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Post by Cadic's Devoted on Oct 15, 2009 9:12:50 GMT -5
Peace holds out. For how long.... that is unknown. The lands move enexorably towards war. The arguments in the senate continue to heat up. Fights are breaking out in the streets among citizens. Riots have broken out. Rumors of an uprising in the north abound. I fear that war is upon us.... and I fear there is nothing I, the senate, nor even the emperor himself can do....." ~An excerpt from the Chronicles of Mage-Lord Michael Xorland, Senator from Yal'mara.
For more than 1000 years peace reigned supreme. As is the nature of things, there were uprisings, revolts, men who thought to take the world for themselves. But overall there was peace. Men were happy. There was only a small standing army in each of the lands. More a formality against those who would do harm to others than to defend the land from other lands.
150 years ago, in the year 950 B.W. the world began to fall apart as the people knew it. The senate, a group of men elected from each of the lands, and led by the emperor descended from the emperors of past began to dispute. One man, Kolad Molandor, Senator from the land of Attero in the north began to talk of deposing the emperor. He spoke eloquently, persuading many to his cause. At first it was in private, speaking only to those he trusted most, or those he was seeking hardest to convince. As time went on he began giving speeches to the masses, convincing many to his cause.
In the year 1000 B.W. the worst conceivable thing happened. Senator Molandor became a martyr to his cause. During a speech he was giving he was assassinated. The assassin was never caught. In the ensuing chaos, Attero declared itself sovereign from the Empire, stating that the Emperor had had Kolad assassinated to further his own cause. This propoganda, the seeds of which had already been sown in the minds of the masses over a 50 year period, was the fall of the Empire. After walling itself off from the rest of the world, Attero stopped having contact with most other people.
Next to fall was Gramen, the land to the south of Attero. Fearing that the might of the Empire would be turned against them for siding with Attero they too declared their own sovereignty, declaring their borders closed to trade.
The Elves withdrew to their homeland of Silvara, closing off contact with the rest of the world.
The wasteland of Platelle once again became the desolate place it once was, the people revoking the truce they once gave to the empire, turning their land back to the savage ways of olde, only the Capital keeping any semblance of its former glory.
Yal'mara, producing magic not seen in over a thousand years, cut itself off from the rest of the world by land with barriers of magic, to keep the armies from destroying their homes.
The land of Tomolus, caught between Gramen in the west, Attero in the north, and the magical barrier of Yal'mara to the south, retreated its might behind the Obex mountains to the east, keeping sovereignty over its land by words alone, retreating to the safety of their natural defenses and the might of their Seafaring military.
Alveus, the land of the King's Hollow, under rule of the Emperor forbade trade with any land to the north, declaring war against all those who withdrew from the Empire. In an effort to squelsh the Attero, they sent out their armies. Unable to reach them by land due to the barriers of Yal'mara, they instead took to sea, going through Gramen first. Their armies were beat back by the opposing Gramen force before they ever even made shore.
Now, 100 years after Kolad was assassinated, in the year 101 A.W. Things have changed little. The wastes are still inhospitable without the help of the native people, who have begun to formulate a more centralized government. The Elves started to trade once again with those in the Wastes of Patella and with the Empire of Alveus. Yal'mara, still cut off from the rest of the world by their magical barriers, trade with those who will accept them by sea. The lands of Tomolus outside of their ruling capital behind the Obex mountains have turned wild, the towns and small cities there taking up their own rule. Gramen, for fear of extending its resources too far, has left the wilds of Tomolus to themselves, erecting a line of sentry posts at their border. The Empire, now reduced to just the land of Alveus, is still ruled by the descendant of the Emperor, but has taken mostly to ruling its own land. As always, the lands to the west of the Seco mountains to the west of the Wastes are shrouded in mystery, still no one has been able to break the barrier of the harsh range of mountains, or at least no one that has come back alive. And the Island of Solitas remains neutral to it all, their ships still coming to trade with everyone as they always have at their regular intervals. Little contact has been had with Attero since they removed themselves behind their wall. Rumors abound as to what the kingdom is doing, some say they study ancient magics, others tell stories of seemingly magic contraptions that bellow steam and make loud noises, but all agree on one thing. Their military still stands at the ready....for what no one knows.
