Monday, June 15, 2009

Sunday, March 22, 2009

Wealth and Money

Gang,

OK, after a couple of requests I just wanted to let you all know that I have been taking a long hard look at the Wealth System. I still think it can work, and even become easy to deal with.
Before anything else I wanted to let you know that the next adventure will in part be a way to make a little money, specifically you will have the opportunity via your contacts to get compensation for a task. Different players will have different goals but they shall be designed to work together so I will be letting you all know the options soon.
That being said after looking at the system I have come to the conclusion that "Taking a 20" is basically a good way to abuse the systm. Taking a 10 is fine, if you want to take a 20 thats like "buying a car" or "purchasing a house" AKA you really don't have that much money and are going into debt. Generally few NPC's will let you "take a 20" and if you do do so they will expect recompensation (Han Solo anyone... oh look a free Flaw!) Generally this world does not have people willing to give out money like that so don't expect it to happen much. Once again this does not apply to purchases already made but you are warned for the future.
Second your "Wealth" total for figuring gain or losing points is equal to your To Liquid Assests(Cash) plus 3xInvestments (Permanent Wealth). THe permanent wealth basically gives you a certain income that you don't have to worry about buy and spending up to that point.
Also note that if you do spend all your points on items and start to drop below 6 points of Wealth (aka 6 temporary wealth or 2 permanent wealth whichever or method of combination) then I will start mentioning starvation as you essenstially don't have a dime. You will temporarly lose 2 points of CON per point you are below 6. Now if you currently don't have this do not worry as after the next adventure I will make sure you have at least that much.
Also note that permanent wealth really cannot be taken away from you while I make no such claim for Liquid Assests, pickpockets and having items stolen from you is not exactly a big plan on my part but it is a violent world and flashing bling around in a sleazy bar is a sure way to attract attention.

Ray

Monday, March 9, 2009

Calming Touch

Gang,

Barbara brought up what must be omission in Pathfinder. Under the Community Domain the Calming Touch ability as listed allows for unlimited healing and removal of a variety of status effects. In keeping with Pathfinder's motif I will making the healing part of that power only work 1 time per day per person and after that it simply works like Stablize. The removal of various status effects still works whenever you wish to apply it. That seems fair, let me know what you all feel if you care to share.

Ray

Thursday, March 5, 2009

Just a reminder

Gang,

Ok just thought I would remind people of a few things, first I would like to see character sheets from everyone as soon as you can get me copies. Second I will be handing out my corrections, revisions and other stuff to everyone next week so you know what has been altered or changed from D20 or Pathfinder Canon. AMong these changes are the changes to how Attacks of Opportunity work, Combat Expertise reverting back to 3.5 norms and the use of DR for armor and monsters natural armor, which works along line like those in Unearthed Arcana, although some critters, like fast hard to hit ones will keep their full AC while others, like dinosaurs and what not may have more DR than listed in Unearthed, but traded in like they do there. Also remember you can take Weapon Finesse for free and it applies to most weapons, although it still has the downsides as listed for the feat(AKA To hit penalties if you use a shield...). Also all critters, except constructs etc..., will get Vitality Points. Also remember Action Points can be used to confirm or deny criticals and that some important NPC's may have AP too. Ok, all for now, please return to your regularly scheduled virtual life!

Ray

Friday, February 27, 2009

Permanent Wealth

Gang,

Just wanted to write down the Permanent Wealth modifications we discussed.

The Heir Feat gets you +10 Wealth but this is not permanent wealth, its just money as normal. Ludicrious amounts of it, but just money.

To get Permanent Wealth (it does not decrease below this value when you buy stuff) you must turn in 3 regular Wealth to get 1 Permanent Wealth, called Titles, Investments, etc... as desired for roleplaying purposes. You may exchange it back to normal wealth at your leisure also if you wish.
To try and avoid abuses I will only initially allow you to take a 10 when using Permanent Wealth. Taking a 20 would just make it overpowered I think but am willing to see how it goes this way first and see how it works or if it needs tweaking.

