someone harbors intent to harm another, if someone is lying, or to run background checks via the person’s memories, besides the obvious private advantage this is, many guard forces use it to catch criminals. This unique service provides a large amount of revenue to the Guild. A Guild of Psionicists building is often a wealthy member’s house. The inside is lit with glowing crystals, giving the home a beautiful myriad of colors. The entire place is open to people, so one can always find someone or something that is useful, and get it for a price. The only areas that are shared by all guild buildings are libraries, though not as big as Mages Guild libraries, they hold more information on forbidden topics, though getting this costs money. The guild currently makes its headquarters in the island city of Dream World a place bustling with Psionic activity.
Typical Member: A Psion of 7th level with two Psionic feats and a Psionic creation feat. Powers between members vary so greatly that it is rare for more than two members in one chapter to have a large number of the same power.
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Post by Jongluer on Sept 6, 2004 18:24:34 GMT -5
The next organization we will look at it is for any and all adventurers... Adventurer’s Union: Not as specified or as widespread as the mage or psionics guild, the adventurer’s union is a group that helps many adventurer’s deal with the business aspect of adventuring such as payment, finding work, and selling items that adventurer’s do not have a use for. While they are not as focused in their services as other guilds, or groups they are a very useful group to be on good terms with if one is an adventurer. As mentioned, they help many adventurers with the business area of adventuring. They often are a place where one can find work, and even, contacts, if someone needs something done you can normally find someone to do it for you at the adventurer’s union, and if you need work, you can find it there as well. Also, many beasts that adventurers kill might horde things that people might need but that adventurer doesn’t, so the adventurer may sell it here for a fair amount, and then the items are sent to merchants or sold directly to common people. Besides finding work, and being a fence for items that are found (and according to rumor those that are stolen), the union also operates inns and contains a myriad of craftsmen that offer services to adventurers exclusively. A majority of these crafters are blacksmiths, but even carpenters, woodworkers, tailors, and book salesmen can find customers among the adventurer population. Adventurer’s Unions can be found in Caladon, Van (the capital of Vandalia), Forn Kaldr (the major city of the Dwarves, it is an area where all hold leaders come to try to make peace, though it normally ends in blood shed, it is also home to the largest temple of Thundrak), Altongrad (the Halfling capital), and the Gnome port city of Doppler.
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Post by Jongluer on Sept 11, 2004 13:26:33 GMT -5
In the next few posts, we shall learn about region/race specific organizations, the first is a powerful group who revere natures (also we find the first prestige class to this setting)...
Nature Stalkers: Rangers, Druids, and Barbarians, people who are attune with the natural world around them. These people will often set out to protect the land from those that do it harm, of course they all often have skills that allow them to better be attune with nature and to better combat its enemies, groups of elves with these skills eventually came together and decided on one thing, that the world had to be protected somehow, they decided they were the ones to do it. The Nature Stalkers are an elite group of elves, who have over time learned the power that nature holds, and that despite this great power, nature cannot protect itself alone. This group has studied things that can naturally protect themselves (such as predators or other powerful animals), and have unlocked the ability to tap into nature’s raw power (through spells and other abilities). They serve as an elite group who mainly protect the wilderness of the Elf Homeland, (though they have been known to go out to protect other parts of the world, and initiate other races familiar with the region to better protect it) the current Elf King is a former Nature Stalker. They’re main job is to protect nature from the unnatural and from those that cause it harm (many loggers and trophy hunters have been killed by Nature Stalkers), though they are also well known to provide healing, serve as guides, and are also slightly skilled at assassinations (though they will only do so if they consider this person a threat to nature). Seeing a Nature Stalker is hard, since they are known to blend in with nature and hide in plain sight.
Game Mechanics: The Nature Stalker Prestige Class See above for description Hit Die: d8
Requirements Race: Elf or Half-Elf (if not elf, look to special) Skills: Knowledge (Nature) 4 ranks, Listen 4 ranks, Hide 4 ranks, Survival 4 ranks, and Heal 2 ranks Abilities: Must have Wild Empathy Feats: Track, and Animal Affinity Special: Must have been deputized by a Nature Stalker and fought alongside one to protect nature.