But everyone agrees.... the lull in the war that has been standing for near to half a century while the various kingdoms establish themselves is soon to be over.... the tension is so thick in the air, and the rumor mongers are abuzz with the talk of new hostilities. Everyone waits on the razor's edge of a knife.... waiting for something to shake the knife and start the running of Blood. The Empire stands divided...but for how much longer?
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Post by Cadic's Devoted on Oct 15, 2009 9:48:10 GMT -5
Level: 5
Gold: Standard 5th level per page 135 DMG (9000 gp)
Party Faction: Attero (Preliminary. If discussions proves to suddenly swing the other way, this will change.)
HP: Max at first level, roll all others. If you roll under half, round to half.
------------------------------------------------------------------------------- Sources: Lists updated as things are brought to my attention. Open: Most anything 3.5 WotC and most other 3.5 books. Judge Magister (James' custom class) Holy Champion of (insert god here) (from Players Guide to Arcanis) Heritages (Ex: Titan) (Unearthed Arcana) Blue Mage (James' Custom class)
Restricted: BoVD BoED Savage Species Anything that isn't strictly 3.5. Anything from any of the Pre-made world books (Ebberron, Faerun, Arcanis, etc etc,)
Banned: Vow of Poverty
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Stat Rolling: Roll 4d6, drop the lowest, reroll 1's, roll two columns, take the best of each row. EX: 10 13 12 11 14 15 16 9 18 17 17 16
final stats: 13 12 15 16 18 17
Also, 1 single roll of 5d4 (reroll 1's) will be made. the result maybe used in place of any one final stat. (yes, that does mean there is a possibility of starting with a 20).
------------------------------------------------------------------------- New Skill: Perception (Wis): Entirely Replaces Spot, Listen, and Search. These skills are removed from the skill list and replaced as a whole with Perception. Perception is a class Skill for all classes.
Craft: Flintlocks (Native to Attero only to start) -------------------------------------------------------------------------- New Uses for old Skills: Craft: Alchemy can be used to create Gunpowder (If from Attero natively or have been taught the formula by one who knows.) -------------------------------------------------------------------------------- Feats: Everyone receives one free 'background' feat. This feat can be chosen from any of the background feats available in any of the various books, and any feat that would make sense as a background feat, and is verified by me, can be taken.
Attero Border Patrol (Background): You have served in the border patrol legions of Attero and have defended the nations borders from the beasts of the Wilds, as well as all enemy assaults. You receive a free Flintlock pistol, as well as Proficiency in Flintlocks (This proficiency does not count as Exotic Weapon Proficiency (Flintlocks) For anything that requires said feat.), +2 diplomacy with anyone from Attero who recognizes your status, and a free travelers outfit. ---------------------------------------------------------------------------- New Rules: I will be implementing the Greater masterwork, legendary, etc etc from the Players Guide to Arcanis. They are as follows.
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Post by Cadic's Devoted on Oct 15, 2009 10:14:46 GMT -5
1: Attero - The Frozen Wastelands - The frozen wastelands of the kingdom of Attero were the first to cecede from the empire, walling themselves away behind their borders. Few understand how they can survive in such a harsh environment without the trade of other lands. Rumors talk of strange contraptions, huge buildings of glass and magic that allow them to produce crops that otherwise would not grow in such a harsh climate. Others talk of loud contraptions that bellow steam, or roar forth flames over long distances. Few have first hand experience with such rumors. The one thing that is known is that the might of the Attero military, at least in a defensive view, has yet to be beaten.
2: Gramen - Gramen is one of the largest kingdoms in the land, second only to Alveus. They are arguably the most prosperous of the lands, with large plains giving lots of farmland, and large forests along the southern and western coasts giving a large supply of wood and other building materials. With one of the largest sea ports, their supply of resources is possibly unmatched. During the time of the Empire, they were well known for their excellent cavalry, determined and fierce. Most reknowned were their Cavalary archers, archers mounted on horseback that are said to be more deadly than any normal mounted charge.
3:Patella - The Wastes - This land is made up entirely of the single largest desert in the land. Aptly known as the Wastes, the main city stands atop the giant plateu that marks the center of the land. The people, mostly nomadic in their past, have recently begun settling down near the small oasis that dot the land, eeking out an existance in the harsh land. Because of their natural boundries, none have tried to take the land by force in a long time, mostly because of the lack of any reason to do so.
