FantAC - Homebrew DnD

Lighthearter

President of the United States
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Welcome to FantAC! This is my attempt at homebrew D&D, since my own D&D books were stolen a long time ago.

First things first: I am the GM. Yes, I do have the authority. No, it doesn't matter what authority. I have power over life, death, your continued participation in my game, whether my game does in fact continue, and...everything else I can name. Well, that's not strictly true: I am the GM, which means that I have power over everything except plot direction and common sense.

The game is played here, in SSDchat. Myself("LH"), Dem Taqat("Dem" or "DT") and KaiserElectric("Lec") are mods there.

This ruleset is divided into several major sections. We'll start with the basics.

Basics and Joining the Game:

To join, first make a post. Then, put this into your post:

[B]Name:[/B]
[B]Race: [/B]
[B]Class: [/B]
[B]Level: [/B]1
[B]HP: [/B]
[B]AC:[/B]
[B]XP: [/B]0
[B]GP:[/B]
[B]Stats: [/B]
[I]-STR: [/I]
[I]-CON: [/I]
[I]-DEX: [/I]
[I]-INT: [/I]
[I]-WIS: [/I]
[I]-CHA: [/I]
[B]Languages: [/B]
[B]Feats: [/B]
[B]Talents: [/B]
[B]Inventory: [/B]
[B]Spells: [/B]
[B]Description: [/B]
[B]Bio: [/B]

I'm sure you can handle "Name" "Description" and "Bio" yourselves, so I'll work through the other sections. For "Race" choose one of the six races listed below. Each provides bonuses, but most also have a penalty. Your race will influence how others think of you, and what parts of the game's hidden lore you will be permitted to know. Choose wisely.

Spoiler :
Human: +1 Talent, +1 Language
Elf: +2DEX, -2CON, either High Elven or Dark Elven language free, night vision
Half-elf: +1 Feat, Low-light vision, -2CHA
Dwarf: +2STR, -2DEX, Dwarven language free
Halfling: +2DEX, +2CHA, -1STR, -1CON, Rises as a free action
Lizardman: +2CON, -2INT, Lizardman language free


Now that you've done that, let's move to your Class. There are several important factors in choosing a class, but the biggest is "how do you want to play?" Below is a spreadsheet detailing first a general description of each class, then each one's unique bonuses, and then starting HP, gold and Feats.

Spoiler :
cpqh8kb.png


Now that you've chosen your class, it's time to do your "Stats." There are six. Here's another spreadsheet, this one detailing the six and what they're good for.

Spoiler :
b0Te8m7.png


Done reading? Now let's talk about what your actual stat numbers are. There are three ways to assign your stats:

Method One is to RNG your stats. Open an RNG(or collect 1-4 six-sided dice) and generate a number between 3 and 18(or, roll three dice or one dice three times and add up the results). If the number is below 10, generate a number between 1 and 6 and add that(or roll one dice again and add it). Repeat this process for all six stats. The benefit of this strategy is that you could possible roll highly on all of your stats, giving you a much stronger character than if you chose a less random option. However, you could also roll...poorly, and find yourself with a weak, ineffectual character. You do not have to roll the stats in order, and can roll for your stats and then assign numbers to stats after you see what you have to work with.

Method Two is to take a pre-made assortment of stats. There is no random element involved. Your stats are as follows: 18, 15, 13, 12, 10, 6. This gives you one excellent stat, one good one, two average ones, one mediocre and one bad. The advantage here is you know what you're getting into, but if you went random, you could walk out with much better numbers. Or...

Method Three is "custom stats." Your stats are as follows: 15, 13, 13, 13, 10, 6. So long as you keep at least 1 point in each stat, and do not go over 18 with any of them(pre-Feats), you can assign points wherever you like, shunting them between stats at your discretion. This method allows you a lot of control, but you wind up with 4 fewer points in total than you would have if you used the pre-made option, and potentially far fewer than if you had rolled.

Once you have assigned your numbers, add your Modifier behind each stat. Your modifier is listed here.

Spoiler :
aG9kMSC.png


"AC" stands for "Armor Class" and this is the number that any enemy attack must roll higher than in order to land a hit on you. By default, your AC is 10, plus your DEX modifier and then the bonus from any armor or shields you possess. Mark it as 10(+ or - your DEX modifier) until you hit Inventory and can get armor or shields.

"HP" is the next section, and it stands for "Hit Points," which the veteran roleplayers here will know represents your character's ability to take damage. Once you drop to 0HP, you are unconscious. If you are bleeding out, then you will die at -5HP. Any blow powerful enough to put you at -5HP will immediately kill you.

You start with a certain amount of HP, listed above on the Class Spreadsheet. Go ahead and RNG between the numbers listed. Once you've done that, add your Constitution modifier to the result, and the total is your Hit Points. If you don't feel like RNGing or rolling, then you can choose instead to start with the "halfway" amount on the range. Whenever you level up, you add the same amount: either RNG'd or the median total, plus your CON.