Class Skills: Concentration, Craft, Handle Animal, Heal, Hide, Knowledge (Nature), Listen, Move Silently, Profession, Search, Spot, and Survival. Skill points per level: Int Modifier+4
Class Features Weapon and Armor Proficiency: A Nature Stalker gains no weapon or Armor Proficiency. Spells: A Nature Stalker learns to cast a small number of Divine Spells, as a Ranger or Druid would (look to their descriptions for rules). Summon Nature’s Ally: At second level, a Nature Stalker can use summon nature’s ally 1 or 2, as a spell ability 1/day, this increase once more per day at every even level. Favored Enemy (Aberration): At third level a Nature Stalker gains aberrations as a favored enemy, gaining a +2 on Bluff, Listen, Sense Motives, Spot, and Survival checks, and a +2 bonus on weapon damage rolls against aberrations. Wild Shape: A fifth level Nature Stalker gains the ability to wild shape 1/day as a druid would, unlike a druid, they can become large as well as medium, this, increases to 2/day at tenth level. Favored Enemy (Construct): At sixth level, a Nature Stalker gains constructs as a favored enemy, gaining a +2 on Bluff, Listen, Sense Motives, Spot, and Survival checks, and a +2 bonus on weapon damage rolls against constructs. Swift Tracker: At seventh level a Nature Stalker can track things at normal speed. Favored Enemy (Undead): At ninth level, a Nature Stalker gains undead as a favored enemy, gaining a +2 on Bluff, Listen, Sense Motives, Spot, and Survival checks, and a +2 bonus on weapon damage rolls against undead. Hide in Plain Sight: At tenth level, a Nature Stalker gains the ability to use the hide skill even under observation.
Base Attack Bonus: +1, +2, +2, +3, +4, +4, +5, +5, +6, and +7 Fort Save Bonus: +0, +0, +1, +1, +2, +2, +3, +3, +4, and +4 Ref Save Bonus: +1, +2, +2, +3, +4, +4, +5, +5, +6, and +7 Will Save Bonus: +1, +2, +3, +4, +5, +6, +7, +8, +9, and +10
Spells per day 1: 1rst-0, 2nd-, 3rd-, and 4th- 2: 1rst-1, 2nd-, 3rd-, and 4th- 3: 1rst-2, 2nd-0, 3rd-, and 4th- 4: 1rst-3, 2nd-1, 3rd-, and 4th- 5: 1rst-3, 2nd-2, 3rd-0, and 4th- 6: 1rst-3, 2nd-3, 3rd-1, and 4th- 7: 1rst-3, 2nd-3, 3rd-2, and 4th-0 8: 1rst-3, 2nd-3, 3rd-3, and 4th-1 9: 1rst-3, 2nd-3, 3rd-3, and 4th-2 10: 1rst-3, 2nd-3, 3rd-3, and 4th-3
Spell List- Ranger Spells with the following additions 1rst: Produce Flame. 2nd: Call Lightning, Lesser Restoration, and Soften Earth and Stone. 3rd: Anti-Plant Shell, Flame Strike, and Ice Storm. 4th: Baleful Polymorph, Call Lightning Storm, Control Winds, Insect Plague, Transmute Mud to Rock/visa versa, Wall of Fire, and Wall of Thorns.
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Post by Jongluer on Sept 13, 2004 17:14:26 GMT -5
Now, we like Communists, right? and we all like Halflings, right? Of course, we all like samurai/warriors, right? Well if you answered yes to all of the above, then here is an organization (and a prestige class which is going through its third modification) for you!
People’s Champions of Bazavluk: Bazavluk, Land of the Red Sun is a land that stretches from the Gnome lands, to the Barrier Desert and from the southern to northern coasts of the continent. These lands are rich with history and have gone through multiple changes, and recently a group of great fighters have banded together to better defend the land, which they love. These people call themselves the People’s Champions their major quest is to protect the motherland’s interest and the land itself. People’s Champions often ride forth with armies headed for any frontline that is currently in existence, once there they fight with great ferocity and skill, often slaughtering opponents by the dozens. If not in battle, the People’s Champions are generally organizing and training militias to better protect their land. A People’s Champion is easily noticeable due to the massive spiked red plate mail they wear, massive shields, and the katana that they wield in one hand. Hit Dice: d12
Requirements To qualify to become a People’s Champion, the character must fulfill the following criteria:
Base Attack Bonus: +4 Feats: Cleave, Power Attack, Weapon Focus (Katana) Race: Halfling Special: A Halfling warrior must have either participated in a Bazavluk War Campaign, or donated 100% of his bounty/booty/etc. from a similar military campaign to the nation and made an oath to always defend the Motherland and be at its call. Class Skills The people’s champion’s class skills (and the key ability for each) are Intimidate (Cha), Jump (Str), Knowledge (Bazavluk History), Sense Motive (Wis), and Spot. See Chapter 4: Skills in the Player’s Handbook for skill descriptions. Class Features Weapon and Armor Proficiency: People’s champions are proficient with all simple and martial weapons, and with all types of armor and shields. Shield Bash: At 1st level, the People’s Champion becomes able to bash opponents with his mighty shield. Greater Weapon Specialization (Katana): At fourth level a People’s Champion gains this feat for free. Revolutionary Spirit: The Halfling people would not bow to the will of the Feudal Lords, and the people’s champion similarly refuses to knuckle under to threats and hostile magic. A 2nd level, the people’s champion receives a +4 enhancement bonus to Will saves against Enchantment spells or spell-like abilities and to saves against. fear effects. Supreme Cleave: At 3rd level, the people’s champion receives this feat for free. Katana of the Red Sun: When the people’s champion wields a katana two-handed, he adds double his Strength modifier to damage rolls. Propaganda by Deed: The people’s champion is not a talker but a doer. He inspires fervor in his allies by deeds of valor, not with flowery words. On the first round of a combat encounter, the people’s champion can call out an enemy champion to fight in single combat. The exact definition of an "enemy champion" is up to the individual DM, but any such champion should have a CR of at least the people’s champion’s character level and should be an important NPC. If the people’s champion bests the enemy champion, all allies that witnessed the deed gain a +2 morale bonus to attack and weapon damage rolls for the rest of the encounter. Base Attack Bonus: +1, +2, +3, +4, and +5 Fort Save Bonus: +2, +3, +3, +4, and +4 Ref Save Bonus: +0, +0, +1, +1, and +1 Will Save Bonus: +2, +3, +3, +4, and +4