Buy long term bonds! Don't be a spendthift! Invest in your future!

Ray

Wednesday, February 25, 2009

Combat Experise

Dear Players,

I have been looking through Pathfinder Beta a realized that they seriously messed up Combat Expertise. I will be using the old SRD 3.5 version of it, where you could exchange up to 5 points from your To Hit to add to your AC, limited by your BAB. rather than the INT limit of the Pathfinder Rules. I think this was mentioned somewhere as a reversion they posted in notes for Pathfinder also but regardless it needs to be done so I am doing it anyway.

Ray

Saturday, February 21, 2009

New Combat Feats

New Combat Feats



Name Prerequisites Effect

Ambidextrous DEX 15 Add full bonus to all attacks

Attack Focus BAB +6 Give up attacks to gain +2 TH

Back to Back BAB +2 One adjacent ally cannot be flanked

Close Order Combat BAB +1 Change places

Concerted Attack BAB +3 +4 when you and allies Flank

Counter Charge Combat Reflexes Set bonus for weapons, 5’ step

Flurry of Blades Finesse, Focus, BAB +3, DEX 13 Gain EA

Hobbling Attacks INT 13, BAB+4 Slows Movement

Lightning Parry BAB +3 Give up attacks to gain +2 AC

Main Gauche Two Weapon Fighting Give up attacks to gain +4 AC

Near and Far - Use Reach Weapons in any square

Pack Attack - All Flank if one flanks

Perceptive Duelist - +2 to Initiative and Sense Motive

Pole Fighting STR 13, Simple Weapons Use Butt end as quarterstaff

Quick Strike Quick Draw, BAB +3 If Quick Draw +2 TH

Rank Fighting Simple Weapons Ignore cover of Allies

Reckless Attack BAB+1 +2 to hit, -4 to AC

Reflex Set Combat Reflexes AoO is Set vs. Charges

Shield… All Require Shield Proficiency

Missile Proof Combat Reflexes Block for self/other-Reflex Save

… Agility DEX 134, BAB+1 Ignore various penalties

… Cover DEX 13, Dodge, Mobility Do not suffer AoO from 1 enemy

… Defender BAB +6 Move action to give another +2 AC

… Edge Deflection BAB +4 Shield Mastery Shield counts vs. Touch Attacks

… Evasion Reflex Save +4, Lightning Reflexes Reflex save for damage is all not ½

… Expertise Shield Focus +1 to Shield Armor AC Bonus

… Focus BAB=1 Reduce Penalty by 1 & cast fail5%

… Mastery BAB+1 +2 AC vs. 1 opponent

… Rush Power Attack, BAB+1, STR13 Add Shield bonus to Rush

… Skill BAB+1 Defensive gains +2 AC

Sidestep Charge DEX 13, Dodge +4 AC vs. Charge, AoO if miss

Stand Still STR 13 Force an Opponent to stop

Sudden Action C. Reflexes, Quick Draw, I. Init., Mobility Act in Surprise Round

Team Fighting BAB +1` +1 TH, AC

Two Weapon Cleave Cleave, Two Weapon Fighting, DEX 13 Cleave with either weapon

Up and Down I. Trip, Near and Far +2 to Trip



Ranged

Name Prerequisites Effect

Range Combat Expertise INT 13, Combat Expertise Trade TH for AC

Elven Archery Elf blood, Dex 13 Point Blank Shot BAB+4 DEX for Damage if within 30’

Bow Mastery Focus, BAB+3 Gain Focus for all bows/crossbows

Cleaving Shot Focus, Point Blank Shot, BAB+8 Cleave with Missile Weapon in 30’

Called Shot DEX 13 Dex based -TH for +Damage

Expert Aim Precise Shot, BAB+8 DEX for damage if within 30’