4: Silvara - The Great Forest - The forest nation of Silvara, the ancient home of the elves, is the largest single forest in the land. The elves have ruled this forest for as long back as history has been recorded. Legends tell that none have taken it from them because the land defends its children, sheltering them in its boughs. Others scoff such an idea, but most still fear to enter their lands under the banner of anything but peace. They are said to have a keen link to nature, and many flock there who wish to learn the ways of the druids, rangers, and other such trades.
5: Alveus - The King's Hollow - The Empire - This land, once the center of the entire Empire, is still much the same as it has always been. Mostly one large grassland, their is plenty of farmland to feed their country with. Their army, second to none, is said to be made up of the fiercest warriors ever to walk the face of the ear. Few will stand in honorable combat against the might of their infantry. The ancient magic set in place over 1000 years ago by the mages of that time to protect the emperor still stands, making any assault against the capital city a supposed suicide mission. Of course, few have made it far enough to test this legend, so no one really knows if the defenses are as formidable as they once were, or even if they still stand.
6: Yal'Mara - The Magi's Throne - The land of Yal'mara is the seat of power of all magic of the arcane variety in the land. The Mages Keep, located deep in the heart of the forest of Molare, is the center for the study and the practice of the arcane arts. The capital, the only place where outsiders are allowed since the boundarys were put up, is the center for trade and is generally only accessible by boat.
7: Tomolus - The Wilds - The Wilds, as they have come to be known, are the lands of the nation of Tomolus. When the Empire came to an end the leaders of Tomolus retreated, along with their army, behind the great boundry of the Omex mountains, accessible only by bridge across the river that comes down off the Omex mountains, the capital hides the lands rulers. Because of this, they have developed their naval might to be even more power than its considerable might was before. The rest of the lands though have fallen to waste because of it, and are now inhabited by villages, towns, and small fiefdoms defended by their own local militias. Besides these small dots of civilization, the more monstrous races inhabit this land heavily, making travel through it dangerous to say the least.
8: Ignotus - The Great Unkown - Little is known about this land, rumors and superstition abound as few people have ever gained access to the land and survived. Some claim it to be a paradise land guarded fiercly by its inhabitants. Others say that it is nothing more than a wasteland, ruinous and deadly. More than a few adventurers have gone into this land, never to return again. NOT A STARTING AREA
9: Solitas - The Isle - The Isle, aptly named as it is the only land mass not attached to the main land, is a strange land that few have been to. Accessible only by sea, and then only at one port, the land is a major trading partner with all the other lands, their ships making port at all major ports to ply their wares. In most circumstances the Solitans come to the people. Few people go to Solitas. NOT A STARTING AREA
More detailed information on the current standing of the land once a land has been chosen (or once the choices are narrowed down at least)
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Post by Cadic's Devoted on Oct 19, 2009 22:02:16 GMT -5
Races Humans: Humans are the most abundant race in the land, making up the majority percentage of the populace in any land.
Elves: The elven race is most prominent in the land of Silvara. There are also a few enclaves in some of the larger forests around the land, one major city in Gramen, another in Yal'mara, and a few other small elven populations around the lands. Besides these spots of heavy population, elves can also be found in small numbers almost anywhere.
Dwarves: The dwarven race makes up a surprisingly small percentage of the populace. The only known Dwarven enclave is in the heart of the Mountains that border Patella and Ignotus. Besides that one enclave, a few dwarves can be found around the land where they or their ancestors have settled down to live.
Gnomes: Gnomes are a fairly rare sight in the land, and no known single place holds a large clan of them. They live in any city that they happen to have settled in, more prominent in the north than in other places, but still able to be found, if in small quantities, anywhere.
Half-Elves: Unlike in other worlds, Half-elves are not shunned by their elven bretheren, and as such can be found most often in the lands of Silvara. Of course, with their shorter life spans, many half-elves find that living among their elven parents can be quite a disquieting experience, and as such they are found in many other places as well.
Half-Orcs: These creatures, usually the result of the rape of human women by orcs, are almost exclusively found in the Wilds of Tomolus. Very rarely one is seen adventuring if the fancy has striken them, but these creatures don't usually live very long, killed by the humans for being what they are, or killed by the orcs for not being strong enough to survive.
Halflings: This diminuitive race can be found in many places around the lands, with no one place seeming to be a homeland for them. Mostly seen through the stigma of cunning merchants and thieves, they usually fill those roles nicely, many shops being manned by the cunning folk.