Similarly, "GP" means "Gold Pieces" and is your money you can use to get equipment and services. GP are the standard unit of currency for adventurers like yourselves. RNG between the ends of the range described in your class' section, or accept the median point(helpfully listed for you) if you don't want your financial situation to be in fate's hands.

"Level" and "XP" are simple. Your Level is your character's level, which is a shorthand way of seeing how experienced and strong you are. Once you reach a certain amount of XP, which you earn after missions, you level up, gaining additional powers and HP. The XP counts for each level are listed below.

Spoiler :
Level One: 0XP
Level Two: 1000XP
Level Three: 2000XP
Level Four: 4000XP
Level Five: 6000XP
Level Six: 9000XP
Level Seven: 12000XP
Level Eight: 16000XP
Level Nine: 20000XP
Level Ten: 25000XP


"Feats" "Talents" "Spells" and "Inventory" will be covered in the next section, Classes, Feats and Talents. That leaves us with "Languages".

You start able to speak Common, and if you are Human, Elven, Dwarven or Lizardman, you start able to speak an additional language. You can speak one extra language on top of these for every point of your Intelligence modifier(NOT the stat itself). Here are the languages:

Spoiler :
Common(Automatic: all)
High Elven:(Free Option: Elf)
Dark Elven:(Free Option: Elf)
Dwarven:(Automatic: Dwarf)
Lizardman:(Automatic: Lizardman)
Auran
Aquatic
Troll
Goblin
Draconic
Holy Speech
Kobold


Classes, Feats & Talents:

So, you've done most of the work already, but this is complex enough to need its own section. First, we'll talk about Feats and Spells.

When you chose your Class, odds are, it listed at least one free Feat. Go ahead and list it under your Feats section. You start the game with one additional Feat to choose from, unless your character is a half-elf, in which case you have a second starting Feat. If you're a spellcaster, then you were given a number of Spells to choose from the Spell List. It's below, right after the Feat list. Go ahead and pick your Feats and Spells, and list them in the appropriate sections.

Note: Unless stated otherwise, all Level 2 Feats and Spells require character level 3, and Level 3 spells and feats require character level 5.

Spoiler :
uHPuqJW.png


Spoiler :
HsfEWNf.png


This brings us to Talents. Each Class has a unique tree of Talents, from low levels to high, and you automatically start the game with one of them. If you're human, you can either start with both Talents or save a second Talent for a later level up. At any level, you could choose to take the Training Montage talent(which functions exactly like the Feat of the same name) instead of any of the listed Talents. Go ahead and pick your Talent(s).

Spoiler :
NcqVMDM.png


Now that you've done that, let's talk about getting more Talents or Feats in the future. Once you level up to Level Two, you can pick EITHER a Feat or a Talent, but not both. This sets a pattern, and at Level Three, if your choice at Two was a Talent, you'll get a Feat, and vice versa. Essentially, you'll alternate, getting either a Feat or a Talent every level.

At this point, you're mostly done. All that's left is to fill in your inventory: what items your character has on you at the start of the game. Take note of how many GP your character has before starting through this section, and what weapon and armor proficiencies you possess.

The other thing to note is your carrying capacity. This is determined by your STR score(NOT the modifier). Every item has a weight, and if you carry more than your carrying capacity, you take penalties to AC and start losing actions. Your capacity is listed below.

Spoiler :
OefnT4C.png


And here's the inventory list. If you're confused about what any of these items do, just drop on into chat and ask, or shoot me a PM.

Spoiler :
V2NBJxi.png


Other Information:

The Favored Enemy Table:
Spoiler :
Human
Elven
Goblin
Kobold
Lizard
Dragon
Troll
Animal(Land)
Animal(Sea)
Animal(Air)
Dwarf
Halfling
Spectral
Demon
Elemental


More Coming Later.

This concludes Inventory. The next post is reserved, as is the one after that. In the second post, I'll add the world map(plus other maps as you enter the areas depicted) and lore, and the third is reserved for a list of PCs and notable NPCs that I'll update religiously for the first third of the game or so and then never touch again.
 
The Civilized Lands

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The Three Kingdoms of Men:

Spoiler :
The Union of the Bay

Spoiler :
The Union is a collection of city-states, all nominally equal, under a single banner in the name of resisting aggression from Bel’eur. Amranth is the wealthiest and most prestigious of the United States, but it is not a capital in the Bel’eurian or Tarionite senses of the word. The Union maintains a united army and navy, who answer to their Congress – an organization of seven of the thirteen Dukes. The Congress sees two seats change every year, rotating among the members so that all of the States are represented fairly. The only state with a permanent seat is Amranth, due to its status as the greatest of the Union’s members.

The Union has a rocky relationship with the two other Kingdoms of Men. There have been many wars between Bel’eur and the Union, and in most of these Tarion has brought its forces in defense of the States. However, Tarion and the Union are not firm friends – twice before, in the Silver Crown War and the Amranth War, Tarion and the Union have clashed. Bel’eur and Tarion have never waged war on the Union together, mainly because the Kings and Queens of Tarion know that if the Union falls, they are certainly next. This sense of self-preservation is the strongest tie the Kingdom and the Union share.