Opportunity Shot DEX 13, Rapid Shot, BAB+8 AoO in 30’ if not threatened

Pinpoint Shot Point Blank Shot, Precise Shot +2 TH, Full action, no DEX to AC

Ranged Shield Pin Point Blank Shot, Precise Shot, BAB +2 Negate Shield Bonuses

Sharp Shooting Point Blank Shot, Precise Shot, BAB +3 Cover only adds +2 not +4 to AC

Ducking Shot Point Blank Shot, Dodge, DEX 13 +4 to AC vs. AoO

Elusive Target DEX 13, Defensive Arts -4 TH you with ranged while melee

One Handed Crossbow DEX 13 No penalties for…

Repeat Crossbow Mastery Repeating Crossbow Proficiency Reload with Move Action

Friday, February 20, 2009

Feats, Flaws, Traits and Bloodlines

Feat, Flaws, Traits, and Blooodlines

The basic way in which Feats and Flaws will work is as follows. One Flaw can be taken in order to pay for one Feat. Please do not go hog wild with this as it could become out of kilter very quickly. If you want more than one Flaw per 2 Character Levels we should talk. I am also redoing the way Bloodlines are done so they can work within the new system rather than the way in which Unearthed Arcana does them, which is rather unbalanced in regards to the Pathfinder. Traits are also being reworked to fit with this system as well.

Feats

As in the Pathfinder Rules Feats provide bonuses to your character. A feat generally will give one of the following, which, within rounding error are usually less than the above penalty. Miscellaneous Feats are handle by the way of the Pathfinder Rules.

General Feat List

Type of Feats and Bonuses
Attribute Bonus +1 on an attribute
Skill Bonus +4 on one skill or +2 on two skills
Save bonus +2 on a general save of +2 on 2 types
Increase Run Speed +5 feet per round
Initiative +4 on the roll
Other type* of Roll +1 on the roll
Miscellaneous Bonus As per Pathfinder

*Types of Rolls or Checks
Melee Combat or Ranged Combat (each is separate)
Armor Class, Melee or Ranged (-1 to the AC and the Armor Save)
Complex Skill Checks, Craft, Knowledge or Profession Checks

Flaws

Flaws are things that significantly hinder you character be it in a physical, social of roleplaying situation. They tend to be more restrictive than the bonus you get from a feat because people naturally take things that will boost their preferred abilities while hindering those they do no emphasize, and also so the trade off does not unduly unbalance the game. A Flaw consists of the following possibilities, with others allowed by GM permission. Flaws will always have a numeretical effect associated with them.

General Flaw List

Flaws and Penalies
Attribute Reduction -2 to an Attribute
Skill Penalty -4 on a Skill or –2 on two skills(except*)
Save Penalty -3 on a general Save or –2 on 2 specifics
Run Speed -5 feet per round
Lower Hit Points -1 per level
Skill Points -1 per level
Initiative -5 on the roll
Type* of Roll -2 on a certain type of common Roll
Miscellaneous As accepted by GM(it will be numeritical)

Traits

Replace the way Traits are handled in Unearthed Arcana with this system of Flaws and Feats, with one Flaw paying for 1 Feat. For Example, a Hardy Feat (+2 on Fortitude Saves) could be balanced with Clumsy Flaw (–3 on Reflex Saves) or an Inattentive Flaw (-1 skill point per level).
Character can thus take a number of Feats and Flaws to represent character traits. This traits will generally be more pronounced than in the Unearthed Arcana system.


Bloodlines as Feats

Bloodlines Abilities now count as Feats.
First, when you take a Bloodline it counts as a Feat. For this you get the abilities listed under Sorcerer as the 1st level Power for the Bloodline. For Bloodlines not listed there in consult with your GM for guidance. Some are listed below.
After that initial buy in any additional Power or Feat Listed in Pathfinder counts as count as another Feat. So if you want the 3rd, 6th, etc… Bloodline powers/feats you must spend a Feat to take them. You do not need to follow the order in the book, but these are good guidelines. If you wish to take more than this then you may take a Flaw appropriate to your Bloodline to pay for a Feat.
While I am currently setting no hard and fast limit, roughly one Flaw could be taken at most every other level, plus one at the start, and even that will result in a rather extreme character rather quickly and thus you need to get GM permission for that. For example, a Bloodline Character could trade in one Feat from his Class list and take 2 Flaws and Start with 3 bloodline abilities. In this regards the Bloodline Powers are listed as Feats as follows. While decidedly different than the method of Unearth Arcana, I feel it makes up for the loss of levels inherent in that system.