As a side note: This Prestige class was originally modified from the master samurai to become a Dwarven Commie People's Champion, being that my Halflings are both communists and former samurai, I modified it myself to fit my needs, ;D
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Post by Jongluer on Sept 13, 2004 18:25:23 GMT -5
I notice that in the post about the People's Champions, I mentioned an area known as th Barrier Desert, which is not described anywhere, so here is a description of the vast Barrier Desert, and a small group that travels in it.
The Barrier Desert: A Sea of Sands, Keeper of Secrets, Land of Ages Past…<br> In the far west of Bazavluk the rolling plains eventually give way to dry earth, and rock formations, and then after these pure desert, with sand as far as the eye can see. Known as the Barrier Desert due to the fact that it has barricaded exploration for millennia, this sea is home to far more than a few outposts (along the eastern edge where there are still a few rivers and one small lake) and sand dunes, this land is a keeper of secrets, a land of ages past. Besides the fact that it is the western edge of the known world, the Barrier Desert has overtime revealed ancient ruins. Archaeologists have found these ruins interesting since they are even older than those in the northern fringes (located deep beneath ice, water or the City of Caladon), and older than the ruins of the Mind Flayers in the Dwarf Hold Mountains. The language has yet to be deciphered, since no written form can be found, all that is within these ruins are large metal boxes and thousands upon thousands of tiny reflective discs. It was learned quickly that these two objects correspond with each other (the discs go in the boxes), besides this many other items have revealed that these ancients were humanoid and about human sized. Of course, the ruins are not without danger. Massive constructs, commonly referred to as “metal terrors” guard these ruins (generally out side in the sea of dune area of the desert), these guards move terribly fast, and shoot massive beams of un-measurable heat that have been known to melt a sword on contact. Other spots of interest in the Barrier Desert, are the multiple outposts along the eastern edges, these places are hubs of information on the ruins, ancient civilization, and the desert itself (including the wildlife, such as massive predatory lizards that plague the entire desert). The Oasis of Life, a spot beneath the dunes where fresh water seems to grow from thin air, is another mystery and an important resting spot for travelers, since it is the only watering hole besides Lake Gregoria (named after the Halfling who found it and built a small inn there, though he is dead, ancestors still run it). The only other major points of interest are Sand King Camps, the Sand Kings are a group who explore the desert, mapping it out, and discovering and then mapping out ancient ruins, these camps have been claimed to move with the winds, whether this is true is not known, many people believe the Sand Kings use ancient technology to travel and locate new ruins. Overall, the Barrier Desert, is considered free territory, wild, and dangerous. People explore it, in hopes of finding something on the other side, what that something is, is unknown, though there are thousands upon thousands of theories.
Sand Kings: A group of rangers and explorers that scour the Barrier Desert for information on civilizations past, and travel it in search of the end of this sea of sand. The Sand Kings believe that this desert holds a key to something, perhaps the answer to life itself either way they believe that mapping out this region is the most important thing in the world at this point in time. They of course, are often the first to discover ancient ruins and it is speculated that they still equipment and technology from these ruins, and bring it to a working condition. Most members of the Sand Kings are explorer/archaeologists and rangers who are used to harsh living conditions and being the unsung heroes of the world. The Sand Kings have so far mapped out 300 kilometers to the west of Lake Gregoria (which itself is 200 kilometers into the desert), and from the north to south coast in this expanse, revealing the fact that the Barrier Desert is more of a strip of land in shape than anything else. There is no better source of information on the desert than a Sand King Camp, these places are often called “tent towns” for obvious reasons, due to the tents’ color most people stumble upon the camps by accident. The Sand Kings will offer medical assistance to anyone who doesn’t know how to handle themselves in the desert, and also hire out guides to those that can pay for the services.