The Union’s relations with Queen Galonodel, on the other hand, are almost idolatrous. Early on in the Union’s existence, they fought some skirmishes over land, but this was resolved by creating the five “Watches” – neutral ground, run by governments of half-elves. They served as a buffer between the lands of men and elves, but in the modern day the Watches have become war-and-famine-ravaged lands, with little effective authority. Many in the Union have voiced an opinion that the time of the Watches is over, and they should be brought back into the United States. However, none will risk Queen Galonodel’s wrath, primarily out of fear: she is so powerful that the Union stands no chance against her alone, and even with Tarion at their side, the United States would be sorely pressed to eke out a draw.

The people of the Union are traders and merchants by nature, not hardened warriors. Their favored weapons are spears, axes and crossbows – simple tools, but even the lowliest peasant can fight with them with only a little training. Blonde hair is dominant, and redheads are persecuted due to enmity with Bel’eur. Magicians are uncommon here, as age-old superstition has not yet been shaken from the minds of the people. Those that do practice the sorcerous or wizardly arts do so quietly, and do not make a habit of advertising or even using their talents except at the uttermost end of need.

The Union’s navy is stronger than any other, even the Elven Fleet. It would take an act of the gods for them to lose a contest for the Bay itself. This has been the cornerstone of their defense for a long time: even the mighty cavalry of Bel’eur cannot stop the Union’s fleet from positioning troops where it pleases, and reinforcing any city in danger from those that are not. The Union’s army believes in static defense from its citadels, fighting a war of attrition while the Navy provides them transport and supply.


The Kingdom of Tarion


Spoiler :
Also known as the Land of the Golden Crown, Tarion is the eldest of the three Kingdoms of Men. Tarion the First was the man who first freed these lands from the goblins and kobolds, through clever alliances with the dwarves and halflings. His descendants have faltered in their maintenance of his legacy(and indeed, the current line of Kings, though they claim leadership of the Kingdom, are not Tarion's lineage), and now Tarion is a shell of what it used to be. The country is ruled from Korul, City of the Silver Fountains, by King Imrathis, an old man whose time is nearly spent. His line is secure in his eldest child, but as a woman, the law forbids Princess Alanis from taking the throne in the event her father dies without siring a son. This hasn’t stopped a few Queens in the history of Tarion, but it is a substantial obstacle.

Tarion’s greatest charge in the modern day is stewardship of the Fallborn Bridge, the only crossing of the mighty river west of the Barricade Mountains and north of Bel’eur. Often, forces of goblins or kobolds have attempted to slip past the Bridge Keep, as the network of fortifications around the bridge are known. The heirs of Tarion guard the bridge with all the strength they can muster – even during their wars with Bel’eur, the bridge is garrisoned strongly. Perhaps Tarion is not as weak as others assume if it can fight on two fronts with ease.

Tarion is a land of forests and wilds: most of its span is heavily wooded, and cities are few and far between. This is almost the Union's opposite - a land of woodsmen and little villages, with Korul and its sister city, Arul, the only two major urban areas in the entire country. The people of Tarion are artists and poets, crafters and writers. From Tarion have emerged most of the great works of culture, literature and art in the last several hundred years. Their work is full of love for the great Untamed Forest that lies on their northern border, and the low rolling hills near the Barricade Mountains. Many Tarionite writers and artists of great renown have walked among the Forest and into the Mountains, either as travelers, Wild-Guides, or just wanderers seeking solace in nature.

Tarion's army is small, but professional. Unlike the forces of the United States, Tarion has no navy to serve as its cornerstone, so instead they rely on discipline. Bel'eur's cavalry have shattered Tarionite lines before, but they are the only things that have managed it - the dwarves have tried three times, crossing the Forest to seize lands of Men. Always they've been sent back north in shame, shields abandoned to the Men of the Golden Crown as tokens of defeat. Sometimes, Tarionite forces even enter the Barricades to hunt dragons. The skulls of their trophies are proudly displayed in the great museums of Korul.

Tarion's favored weapon is the longbow, since so many of its people are hunters and rangers. Bastard swords are the weapon of choice when the fight comes closer, due to their versatility and the skill they require to use effectively. Magicians are seen with suspicion, but Tarion is more accepting and modern than the Union. Tarion is a land of black and brown hair, and blue eyes, though blondes are not too uncommon.

Most Tarionite great works speak of the return of the Line of Kings from darkness to unite Men as in the olden days.


The Kingdom of Bel'eur:

Spoiler :
Bel'eur is the mightiest and proudest of the Realms of Men, perhaps even of all the Realms in the Civilized World. It was the men of Bel'eur who built the Seven Citadels on the River Fallborn, sealing every last ford and crossing to the kobold and goblin raiders from the south. It was the cavalry of Bel'eur who shattered the goblin lines in the Battle of Korul, bringing liberty to Men under Tarion the First's banner. It was also Bel'eur who was the first to secede from the United Kingdoms, but many in the modern country see that as a sign of progress, not of the dissolution of a powerful force for order.