Other: Few other races are seen, in civlization, but do from time to time pop up. As such it is very rare to see anything but the above walking around the civilized lands. This is not to say that there are not monstrous races and the such, just that generally speaking they are not seen as "PC Type" characters.(Other choices can be made by players, but must be approved.)
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Post by Cadic's Devoted on Oct 20, 2009 10:28:54 GMT -5
New Equipment: How to read: (3d4 Damage) (19-20/x3 Critical) (50' range increment) (10lb weight) (Piercing damage type) (1 Misfire chance) (400gp cost)
Flintlock Pistol: 3d4 19-20/x3 50' 10lb Piercing 1 400gp Flintlock Rifle: 4d4 19-20/x3 100' 15lb Piercing 1 500gp Blunderbuss: 3d6 - 20' Cone 10lb Piercing 2 400gp Frag bomb: 2d6 - 10'' 2lb Piercing+Fire 1 50gp Claymore: 6d6 - 15'cone 3lb Piercing+Fire 2 100gp 2 lb gunpowder horn: 4d6 - 10ft radius 2lb Fire - 35gp 15lb gunpowder keg: 30d6 - 75ft radius 16lb Fire - 250gp 10 shot packets: 1lb 5gp 10 lead bullets: 1lb 1gp 100 packaging squares: - 1gp 10 ft Fuseline: 1lb 1gp
Flintlock Pistol: Flintlock pistols are designed to be used in one hand. They are exotic weapons that are only available in Attero. They fire small lead preshaped bullets packaged with a precise amount of gunpowder in a cotton packaging wad. These pre-packaged "shells" are the most common way ammunition is sold, and makes loading the weapon a fairly simple thing, if still a bit time consuming. When loading a Flintlock with a prepackaged shot, it takes 1 Standard action to reload, rather than the full round action required if loading it by hand, measuring gunpowder as you go. These are single shot weapons, a reload required between uses.
Flintlock Rifle: Flintlock rifles are designed to be used in two hands. They are exotic weapons that are only available in Attero. They fire small lead preshaped bullets packaged with a precise amount of gunpowder in a cotton packaging wad. These pre-packaged "shells" are the most common way ammunition is sold, and makes loading the weapon a fairly simple thing, if still a bit time consuming. When loading a Flintlock with a prepackaged shot, it takes 1 standard action to reload, rather than the full round action required if loading it by hand, measuring gunpowder as you go. These are single shot weapons, a reload required between uses.
Blunderbuss: Blunderbuss's are unique weapons, in that they require no type of proficiency to use. They are true "point and click" weapons. Loaded with a large number of small lead balls and a fair amount of gunpowder, these weapons fire these projectiles out in a large cone a short distance in front of the weapon, the small lead balls acting like shrapnel from an explosion and tearing their way through anything in their way. In fact, while the small lead balls are recommended, any number of things can be loaded into the weapon and used as projectiles in leiu of the standard. Many are the tales of the brave adventurer who, out of ammunition for his blunderbuss, loaded his blunderbuss with nails, scrap metal, and the occassional caltrop and tore his opponent, the one remaining goblin from the group that had attacked him, into bits. Each shot requires 2 oz of gunpowder, 1 packaging wad, and a 'shot' of lead pellets. It takes 1 full round action to reload a blunderbuss.
Frag bomb: These one use 'grenades' are nothing more than simple hollow iron spheres filled with gunpowder and capped with a fuse, length varying depending on the delay needed for the purpose.
Claymore: These small square shaped objects are interesting because they are a rectangular box made of steel on all but one sides. That one side is made of a softer metal, usually copper or tin. The casing, which is split down the middle by another sheet of the softer material, is half filled with gunpowder, and half filled with lead balls. It is then capped with a fuse, length varying depending on delay needed. When the fuse is lit and sets off the gunpowder, the unyielding steel forces the explosion out the easiest way, through the softer metal walls and out the 'front' of the device, carrying along with it the metal shrapnel of the soft metal, as well as the lead balls, making quite a desctructive blast in a cone shape out the front of the device. The steel casing is usually rendered unusable for another such blast, as it warps slightly in the explosion, but is still good for melting down and resmelting. Early disasters led to the addition of a steel rod on either side of the casing so that it could be wedged into the ground, preventing the casing from blasting back towards the person setting off the device, which was the cause of many a broken nose, cracked skulls, and shattered fingers.