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Post by Jongluer on Sept 17, 2004 21:41:12 GMT -5
The Gnomes are a smart and inventive race, and here is the story of some of their smartest!
Engineers of Doppler: Centuries ago, a Gnome by the name of Doppler created a process to harness the power of steam to power great machines. He used his steam engines to better power certain places of business, such as cloth makers and surprisingly smithies benefited from steam-powered hammers and the like. Of course, this also marks the beginning of a civil war (though it won’t actually begin for another 7 centuries), since the church deemed these inventions dangerous (which they were they had despite their usefulness exploded on several occasions, killing many Gnomes), and they had to be contained in a certain area so only those willing to test these things would be in danger. At the time the port city now known as Doppler (renamed when the steam engine was able to power trading vessels, making them faster and more efficient), was actually run-down and considered useless, so Doppler and his Engineers were exiled there. Of course, over the next few decades or so, Doppler found that a steam engine could better operate on the sea, and allow for faster travel, soon enough this idea was tested and steam engines became the standard for Gnome traders. Even after Doppler’s death, Gnomes still followed in his footsteps, learning the secrets of machines and finding ways to improve them. Over the years they have discovered things such as the airship (a massive vessel that through a combination of propellers and gunpowder is able to travel through the air at high speeds), and guns. Now with a war in their land, the Engineers have focused on machines of war, their most recent creation is the rocket, a metal casing wrapped around gunpowder that can travel long distances and then explode. The Engineers are of course found in other places than their homeport and country. They have traveled to many other towns to study and develop their powers, the other major group is located in Caladon and they have industrialized the city over the years, and most recently the group made an agreement with Bazavluk to assist them in industrializing (though Bazavluk has been stealing the Engineers ideas for years they have yet to successfully copy even the most basic steam engines) in exchange for military assistance (i.e. troops for the frontline). The Engineers of Doppler have a library that is open to the public, where people can learn about steam power and other inventions they are also home to many books on the sciences of the world (which includes magic).
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Post by Jongluer on Sept 21, 2004 18:42:57 GMT -5
Not all magic flows from unseeable forces or through the force of a sorcerer's will, here is a group who overtime learned to tap into the vast amount of power trapped within Familiars...
Familiar Masters: For many years, the arcane world was a lonely one for the mage (this was long before a mage of any kind was respectable) and they were shunned by the world. Yet, the loneliness of mages soon changed when the masters of the arcane were able to summon forth familiars, magical animals that granted powers of many kinds. Soon enough, a mage and a familiar were expected, and some even claimed that their power came from their familiar, though this quickly faded as mages soon found that they could draw upon the forces of magic without a familiar at their side (at this point people were flocking to these masters of the arcane for assistance and favors), and the idea of mage and familiar being synonymous with each other faded from history. There were of course those who would never abandon the ancient ideals and they studied hard to learn more about their familiars, these people soon found that a familiar was not just a beast augmented by a mage’s power but naturally magical, these spectacular findings resulted in what is known as “binding”, a process where a mage becomes one with their familiar so as to tap into more magical power. The largest spread power found from the animals was the power to use arcane magic to heal (something only done by the word weaving bards), instead of extracting payment like their arcane brethren, the Familiar Masters (as they called themselves, or Binders as wizards and sorcerers call them) decided to serve the land, walking among its people and assisting them in anyway possible. Familiar Masters, are respected in many small towns where there is but a church and a young cleric if the people there are lucky, though in larger towns and cities, they are considered curiosities and fools, thieves often try to prey upon the Familiar Masters (who are far from without defense as the thieves learn) and many scholars try to interview them, it is quite frustrating for a Familiar Master to be in a city, and they therefore steer away from them, unless there is important business to attend to (such as healing of the sick, and defense of the innocent).
Hit Die: d8
Requirements- Alignment: Any non-evil Skills: Concentration 8 ranks, Handle Animal 4 ranks, Knowledge (arcane and nature) 4 ranks, and Spellcraft 4 ranks. Spells: Ability to cast 3rd level arcane spells Special: Must have a familiar
Skills: Concentration, Craft, Diplomacy, Handle Animal, Heal, Knowledge (Arcana), Knowledge (Nature), Profession, Sense Motive, and Spellcraft. Skill Points at Each Level: 2+ Int modifier
Class Features:
Weapon and Armor Proficiency: A Familiar Master does not gain any weapon proficiency, but they gain a proficiency in light armor, but not shields. A Familiar Master has learned how to gather magic from his animal friend, and therefore is able to surpass the need for overt gestures for his spells, hence, he can where light armor and still cast spells with somatic components.