Bel'eur maintains a truly massive standing army, centered around its fearsome cavalry, who are unmatched in the North and the South. When Bel'eur marches to war, as it does fairly regularly, the roads are clogged with tercios of pikemen marching back and forth, supported by light archer companies and paving the way for the horsemen in their silver and blue armor.

Bel'eur cannot go for more than a generation without warring with her neighbors, as the ideal of manifest destiny is too strongly imprinted among its people. The line of Bel'eurian kings has always considered themselves the true heirs of Tarion, but for all their bluster and their war, these are not an evil people. They wage war on their neighbors for land, but fight always with honor - the notion of sneak attacks, or assailing civilians, are horrifying to Bel'eurian generals, and will be dismissed as "goblin tactics." And when the goblins themselves threaten Men from the south, Bel'eur will accept the loss of her expansion into the Union or Tarion in order to defeat the southern raiders, even should they be coming towards the Fallborn bridge rather than the Seven Citadels. Warriors of men they are, but they have not forgotten that all Men are one people, and outside threats are a matter for alliance.

Most recently, Bel'eur's king, Tomas Wyrmslayer, forced the United States out of the contested Sun Hills region and fortified it beyond compare. No one questions that had he desired, the then-prince could have driven on Amranth and perhaps seized it too, but he showed a canny understanding of strategic reality uncommon for his line, and declined to engage in a fight on the Union's terms. Diplomats still argue over who has the rights to the Sun Hills and the ancient graves of King Tarion's line, but it's all semantics: Bel'eur rules those lands, and it would take an army the scale of Queen Galonodel's to force them out.

The Union and Bel'eur share a border along the sides of the Great Road that stretches from the coast inland all the way to the Untamed Forest. Of course, Bel'eur's borders hit Tarion's before then, and unlike the United States, Tarion showed the sense to fortify every inch where their land touches Bel'eur's. A massive wall stretches over the unnaturally-straight border line, punctuated by great castles every few leagues. The wall cannot be manned all at once, but that it blocks the way is in and of itself a major obstacle to Bel'eur, and the citadels can be manned. Any force that left castles full of Tarionite archers sitting behind on their supply line would return to Malsk in short order to face King Tomas' fury at their idiocy.

Bel'eur is a land of warriors first and foremost, with entire family lines tied up in glorious honor from battle. Duels are common here, for both sport and to settle disputes, but never to the death. Most young men will have dueled at least once before they hit puberty, and probably more often than that. Bel'eur's favored weapons are longswords and axes: handy weapons well-suited to use from horseback. For those without equestrian inclinations, pikes can still bring honor. Bel'eur is a land of redheads, green eyes, and immense height, with even the women sometimes rising to six feet tall. Magicians are welcomed here and openly practice their abilities.


The Dwarves:

Spoiler :
Queen Irinia Proudhammer has ruled the dwarves for a hundred years, through clashes with Men, dragons, Dark Elves and goblins that force their way up from the South. The Dwarven realms are not known by any other name, save perhaps that of the Silver Mountains where they make their home.

Dwarves are a hardy folk, and some few travel away from their homes and journey among Men and elves to see the world. Those that do seldom wish to return, as the isolationist life of the mountain folk does not appeal as much to those with a taste for the world beyond.

Dwarves prize wealth and gold over all other things, but that does not make them greedy or selfish. A dwarven adventurer may drag a party along in his wake chasing after a lost treasure, but he will divide it fairly, and can be dissuaded from chasing it with good sense.

Lately, little has been heard from the dwarven realms, save whispers of some disaster that has befallen their underground cities.


The High Elves:

Spoiler :
These are the mightiest of all the peoples in the Civilized Lands. Not much is known about their realm's inner workings, save that Queen Merian Galonodel rules with absolute surety and commands undying loyalty from her people. The High Elves themselves are immortal, wise and fair beyond measure, light and nimble creatures with a love for nature and all its workings. This has made them good friends with the people of Tarion, and bountiful trade with the Union of the Bay hasn't exactly made relations worse. In fact, Queen Merian is well thought-of and liked by all the Kingdoms of Men.

Some rumors spread that Merian is not as she chooses to appear, and that something festers in the far north - some darkness that the elves have failed to keep in check. But that's nonsense, as everyone says. Perhaps they do not believe because it is a foolhardy idea.

Or perhaps they're too scared to dare believe otherwise.


The Dark Elves:

Spoiler :
Not a lot is known about the Dark Elves. Sometimes they venture from their homeland across the Barrier Mountains, but not often, and when they do come, they are extremely tight-lipped about their home. The most men have ever learned is that they fear the wrath of some fell power will fall on them should they advertise their locations too openly. To outward appearances, they are no different from the High Elves of the North. Why they are called Dark Elves is something of a mystery: but both High and Dark Elves insist on calling each other by those terms, so who are Men and Dwarves to argue?