General Bloodline Feats List (Each count as 1 Feat)

Abilities and Bonuses
Attribute Bonus +1 to an Attribute
Skills Bonus +2 to 2 Skills or +4 to one Skill
Resistance 1 Type of Damage Resistance of 5
Power A Power listed for a level
Feat A Feat listed for a Bloodline
Ability Smite, Armor, etc…
Saves +2 Save(Will) or 2 types(poison&fear, etc...)
Affinity +2 on Bluff, Diplomacy, Intimidate and Sense Motive for 1 Species

For Example: A Celestial Major Bloodline Character traditionally would take the following. (In order), say a cleric,

At 20th level they would have lost 3 levels resulting in a loss of No Hit Dice –15 HP(1 Feat), -2 BAB(2 Feats), -5 on Saves in total(~2 feats), 6 high level spells per day (~3 feats), a Domain Power, Skill Points, an Attribute point, and 2 general Feats as well as level effects for casting spells and overcoming spell resistance and it come to about a total of 14 feats.

In return they have gained the following; Alertness (+2 Perception, Sense Motive), Wisdom +1, Ability-Protection From Evil 1t/d, Celestial Affinity, Resist Electricity 5, Magical Aptitude, Charisma +1, Poison Saves +2, Resist Cold 5, Improved Initiative, Constitution +1, Resist Acid 5, Armor +1, Damage Reduction, for a grand total of about 14 feats!

In other words it’s a wash, which is the way it was intended.

Now what happens with the new system is you spend your Feats to get the abilities, which results in the same effect except you are trading in the Feats and abilities as you level, no muss no fuss. If you want more abilities instead of paying for it in levels and losing all these this combined just take the appropriate Flaw. If you want to lose HP take Feeble, if you want to lose Skills take a Flaw. Add in the versatility of taking the powers in the order you wish and it’s a system that allows you to tailor the character more directly to what you want than what the rules lock you into. For Example since Celestial characters are supposed to be proud, holy and dedicated to the cause of the Light, appropriate Flaws might include : Honest (-2 to Bluff and Disguise), Guileless(-2 to Stealthy and Sleight of Hand) or Fanaticism(1 Less Skill point per level). 2 Peaceful Flaws(-2 to Melee and Ranged Attacks).

Wednesday, February 18, 2009

Bloodlines

Guys and Dolls,

I am currently editting the Bloodlines stuff from Unearthed Arcana to make it fit in better with Pathfinder. If you were interested in this stuff let me know. I will post the changes when I am done. There will be no changes to the Pathfinder classes just alterations in how Bloodlines fit into the game.

Ray

Friday, February 13, 2009

Professions and Backgrounds

Gang,

Just wanted to let you know that along with your character Class and Race, you can Choose a Origin Location and Occupation that will allow you to choose additional skills as class skills and modify your Wealth and Reputation score. The Origens are listed in an earlier post and rather than spend a lot of time recreating the wheel I am just going to let you pick a "Occupation" from the Modern D20(or other appropriate source) List and use that for your background. Just change the name to something appropriate. Instead of Police or Law Enforcement you are a City Guard... Just so you know!

Ray

Saturday, February 7, 2009

Starting Wealth

Gang,

Alex had a good question, how do I work starting wealth. Look for the basic post from earlier for conversions of GP to Wealth.