Augmented Familiar: The Familiar Master’s effective level, where his familiar is concerned is 3 levels higher than his actual class level.
Spells: Every even numbered level starting at 2nd level, a Familiar Master’s caster level increases as if he had just gained a level in his arcane spell casting class.
Familiar Magic: At fourth level, a Familiar becomes able to tap into the healing powers granted by his familiar. All Cure wound spells become part of the wizard’s spell book or sorcerer’s known spells, if the caster is of the appropriate level of their class (wizard/sorcerer) to cast the appropriate level of the spell.
Magical Overflow: At sixth level, a Familiar Master can tap into his familiar’s vast pools of power to unleash a number of spells equal to half his Familiar Master level, at once, they must be spells the Familiar Master has prepared ahead of time, or knows, and he must have at least 2/3 of the spell slots available.
Shared Senses: At seventh level, a Familiar Master and his Familiar are so close that they have each other’s perceptions, as long as they are within five feet of each other they can never be flanked, and they always gain a bonus as if they were flanking their enemy.
Imbue Familiar: At tenth level, a Familiar Master has such a strong bond with his Familiar that his familiar gains the abilities of a first level spell-caster of the same class that the Familiar Master has been leveling.
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Post by Jongluer on Sept 25, 2004 11:51:47 GMT -5
I have recently realized that I never truly spoke of the Half-Breeds within the world, in other words: Half-Orcs and Half-Elves...
Half-Orcs: Big, brutish, and sometimes ugly, Half-Orcs are odd indeed. Orcs themselves generally roam the lands in the north, human lands, for a long time the savage humanoids were quite peaceful nomadic tribes, as were human nomads. Then when the people of Arthuria arrived there after the ir bloody civil war, the savage humanoids, such as Orcs found their living harder. Eventually they struck out as raiders, and through their pillaging they eventually were raping human females, who then bore half-breed children. These earliest Half-Orcs were treated as outcasts, and they often became travelers, earning respect through their amazing strength. Eventually it was learned that no matter what a Half-Orc will breed true,whether it be a Half-Orc with a human, with another Half-Orc or even an Orc, it always produces a Half-Orc. These new generation Half-Orcs struck out to form their own culture, they were never able to strike a deal fro sovereignty with any nation, since they are seen as dirty half-breeds by most, these ideas are of course heavily biased. Half-Orcs proved themselves capable at many jobs, still the Krushhk (as they call them selves, it is the Orcish word for new) yearn for a time when they can be themselves and all live together in harmony, and study their own crafts, make their own name for themselves. Many Half-Orcs have taken up the mantle of traveler to help further the Half-Orc acomplishments and prove just what a half-breed can do.
Half-Elves: Charismatic, beautiful, and ties to both the extremely old elves, and the well-respected Arthruian Humans, a Half-Elf is treated far differently than a Half-Orc. Half-Elves came into existence shortly after the Arthurian Civil War, Elves extended the hand of peace to humans, and soon enough the two were working hand in hand onmany different things. Love sparked between collegues, and Half-Elves were born. Half-Elves were blessed with Elven longevity, beauty, and magical aptitude, but were also given Human ingenuity, and versatility. Half-Elves have been able to fill the niche of mediator on many occassions, and have also been some of the best artists in the world. Half-Elves are common due to their ability like Half-Orcs to breed true, they embrace their mixed heritage and go by any number of names, from half-breed to Melane` (Elven word for balanced). Half-Elves are regarded as versatile and are well sought after in adventuring parties, and the wandering people enjoy such adventures.
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Post by Jongluer on Oct 2, 2004 13:08:09 GMT -5
Seas of the world
Many bodies of water are in the world, though only a few are of great importance.
Ocean of Veronia: The Elves have been sailing through the world for many years, charting the unknown and combating the unexplainable. Once though in what was then know simply as the ocean, a great female warrior named Veronia destroyed a mighty beast, the origins of which are still unknown even in modern times. With her death, the Elven people were saved from this mighty beast and they named the large expanse of water that spread from their territory the Ocean of Veronia. The name is used to describe the ocean out to a certain point, that point being about 200 kilometers from where the battle was fought, after that the water is called “The Ocean”, no one has ever truly explored it or tried venturing through it.
Eldritch Seas: In the north, lies a great body of water known as the Eldritch Seas, this water is claimed to have ancient cities buried beneath it, and to have also been used by the ancients who were said to have inhabited the land which is now known as Caladon. This water carries many tales of ghost ships and great monsters that ravage those lost in the murky ocean with its great tides, and massive fog clouds. These seas are most well known for the pirates and supposed ghosts that roam them, though there are many who search for the lost cities of the ancients.