The Golden Lands:
Spoiler :

Here live the halflings, in the Shires around the city of Goldsfield. They are a peaceful people, but underhanded and devious: their culture has an overabundance of rogues. They are firm friends of Queen Galonodel and the High Elves, and have no animosity toward Men. Indeed, they seem much like an Eastern version of the Union of the Bay: decentralized, with an eye turned toward coin more than prestige.

Men often journey here, and find happy, peaceful celebrations and an escape from the endless wars in the Three Kingdoms and the Watches.


The Shadowed Lands:
Spoiler :

Almost nothing is known about the Shadowed Lands. They lie to the far south, past the goblin and lizard tribes near the Barricades. Their population is made up almost exclusively of said creatures.

Unfortunately, that's almost all that is known, even in the great archives of the Order.


Smaller Principalities:

Spoiler :
The Holy Order:

Spoiler :
The Holy Order of Defenders was founded ages in the past(some say by the gods themselves) and given one charge: defend the world from corruption and evil, by any means necessary. From there came the Paladins, fighting with sword and sorcery to protect the weak and defeat the evil. The Order first used its army to claim the Island of Dreams, off the southwest coast of kobold-country, and since then it has waged crusade after crusade against the goblins and creatures of the south. These have always petered out, and the Order's real impact has been among the northern lands. Agents from the Island have traveled as far as Green Vale in the elven lands, and mapped almost everything that there is to map in the Civilized Regions. They appear in force whenever war brews in the Three Kingdoms, helping to move civilians out of the way of rampaging armies.

Lately, the Order has been fading, as few still seek the pure ways of the Paladin in a world rapidly turning shades of gray. Some few still linger, and adhere to the ancient ways, traveling the world to bring justice to those without it, returning to the Island of Dreams for peaceful meditation and counsel with the Great Masters of the Order.


The Goblin Raiders:

Spoiler :
Goblin raiders come from the southeast, near the land of the Dark Elves. Whether there is a connection is unknown, but it is known that these goblins are cruel and strong warriors, with built-up hatred for Men, Dwarves and Elves after they took the Civilized Lands away from the goblins. They lack the strength to retake their old territory, so instead these bands attempt to force their way past the Bridge-keep or the Seven Citadels, or undertake the dangerous passage through the Barricades, all in the name of raiding, raping and pillaging their way through undefended lands of Men. Many an adventurer has made his or her name battling these savages.


The Clover Islands:

Spoiler :
The Clover Islands are partially settled, by Bel'eur and by the Union. The unclaimed lands are full of lizardmen and goblins, usually of the piratical variety, and there is a near-constant war in the western islands, and an unspoken eternal truce between Bel'eur and the Union: regardless of wars back home, the colonies will never turn on each other as long as the pirate threat looms.


Ranger's Refuge:

Spoiler :
Damon Fireshaft lacked a last name when he went south adventuring. His entire party vanished into the smoke, and as far as the Civilized Lands were concerned, he had died somewhere in the wilderness. For twenty years they thought this, until word came back of "Ranger's Refuge" a fortress city in the south, seated atop a mountain guarding the only source of fresh water for miles around. It's a town of adventurers, full of taverns and armories. There is no law but Damon Fireshaft's, whatever he decrees, and an army of his elite "Howling Wildmen" will back him up to the hilt no matter his decision. This is the frontier, and harkens back to an age when a man's strength and cunning dictated his status in life, not his fancy degrees or noble blood.


Lizard-town:

Spoiler :
This town is essentially as its name describes: a town of the lizard-folk, doing trade with kobolds, goblins, and occasionally the very brave man. The lizardmen are not seen as purely evil, unlike the goblins and kobolds, but they have a distaste for humans that mirrors humans' distaste for them. The town is fortified, and there is some debate among its denizens about whether they should petition the "Shadowed Lands" for membership, but none will explain this conflict or the parties involved to outsiders.

For all its differences, Damon Fireshaft has stated that Lizard-town seems to him a reversed version of Ranger's Refuge.


Akrist:

Spoiler :
Akrist is an old city, and can be seen as the "capital" of sorts of the kobold tribes. It is also inhabited by goblins, which is why the races coin it "the twin-city." Once it was inhabited by a race gone by, though not even the Order remembers who first settled in the Akrist valley. Just as with Lizard-town, the Order's spies and interrogators report that the goblins and kobolds seem to debate over membership in these "Shadowed Lands." The Order is looking into the matter, and currently believes that the Shadowed Lands must represent some major new threat to the civilized world.


Border City:

Spoiler :
Border City is a new creation, made by Tomas Wyrmslayer and the Congress of the United States. The city itself is old, and is no stranger to unusual political affiliation. In the modern day, it rests squarely on the Great Road and the border line between Bel'eur and the Union, and is treated as its own independent state with full diplomatic rights. In spite of this, it has little recognition in the world, as most recognize the Principality for what it is: Bel'eur's concession to the Union in exchange for uncontested lordship of the Sun Hills. Both countries maintain a twenty-mile demilitarized zone around Border City, but there are rumors that Bel'eur is beginning to mass in the south despite the treaty.