Starting Wealth is as follows (Except for Captain Chuck, already handled him)

0
+ 5(Average 2d4 roll)
+ 4(1 per additiona class level, Technically you are suppose to roll but ehh...)
+ 1 if you have ANY Profession Skills
+ Background Bonus for you "Job"
+ Origin Bonus for where you are from
+ Bonus from Windfall etc ... Feats taken
= Total

Minimum Wealth would be 9 which is low middle class or a well off peasant. it is not too hard to get up to 15 if you are from the southern cities(they have a +6 bonus)which would make you solidly middle class or well off nobility at 21 if you took Dilitente, etc ... .

After that you can spend it as listed earlier. Yes, you may buy magic items with this loot and call it family heirlooms, etc, but please chat with me about those.

All that being said money is usually not the biggest element in my games, it is kinda boring for a storyline. "Oh lets get rich..." Yawn... but I would HEAVILY suggest you not reduce your wealth to 0 or even say less than 5, because if you do you would not have enough money to eat or get a cheap arse room for the night... and beggars and the homeless do not do well in any society let alone one at war...

If you have any questions please ask.

Ray

Personae and the Stage

Introduction

After talking to a couple people I decided to more formally write a brief introduction to the campaign and setting for you all.

Dramatic Personae

A set of strangers will arrive in the war torn city of Kreigsport, each has their own reasons for being there, and each will be thrown together due to Fate and their own backgrounds and action. What will the do, what stories will be told of them in days to come, only the future will know!

GM Note: I will work with each player to make sure each character has 1 personal private reason for coming here, and at least 1 reason that they are connected to some other party member so they will have something in common. Just chat with me and we can work on it. This is the roll call so far.

Captain Chuck(Played by Michael): A tall pale stranger with
unusual items and strange ideas and a need to build a forge
and workshop to make really small arrowheads and funny smelling goop!
Half-Dragon Monk(Played by Riker): A traveler from the allied
Realm of Morraignia, which is a savage land of humans,
beasts, and great creatures that roam its lands. Ruled by a
Matriarchy and in the midst of its own problems what will he find here in
Tralhalion.
Priestess from Tral’del(Played by Barbara): A young acolyte from
the largest and most powerful of the southern cities.
Wizard from Tral’del(Played by Teddy): An ambitious young mage
come north, like so many, to find his fortune.
Fighter-Wizard of Krohm(Played by Alex): A devout Krohmian
interested in dark secrets and hidden cultists.
Jay and Manish, or anyone else, have yet to chat with me.

The Stage

The location: Kreigsport in the Naxos Duchy, formally Jeilez in the Rhuane Duchy.

Basic Premise: Two of the powerful Duchies of Tralhalion are at war. The traditional feudal, chivalric Duchy of Rhuane is fighting the rebellious and democratic Revolutionary Council of Naxos.
Currently the other 6 Duchies are looking on with a great deal of interest as though concerned by the more extreme aspects of the Naxosians(killing nobles…) they are nevertheless intrigued by the success they have had in the war and dealing with the social issues.
The Southern City-States, themselves quite democratic, are keeping out of the affair (at least as far as getting directly involved goes and, well, and until they get caught…). Many of them are very interested in the agricultural and social reforms as they may be beneficial or detrimental to their own communities and activities.
The Hexarchy itself has remained aloof and above such concerns, as is typical, however an unusual number of mages and priests have been seen, apparently they have been sent north to “investigate.”
So far the situation has been mostly a stalemate, but last year the Naxosians succeeding in capturing the coastal city of Jeilez, which they renamed Kreigsport(War Port).
It is expected that the Rhuanese will invade with a massive army to toss them out. Who will get involved in the affair? Who already is?
The Duchy of Pragen has obviously shared their new crossbow and armored war wagon technology with the Naxosians and while no formal treaty or announcement has been made the suspicious arrival of hundreds of Pragen and their horse is pretty much telling the tale of alliance. Zeeland is shipping these troops possibly because the other major northern maritime duchy, Straprius is at war with the Pragen, but they could also be allied.
Rumors abound about what is really going on and finding out is a high priority, for everyone. What is really going on in Naxos? How were a bunch of ill-equipped peasants able to take a heavily fortified town? What, or who, really underlies the Naxosian Rebellion? Is this just war and battle as normal in the north or is something more going on? What is made of the strange sightings of unusual vessels in northern waters? Piracy is on the rise and disappearances are common. It is the time of the greatest change in life and society in the history of the Lands of the Tralhali, what part will you play in it?