Frost Fallen Sea: The tundra of the land of Scuro eventually gives way to glacier filled water, that is cold enough to freeze any who fall in. This arctic body is home to many glaciers that according to some hold vast riches and ancient minerals. Also, here is where people claim the Black Countess keeps her most powerful fleets, boats made out of the ancient minerals said to inhabit the glaciers, whether this is true or not is a completely different question. Besides the tales, the Frost Fallen Sea has very little to offer, many fish swim through the areas closest to the coast, but otherwise all there are glaciers and the occasional whale.
Doppler Sea: Wedged in between the city of Doppler and mountainous islands, is a small sea more of a bay or harbor, where it is said Doppler first tested the steam powered boat. Here is where the Namfoodle attack fleet lies waiting for the small chance that the people of Diggery Doo will send a boat down the river of Frontline. Also, many trading vessels use this place as a small resting area in between entering the harbor and leaving the ocean, since its calm, warm waters are quite excellent for swimming and having fun.
Deimtyr Bay: The Bazavluk war machine is well known for its naval force that covers entrance to the oceans bordering the Barrier Desert (the oceans are dangerous enough that no vessel should go there), but here in its mighty bay, the threat posed by the Bazavluk Navy can truly be seen. Iron hulled warships (think Old Ironsides) lie in this slightly turbulent bay waiting to be called to duty. A few massive trading ships come in and out of here, occasionally carrying passengers. Besides being home to a large amount of the navy, the Bay also serves as the one entrance to Altongrad.
The Great Northern Harbor: In the North, the Eldritch Seas pour into a massive inlet. This stunning expanse of water, was first sailed into by Lady Caladon and her followers, not being truly creative Lady Caladon dubbed it the Great Northern Harbor, and upon it sat her city, facing out to the sparkling surprisingly calm waters. Many small fishing villages line the edges of the harbor, making a large profit from its bounty, since the many boats that pull through the calm harbor often like to stock up on the famous Caladonian Tail Fish, a massive beast of a fish capable of feeding whole families for two weeks, the benefit of killing one far outweighs it’s dangers.
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Post by Jongluer on Oct 2, 2004 13:58:37 GMT -5
In the next few posts I'll be talking about the many ways to get around the world, y'know besides foot or mount...
Having spoken of the oceans and seas, I suppose it would be important to speak of ocean-going vessels:
Elven Skiffs: A skiff often a term for a small fast-moving vehicle, is the term for any ocean crossing ship made by the Elves. Elves with their high mastery of the arcane and the fact that their long life spans have let them master sailing before most races could, and to turn shipwright into one of the most exquisite arts of their people. These long vessels seem to resemble fish, with long sails reminiscent of fins and their curved hulls, a skiff can cut through water like a shark on the prowl. Of course, like all things Elven, a skiff is often given advantages such as enchantments built into the hull to allow it to glide through the water, if not just skimming along the top of the water (A/N think Hydra Foil). Traveling aboard an Elven Skiff is expensive but the sheer speed is amazing, it is said that they can make the trip down from the northern tip of the continent to Deimtyr Bay in 3 weeks as opposed to the two months of Gnome Steam vessels, though they rarely see a reason to push their ship to such limits.
Gnome Steam Ships: Though it has been a long time since Doppler’s greatest experiment with steam powered ships, they are still widely used by Gnome traders, and now they are even starting to be used by non-gnomes, though they were used to transport non-Gnomes for quite a long time they have never been purchased them. A Gnome Steam Ship is large and quite blocky, with only a slightly pointed hull for travel through water, they possess a massive paddle in the center of the boat on both starboard and port sides, and of course a large paddle wheel in the back, powered by the large steam engines these wheels are able to churn through the water at impressive rates. Large “steam stacks” can be seen jutting from the decks of the Gnome ships, from all angles and are their signature symbol. Gnome Steam Ships can get through the oceans at a better pace than a wind-powered ship could ever dream, though not as agile or speedy as an Elven Skiff, a Gnome ship is far cheaper and still quick enough for most.
Warships of Namfoodle: Though not really a way to get around unless you are part of the Namfoodle Military, the Warships of Namfoodle are very similar to the Gnome Steam Ship except for the fact they are completely covered in metal, except for the paddles, though the large paddle wheel is protected by layers of metal, the side paddles are not. The warships are decked out in massive cannon, ballista, and most now carry rocket platforms capable of shooting off the powerful rockets created by the Gnomes.