The Five Watches:

Spoiler :
The five Watches are, from west to east, the Westwatch, the Proudwatch, the Bravewatch, the Eastwatch and the Northwatch. All are nominally independent half-elven governments, serving as a buffer between Men and High Elves, but since their inception they have been torn apart by inner strife, racism, and inter-warfare. Some believe the Union plans to bring them back into its folds soon, but such a move might anger Queen Galonodel.


The Barricade Mountains:

Spoiler :
The Barricade Mountains are old and full of ancient relics and tombs. They are also home to a massive concentration of dragons and trolls, which should deter anyone seeking riches. Fell, dark things lurk in the passageways below the mountains, and only the very brave enter them without an army at their backs. There is magic there - dark magic, old magic, full of hatred for Men and the light. But for the brave and resourceful, there are riches untold, ancient artifacts of power, and skulls of dragons for the taking.
 
Everyone starts in the Clover Islands, and I'll do personal backstories with everyone to show how you got there. I don't think they'll require a lot of "game time" so it won't take too long.

Final reservation. If someone wants there to be a chronicle of the game beyond what I provide, then I can put it up here if you PM it to me.
 
Name: Tenabry Nactal
Race: Elf
Gender: Male
Class: Sorcerer
Age: Approximately 370
Appearance: Tenabry's hair holds a reddish tinge, unusually dark for an elf, and is cut shorter than most wear it, although his eyes are a more normal light green. Preferring to dress in dark colours, Tenbary always seems to have a satchel full of papers at his side, and appears more comfortable using his staff as a leaning aid than as a weapon.
Bio: Throughout his life, Tenabry has been one of the more adventurous elves, leaving the homeland on several occasions in order to keep up with life on the outside. Although he has travelled far, including on one occasion a trip to lizard-town in the south, he is not much of an adventurer, making his expeditions largely for the purpose of writing about them. Although he has donated a handful of writings to the places of learning he passed through, none of them have been even remotely revolutionary, providing little more than an outsiders perspective of local history, and it is clear that they are not his main focus. His latest expedition has found him in the Clover Isles, but as his coin runs low, it appears it his time for him to seek a way to either replenish it, or return to the mainland.

Level: 1
AC: 11
XP: 0
Gold: 2.2
HP: 3

Stats:
STR: 9 (-1)
CON: 8 (-1)
DEX: 13 (+1)
INT: 15 (+2)
WIS: 17 (+3)
CHA: 12 (+1)

Feats:
Knowledgeable

Talents:
Elemental Affinity

Languages:
Common
Dark Elven
High Elven
Holy Speech

Spells: (3 per day)
Fireball I
Shield I
Healing Hands
Translate Writing

Equipment: (23/54Ib)
Staff
Flint and Tinder
1-day rations
Bread
10x Sheets of Paper
Quill Pen and Ink
Journal
2x Vial
Torch
Bedroll

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Name:Revy Chav
Race: Human
Class: Pre-Industrial Tank Fighter
Level: 1
HP: 12
AC:16
XP: 0
GP:23.8
Stats:
-STR: 16 +3
-CON: 13 +1
-DEX: 12 +1
-INT: 9 -1
-WIS: 10 +0
-CHA: 11 +0
Languages: Common, Dwarven
Feats: Weapon Proficiency: Medium, Comes From Money
Talents: Weapon Proficiency: Heavy, Shield Mastery
Inventory: (60/78lb)
Warhammer
Large Steel Shield
Studded Leather Armor
Description: Female, very tall with red hair and green eyes.
Bio: Revy is child of noble house of Chav from Bel'eur, a house that is just as famous for the great warriors that they produce as for the seemingly genetic ineptitude for showing manners. The Chav family is well known for being very large even for Bel'eur's standards, so family reunions are one of the places where Revy's height looks nothing special. Despite their lack of acting like nobles, noble blood is noble blood and while their rivals can dance circles around them in court intrigue the giant warriors produced by the Chavs bring enough glory in battle to compensate for their simple minded ways.

Revy was born to Alister and Lorana Chav and is part of a rather large family. Alister is a general in the Bel'eur army who earned the nickname "The Eighth Citadel" as the men under his command have never been broken when he was in battle. Current wielder of the family greatsword which has seen many battles, he is looking forward to being able to pass it onto his son soon but old age has not dulled his proficiency with it. Lorana Chav is a small woman who looks out of place next to her husband, originally the daughter of a small noble house she won Alister's heart during a hunting trip between the two families where she demonstrated her proficiency with the longbow and her skill at cooking the deer she killed. Alastair is the first son of the family, Revy's twin, and the current heir. There are two other sons Alistair and Alasdair. Revy also has a younger sister Iona who she is very protective of.

Revy grew up like all Chav girls trained to fight. While she was never able to beat her twin brother whenever they sparred, Revy still established herself as the one who protected her younger siblings. She left to the Clover Isles looking to prove herself and to find glory in battle after a fight with her father about her being too weak to look after her sister on a trip to the Union.
 