Ok gang, hopefully this should give you some idea of the setting and basic campaign premise.

Sunday, February 1, 2009

Characteer Backgrounds

OK Gang, I came up with something to help spur ideas I hope. Below you will find Backgrounds for each location. Players that choose to be from a certain locations can add these feat and skill bonuses to their characters.

Naxis Backgrounds-Choose Bralon or Naxos Revolutionary Council

Characters from House Bralon may choose any one of the following as their bonus Feat and may choose 2 skills from the list as Class Skills.

Feats: Stealthy, Alertness, Arcane Strike, Deceitful, Deft Hands, Iron Will Persuasive, Magical Aptitude

Skills: Bluff, Craft, Diplomacy, Disable Device, Disguise, Intimidate, Knowledge(Engineering, Arcane, Nobility), Perception, Perform, Sense Motive, Sleight of Hand, Stealth

Bloodlines: Demon, Devil, Doppelganger, Vampire

Characters from the Naxos Revolutionay Council may choose any one of the following feats and 2 skills from the list. Alternately they may forgo the Feat and choose 4 skills as class skills. They have no Bloodlines.

Feats: Alertness, Endurance, Athletics, Iron Will, Deft Hands, Skill Focus

Skills: Craft, Diplomacy, Disable Device, Knowledge(Any except Nobility, Planes), Perception, Profession, Sense Motive, Sleight of Hand, Survival

Place 2 Points in Wealth or Reputation-Your choice

Rhuane Background

Characters from the Rhuane Duchy may choose any one of the following feats and 1 skill from the list to be class skills.

Feats: Arcane Armor Training, Arcane Strike, Armor Proficiency(Any), Athletic, Endurance, Great Fortitude, Iron Will, Intimidating Prowess, Mounted Combat, Overhand Chop, Power Attack, Run, Self Sufficiency, Shield Proficiency, Cleave, Toughness

Skills: Climb, Craft, Handle Animal, Ride, Survival, Swim

Bloodlines: Lammasu(Celestial), Titan, Gold Dragon(Rare)

Wealth: +2 Reputation: +4

Mornpale Background

Characters from the Mornpale Duchy may choose any one of the following feat and 2 skills from the list to be class skills.
Characters from Mornpale tend to reflect the more magical and mysterious nature of their Duchy. They are also well known for their dedication to specific arts and skills and a combat style that stresses speed and skill over power and brute force.

Feats: Acrobatic, Agile Maneuvers, Alertness, Animal Affinity, Arcane Strike, Athletic, Point Blank Shot, Precise Shot, Improved Initiative, Lightning Reflexes, Dodge, Mobility, Persuasive, Quick Draw, Skill Focus, Weapon Finesse, Improved Critical

Skills: Perception, Survival, Stealth, Persuasion, Handle Animal, Appraise, Acrobatics, Climb, Diplomacy, Bluff, Heal, Knowledge-Any, Linguistics

Bloodlines: Any Metallic Dragon, Fey, Celestial(Rare), Giant(Rare)

Wealth: +2 Reputation: +2

Zeeland Background

Characters from the Zeeland Duchy may choose any one of the following feat and 2 skills from the list to be class skills. Alternately, they may forgo the feat and take 4 skills. Zeelanders are known for their skills as sailors and merchants.

Feats: Acrobatics, Agile Maneuvers, Alertness, Athletic, Deceitful, Persuasive, Rapid Reload, Skill Focus, Throw Anything,

Skills: Acrobatics, Appraise, PS-Sailing and any other, Craft, Knowledge-(Geography, Nature, Engineering), Heal, Linguistics, Swim, Climb

Bloodlines: Water Elemental, Green Dragon

Wealth: +3 Reputation: +1

Pragen Background

Characters from the Pragen Duchy may choose any one of the following feat and 2 skills from the list to be class skills.
The Pragen are a nomadic people who stress the importance of their animals and ranged combat as well as their survival skills. Almost all adults are competent horsemen and archers. The women of the tribes have taken the lead in crafts and producing the goods, skills and developing the towns and trade routes they are now developing. They are know to be very honest and do not give their word lightly as well as being fierce warriors.