Caladonian Trading Barge: Long, wide, metal, and defendable, a Caladonian Trading Barge is a large ship used to trade the with the countries of the world, the many goods that leave from Caladon are often placed upon these ships due to the fact that the trading barges are massive metal hulled ships with so many different modes of propulsion that they move through the water at the pace shared by most trading vessels. Of course, one doesn’t use Caladonian Barges because they are fast it is due to their protection, not only are these ships metal, but they also bear more soldiers than many would call appropriate, a bulk of the soldiers in Caladon and now Scuro are stationed aboard the massive barges, protecting them and operating the cannons that stand aboard them.
Arthurian Schooner: Tall sailing ships, Arthurian Schooners are powered purely by the winds, and navigated via the stars, and the moons. These ships are seen traveling about in the seas exploring for hints of the dragons, which some Arthurian Captains believe they sail by (or in other words they think the stars and dragons are one in the same). Not very fast, the Arthurian Schooner has been reinvented many times over though only Schooners from Arthuria bear maps of the stars and the world’s seas inside their cabins.
Crystal Wraiths: An odd ship devised in the Psionic Dream World that is Frall’s nation, the Crystal Wraiths are a collection of ships carved completely from massive crystals (where these crystals were found is a mystery to all miners, some believe that these ships are small crystals joined together), that seem to glide through the water as if the ships themselves were not really there. The ships are not fast but they have an agility and endurance never seen in most other ships, they bear no sail or paddles, so it is obvious they are powered completely by the mind of its crews.
note that any ship that has existed on earth before the 1750s exists in some way, shape, or form in the Campaign Setting
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Post by Jongluer on Oct 9, 2004 12:26:59 GMT -5
Air travel is quite a reality in this world, though it is an expensive reality, it still exists:
Elven Airship: Soaring through the skies like some sort of bird, an Elven Airship is a smooth magically propelled vessel. A few centuries after the Elves had mastered sailing, they turned their eyes to the skies, with time they soon were able to bind their powerful spells to the hull of a new type of vessel, (the Airship) these spell-bound ships were able to rise into the air and fly through it. The first ships were not very agile or fast, but in the short span of a few decades, as Elves mastered spell binding and learned how to take advantage of the high winds in the skies, their ships became the fastest way to travel and the ships could move like a bird, if not better. These long rounded vessels are most well known for the large wings that protrude from their sides, swooping out and providing lift, and a form of aerodynamics that allow the ships to glide through the skies unhindered (which in turn creates a very smooth ride). The Elven Airship is still the fastest, and most expensive way to travel. There other applications besides cargo hauling and the ferrying of passengers are as the backbone of the Elven military. An airship provides the Elves with not only reconnaissance and troop carriers, but with powerful artillery as well.
Steam powered Gnomish Airship: A rumble of propellers and the darkening of the sky represents the arrival of the massive Steam powered Gnomish Airship. Topped with a large balloon like structure and flanked by tubes filled with propellers, a steam powered airship is a site to see, its massive size and speed seem to contradict each other, but either way, this Airship is made for long hauls. Its large cargo holds, crew quarters, guest suites, and multiple galleys allow for any number of passenger-oriented uses. Of course, like anything the Gnomes make, it has a few extra functions, particularly the ability for the guest suites to be removed and be replaced with rocket launching platforms and gun ports, and a cargo hold that becomes a bomb bay. The Steam Powered airship is a force to be reckoned with when put into its military state and has also, been hailed as the Ultimate in Military Technology, even the Elves with their own Air Armada fear one or two military altered Gnomish Airship.