Name: Sal'athim Tharnessos
Race: Elf
Class: Ranger
Level: 1
HP: 6 HP (7 + CON mod)
AC: 13
XP: 0
GP: 0 (35 starting)
Stats:
-STR: 8 (-1 mod)
-CON: 8 (10-2) (-1 mod)
-DEX: 14 (12+2) (+2 mod)
-INT: 10 (no mod)
-WIS: 11 (no mod)
-CHA: 10 (no mod)
Languages: Common, Dark Elven
Feats: Rapid Shot
Talents: Favored Enemy or One With The Wild
Inventory: Carrying 30 lbs (54 lb maximum)
  • Longbow
  • 20 arrows
  • Studded Armor
  • 2 days' rations
Spells:
Description: Soon
Bio: He doesn't tell much to anyone at all, but from what people do know, he says this: Sal'athim traveled from wherever his home was to try his hand at adventuring for some reason or another, inventing a new excuse for each person who asks. He lived there for ten years among the Wildmen before deciding to pack up suddenly and leave with nothing but his longbow, a quiver of arrows, enough food to last him the trip, and the armor on his back. He left for the Clover Isles, where he has lived off the land in the last few years, hunting to keep himself alive, and selling the trophies of his hunts to merchants to buy more food and drink. Little to nothing is known about his homeland, other than the fact that he found it "interesting."
 
I'm in.

Name- Daird Shagranoz

Lizardman Wizard
STR-8
CON-10
DEX-10
INT-9
WIS-6
CHA-11

Spells: Fireball, Lightning, Shield, Summon

Magical Talent

AC-10

Acolyte
 
Joining, probably as a Paladin/Sorceror. Got a lot of reading to do :p
 
subing, probably joining, yay a fantasy AC :3
 
Name: Wulfsige Ælfzapper (Shanaz Peribrshtn)
Race: Halfling
Class: Sorcerer
Level: 1
HP: 5
AC: 16
XP: 0
GP: 2.3
Stats:
  • STR: 6 (-2)
  • CON: 10 (0)
  • DEX: 15 (+2)
  • INT: 17 (+3)
  • WIS: 15 (+2)
  • CHA: 16 (+2)
Languages:
  • Common
  • Troll
  • Goblin
  • Kobold
Feats:
  • Favored Enemy: Elven
Talents:
  • Elemental Affinity
Inventory: (41 lb.)
  • Studded Leather Armor
  • Small Wooden Shield
  • Rapier
  • Field Rations (2 days)
  • Vials (2)
  • Blanket
  • Kamancheh
  • Scented Candle
  • Sparkling Crescent Moon Tongue Piercing
Spells:
  • Barrier
  • Antimagic I
  • Freeze I
  • Lightning I
Description: He sports a mop of thick, curly cinnamon hair almost as large as the rest of his head is, overlarge, crazed amber eyes, no facial hair, & a scar on his left cheek. Clothes tend to be practical.
Bio:
Spoiler :
Born to a pair of Halfling adventurers who traveled with Damon Fireshaft, young Wulfsige was captured as a wee babe when the Dariush Goblins raided Ranger's Refuge. One of many taken by the goblins, Wulfsige was initially going to be sacrificed with the rest of the prisoners, but a goblin priestess warned the leader of the tribe, Eskandar, that his cruelty was to blame for his impotence, and commanded him to raise the Halfling child as his own in repentance. Renaming the boy Shanaz, the warlord attempted to teach the Halfling all he knew about combat- alas, Goblin weapons and tactics were not made with Halflings in mind, and try though he might, Shanaz learned very little, and progressed at a snail's pace.

Soon, the Dariush were attacked by a rival Goblin tribe; Shanaz tried to take up arms and join the fight, but Eskander forbid him, knowing that Shanaz would not survive a minute of Goblin warfare and fearing that if the Halfling died, he would never be able to conceive a child. Frustrated at Eskander's decision, Shanaz snuck out and joined the battle anyway, where, just as Ekander predicted, Shanaz was effortlessly taken hostage. Kambiz, the leader of the invading Goblins, threatened to execute Shanaz unless the rest of the tribe surrendered. Eskander gave the order, and the Dariush Goblins stood down.

Furious and ashamed, Shanaz's emotions boiled inside him until, unable to control himself, he lashed out with a burst of raw, untrained magical energy, instantly killing Kambiz and surprising all present, most of all himself. Eskander recovered from the shock first, and, with a fierce Goblin war cry, fell on the stunned invaders like a crazed demon, leading the rest of his tribe to victory over their rivals. Afterwards, Eskander stopped trying to teach his adopted son the ways of war, and sent him to study with the tribe's Priests & Shamans, so that he might learn the ancient methods of Goblin magic.