2 lb gunpowder horn: A waterproof leather horn filled with gunpowder, these are commonly carried by those using blunderbuss's or other firearms as an emergency reloading supply incase regular shells run out.
15 lb gunpowder keg: These kegs are commonly kept around by those that mass produce the shells for flintlocks, and the other various explosive devices associated with gunpowder. Very rarely is one of these found outside of a shop or smithy.
10 'shells': These pre-packaged "Shells" are the standard ammunition for Flintlock rifles and pistols. They consist of 1 oz of gunpowder, 1 lead bullet, and the wading that contains it.
10 lead bullets: These lead bullets are the projectiles that are used in the Shells for flintlocks.
100 packaging wads: These small packaging squares are the wading used to create the Shells for flintlock rifles and pistols.
10 ft Fuse line: Fuseline, sold in 10 ft increments, is used in the setting off of many standard, and homemade, explosive devices. 3 inches of cord requires 6 seconds to burn through, resulting in the appropriate delay. EX: 3 inches of cord on a frag grenade, results in explosion 'on impact'. 6 inches results in explosion results in detonation next round, and 9 inches results in a 2 round delay. More than this is impracticle on any device that is non-stationary.
Misfire chance: The misfire chance is the natural chance for a weapon using gunpowder to have some sort of misfire or malfunction. When rolling to hit, compare the dice roll (Unmodified) to the misfire chance. If the roll is equal to or less than the misfire chance, the weapon misfires and you immediately roll on the Misfire chart.
Misfire chart: < or = 3: Weapon explodes, destroying the weapon (not beyond expensive repairs), and dealing standard damage tot he wielder. 4-8 Fouled- The weapon fouls up and requires 1 hour of cleaning before it is able to be used again. The shot is wasted. 9-12 Jammed- The weapon becomes jammed and it takes 1 full round action to unjam the weapon. The shot is wasted. 13-16 Weak charge- For some reason the charge of gunpowder for the shot was lower than required and weapon fails to discharge properly. The weapon can be reloaded again as normal. The shot is wasted. 17-20+ Failed ignition- For whatever reason (the wick snuffing out, the striker not sparking, etc) The weapon fails to discharge. The shot is NOT wasted and the weapon may be refired as normal.
Weapon modifications for Flintlocks: Bayonet - +50 gp - Rifles only. Rifle doubles as a long spear.
Breech-load- +150% - Move action to reload when using pre-packaged shot. Free action with Quick Reload. +3 misfire chance. -3 on the Misfire roll.
Double Barrel- +150% - The weapon has two barrels instead of the standard 1. Both barrels can be fired at once, using one attack roll, at a -2 penalty to hit. If the shot criticals, only one bullet actually does critical damage, the other does normal. Each barrel must be reloaded seperately. +2 misfire chance. -2 on the misfire roll.
Reinforced- +50% - The weapon is reinforced and hardened, making it able to be used as a melee weapon in a pinch. A pistol can be used as a Club, and the Rifle and Blunderbuss can be used as a Greatclub.
Three Round Rotating Chamber - +200% - The weapon is equipped with a rotating three round chamber, (think a revolver). The chamber must be manually spun after each shot (Requiring no action, but you must have a free hand to do so. Using a rifle with two hands still allows to do so, as only one hand is needed to hold it while rotating the chamber. Each chamber is reloaded as normal, but it requires a move action to open the chamber up for loading (Free action with Quick reload). +3 Misfire chance -3 Misfire roll.
If anyone can think of any other modifications that they wish to add, let me know and I will consider them.
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Post by Cadic's Devoted on Nov 19, 2009 15:20:09 GMT -5
[11-19-09 Time:1420] Posted information on guns and related weaponry.
[10-26-09 Time:1829] Posted Attero Border Patrol feat, and Updated list of allowed sources to include Blue Mage.
[10-22-09 Time:1036] Posted availability of Background Feat, Updated Party Faction.
[10-20-09 Time:1027] Posted Descriptions of location and population density of various races.
[10-19-09 Time:2006] Updated information in the 2nd post on rules, skills, and such.
[10-19-09 Time:2201] Updated Location descriptions to basic descriptions.
Keep checking back for more updates as they become available.
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Post by Yamazaki on Mar 11, 2010 12:22:27 GMT -5
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