The Zippo-Class Air Fighter: A few years ago, the need for a faster, more agile, and smaller aircraft arrived, the big hulking Airships of Namfoodle were getting shot down by the blasts of Kartaflink Clerics on their return voyages. A cable of engineers formed to solve the problem. One of them, by the name of Zippo had already devised a new type engine, it was smaller and provided a slightly decreased amount of power than the large Doppler-Class engines, when he brought his idea to apply his engine to this new technology, it was met with much acclaim. Within a few months, the group had a working prototype of the engine, and about a month later a working non-combat prototype of the Air Cruiser (as they had originally dubbed it, and of course what any non-combat form is still called). Attaching a newly created gattling gun, and another seat for the gun’s operator turned it into a capable guardian, of the Airship. The Air Fighter is generally kept aboard military Airships, and launched only on return voyages where they protect the Airship from the powerful spells of enemy clerics
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Post by Jongluer on Oct 22, 2004 17:57:29 GMT -5
Here we see two mounts specific to the world:
Ka-Draks: Thundering through the foothills of the Dwarf Hold Mountains, bearing No Holder Masters and their homes, are the mighty pack and war beasts known as Ka-Draks. The Ka-Drak is a huge being they have four legs the size of tree trunks, and a head the size of a dwarf. Of course, though their sheer size is amazing, the fact that they have natural armor, in the form of chitin plates, and large horns (two though it is often mistaken for four), that wrap around the sides of their head forming a shovel or plow of sorts (which is often used as a battering ram against any wall). They have three eyes, one on each side of their heads, and one in the center, this eye is draconic in nature, allowing them to see very well, and with the other two eyes they end up having excellent depth perception. Overall, a Ka-Drak is strong, about as fast as a horse, and has natural barding, they are prized beasts and can be found in most markets in the northeast, and most areas bordering dwarf lands. As a side note, they are generally used by No-Holder Dwarves. . Bazavluk War Hound: Bred, reared, and trained in the toughest of Bazavluk military bases (usually those where career military are trained), a Bazavluk War Hound, is a riding/guard dog nearly made completely of muscle, fang, and barding. The dogs are born via the mixing (mixing is done magically) of multiple male dog sperm specimens (disgusting, but necessary), and then inserted into a prize female, the litter born are simply the best of the best, and then trained and disciplined by the best handlers in all of Bazavluk. The dogs serve as mounts to lancers and guards to temporary military encampment, like anything that comes from Bazavluk the dogs are loyal to the nation, nothing else, on the battlefield even if their rider is killed or lost the dog will not stop fighting till the flag of the nation has landed on the ground. Despite their small size (relative to other mounts), they are the most feared beasts in existence (especially in high numbers), some have even been known to stand against whole squads. Luckily, for most enemy soldiers (or anyone warranting a lancer troop’s attention), they are only awarded to officers of Lieutenant rank or higher. They are rarely found outside of the country unless with a deserter, military force, or very experienced adventurer who was a former member of the Bazavluk army, if being sold, they normally fetch over 1 million gold.
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Post by Jongluer on Oct 23, 2004 10:40:48 GMT -5
Since we have mentioned how to get around the world, why don't we go in a bit more depth about, starting with the nations, and lands which were most vaguely mentioned. We shall first look at the lands of humans, then the Dwarf Hold Mountains, and then go on from there:
Nation of Scuro: From the city of Caladon to the Dwarf Hold Mountains and from the Loran Steppe to the coast of the Frost Fallen Sea, lies the land of The Black Countess, most commonly known as Scuro. The land was settled millennia ago by the ancient race whose ruins dot the land, though they disappeared a long time ago, the land was inhabited by other humanoids, orcs roamed the cold plains, thick evergreen forests, and even some areas of the tundra, and of course barbaric humans traveled the land for centuries, though mainly the borders of the Loran Steppe, and the coastal tundra. 9 centuries ago when the exiled lords of Arthuria, came to the north, one of them settled upon a peak over looking the Frost Fallen Sea, this man was named Baron Neroka, like the Red Dragons of old he looked out from the peak and down across the tundra, to the taiga, and some claim even to the Loran Steppe, and then out across the sea, in his head he saw the land united under his reign (or that of his descendants), he set forth and built a keep out of the area’s black slate and soon raised armies out of those loyal to him, and from the tundra-dwelling barbarians his people captured. His black-clad men seemed to move like a swarm through the land taking over barbaric villages and most areas of import (such as ruins which were often held by monstrous humanoids), soon enough he had carved his nation from the land, made pacts with the Dwarves he met (who supplied him with much metal for armor and weapons), and built ships capable of sailing through the Frost Fallen Seas, some even believe that he or one of his sons went out to the sea and built a city upon a great iceberg, though no one has ever been able to prove this factual. The nation has been regarded as a land where the people are oppressed, and bound by tyrannical laws, but this is not true at all. The people of the land though not free completely, are certainly able to pursue most endeavors and are free to leave the land if they so wish, and the laws are very loose and vague, which allow for many interpretations, some of which go to the extreme and end with prisoners being devoured alive for stealing bread to feed their family, to a person being allowed to keep said bread. The people in the land are very proud of the nation, even ethnocentric at times, then again their strong army which just two years ago captured Caladon (a hard task, Caladon is very well-protected and more than just the small city-state’s army rose to defend it) and they have been able to quell multiple monster uprisings over the years, plus they are the only nation to have ever come to peaceful terms with the Dwarves of the Novia Clan (a group of stoic, arrogant, and easily agitated Dwarves who have never attended a clan conference in their whole history) of the great northern peaks, certainly the arrogance of the Scurish people is well-founded. For the most part the nation of Scuro is a well-fortified land, mainly filled with farmland, ruins, and tundra. Though militaristic, it is still peaceful (as can be seen in Caladon and select towns), the nation’s most recent leaders have turned their attention to the power of arcane magic, and it is whispered in other lands that they have even created magical weaponry, though this is only rumor, their largest competitor for anything is the Frall of the Mind’s land, who oppose Scuro on many different points
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