Shanaz excelled in his studies, and before long was allowed to accompany raiding parties. Eskander's prayers were also answered, as, soon after Shanaz began his magical studies, Eskander successfully conceived a son with his wife, whom he named Kurush. To celebrate the birth of Kurush, Eskander organized a massive raid against the Dark Elves, which Shanaz eagerly joined. Pushing deep into the Dark Elves' homeland, Eskander's raiders sacked many outposts before being forced back across the river by the grizzled Elven General Cynwrig. At one point of the raids, Shanaz was separated from his group, and forced to survive by killing & eating Dark Elves. When the other Goblins learned of this, they laughed heartily and dubbed Shanaz 'Peribrshtn' in recognition of his skill at both zapping elves with lightning and cooking them over a fire.

But the good times could not last, and not a year after the birth of his son, Eskander succumbed to an infected would he gained during the raids. This sparked a three-way civil war in the Dariush tribe, between the supporters of the infant Kurush, Eskander's uncle Abolfazl, and those who felt that Shanaz should be the new warlord. Shanaz did not desire power, and lent his support to his brother, but this selflessness only inspired those fighting on his behalf to press his claim harder. After Abolfazl attempted to assassinate Kurush, Shanaz met with his adopted uncle in secret, and worked out a deal: Shanaz would leave the Dariush tribe- and, indeed, the lands of all the Goblins, and in exchange, Abolfazl would name Kurush his heir and ensure that no harm came to the child.

And so, Shanaz faked his own death- spying on the Dariush just long enough to ensure that Abolfazl kept his word- before heading north to the human kingdoms. Calling himself by his birth name to avoid suspicion, Shanaz- now Wulfsige- crossed the border into Tarion by tricking the guards of the Bridge Keep into believing him a slave who escaped from a nearby group of Kobolds. Ever since, he has been walking the earth, drifting from one nation to another, providing any who pay with information on the Kobolds and (dis)information on the Goblins, and furthering his magical ability whenever possible. Now, purely by chance, he has arrived in the Clover Islands, where he'll soon find himself a member of a group that would make his old Goblin tribe look like a paragon of rationality and discipline...
 
Name: Eadric Argall
Race: Human
Class: PALADIN
Level: 1
XP: 0
HP: 11
AC: 14
XP: 0
GP: 0
Stats:
  • STR: 13
  • CON: 12
  • DEX: 10
  • INT: 10
  • WIS: 10
  • CHA: 9

Languages:
  • Common
  • Holy Speech

Feats:
  • Armor Proficiency: Medium
  • Weapon Proficiency: Medium

Talents:
  • Lay On Hands

Inventory:
  • Longsword
  • Chainmail Shirt
  • Buckler

Spells:
  • Detect Alignment

Description: Brown hair, brown eyes, average height. Just your normal peasant farmer.
Bio: Eadric was born in the village of Hilling, just outside the capital city of Bel'eur, Malsk. This was the same village where his father was born, and his father, and his, and so on. His family was always one of simple farmers, providing Hilling with the necessary food to get through the winter. He met his wife, also from a family of farmers, Eadgyð, at the young of fifteen, and married her the following year. They had three children together, a boy and two girls. Osmund was the boy, and he was the eldest. Hilda, the first daughter, was born two years later. Finally, the last child, Godiva, was born three years after that.

His family and farm was his world, so it caused great pain when a devastating drought left his fields barren. Right after that there was an outbreak of some deadly disease that he, sadly, knew nothing about in Hilling, and Eadgyð, Osmund, and Hilda all showed symptoms. Eadric was nearly hopeless and thought nothing could be done to help the situation. Still, he thought he had to try something. He left his village and went to the Church in Malsk. There he prayed for rains and his family. If that wasn't enough, he vowed we would take up the sword in service to the Gods if his family was saved and rains came. He went back to Hilling, hoping that things would change for the better.

A few days after he arrived back to Hilling water fell from the sky. It was raining. Shortly after that his wife and children started recovering from whatever disease had afflicted them. He was overjoyed, it had worked. For the next few weeks he took steps to ensure his family would continue recovering. He did more work in the fields in those weeks than he did all last year. He met with friends and begged them to help support his family when he would left. When all was set, he said goodbye to his family and friends and left for the Island of Dreams, home to the Holy Order.

He arrived on the island penniless and without any training. There he was given a sword, shield, and armour. He shortly thereafter started to receive training, learning how to fight and to know the mission and goals of the Order. He picked up both rather slowly. He had never fought in his life, and it took a while to even become a novice at using the sword. As for the teachings, well, Eadric was never quite a religious or moral man. His family had always mattered more to him. But still, even if doesn't quite believe the teachings, he must act like he does. When the Holy Order saw that he was in a roughly adequate shape, they sent him off to the Clover Islands, to accomplish some mission for the Order.
 
I'm here to announce that I made a mistake starting this game. I will not be continuing it for the time being, though I may restart it from scratch in the future. It will not be the near future.

My only available timeslot for ACing right now is 4/5ish-8PM EST on Mondays, and that's nowhere near long enough to run a good mission or do justice to the characters you've created, or the world I want to explore, in this AC or any of my other concepts. To that end, until such time as my schedule improves, I am officially retiring from GMing. I will be running no more ACs unless I can be sure of at least 6 hours a week, either in one or two sittings, to run missions.

I'm very sorry for starting this and ending it so soon.

-L
 
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