Feats: Mounted Combat, Mounted Archery, Animal Affinity, Endurance, Point Blank Shot, Precise Shot, Rapid Reload, Run, Improved Unarmed Strike, Agile Maneuvers, Deadly Aim

Skills: Crafts, Ride, Handle Animal, Survival, Climb, Stealth, Acrobatics

Bloodlines: Any chromatic Dragon

Wealth: +0 Reputation: +2

Starprius Name Background

Characters from the Starprius Duchy may choose any one of the following feat and 1 skill from the list to be class skills.
Starprians stress the importance and precision and proper training, education and behavior. They are the most traditional and lawful of all the Duchies, citizens are well off and respected though out Tralhalion.

Feats: Alertness, Weapon Focus, Skill Focus, Spell Focus, Persuasive, Armor or Shield Proficiency, Improved Unarmed Strike.

Skills: Appraise, Knowledge(Any), Swim, Climb, Diplomacy, Perception, Sense Motive, Linguistics, Perform, Handle Animal(Birds typically)

Bloodlines: Star Eagle (Fire Elemental, Celestial, Titan Lines)

Wealth: +3 Reputation: +3

Enadar Name Background

Characters from the Enadar Duchy may choose any one of the following feat and 2 skills from the list to be class skills.
The people of Enadar live in a peasant land and while they have bgun to develop more urbanized life and cities, most people live in feudal villages and rural surroundings. The blood of the fey and elves is evident here and many peasants have latent magical abilities and fey features.

Feats: Animal Affinity, Deceitful, Mounted Combat, Eschew Materials, Weapon Focus, Dazzling Display, Combat Expertise, Magical Aptitude

Skills: Perform, Linguistics, Knowledge-Nature, Swim, Climb, Appraise, Ride, Disguise

Bloodlines: Fey, Lycanthrope, Ogre

Wealth: +2 Reputation: +2

Valeralia Background

Characters from the Valeralia Duchy may choose any one of the following feat and 2 skills from the list to be class skills. Alternately they may forgo the skills and take an additional feat.
Valeralians come from a new duchy and one in which life can be very hard. The land is high up and cold winds sweep down the valleys. Additionally the interbreeding with the humanoids is more common here as well, for better or worse.

Feats: Stealthy, Toughness, Endurance, Athletic, Alertness, Armor Proficiency, Shield Proficiency, Rapid Reload, Magical Aptitude, Arcane Strike, Cold Bonus+2 to saves and Cold DR

Skills: Any Craft, Climb, Survival, Swim, Perception

Bloodlines: Any Giant

Wealth: +1 Reputation: +1

Southern Cities Background

Characters from the Southern Cities may choose any one of the following feat and 1 skill from the list to be class skills. Additionally they may take these from the list of specialty skills and feats from each individual city listed below.
While each city has its own unique culture and interests they share many features in common and travel between then is very common so all possibilities are open to them.

Feats: Alertness, Magical Aptitude, Combat Expertise, Weapon Finesse, Agile Maneuvers, Quick Draw, Brew Potion, Scribe Scroll, Craft

Skills: Appraise, Perform, Bluff, Diplomacy, Sense Motive, Perception, Spellcraft, Linguistics, Stealth, Disable Device, Acrobatics, Fly, Swim, Climb, Knowledge-(Any)

Bloodlines: All are permitted but they are all rare.

Wealth: +6 Reputation: +2

City Feat Skill
Weyjanik Skill Focus-Knowledge Any Craft
Whisperia Skill Focus-Perform Perform, Profession
Spiratyle Weapon Focus Any Armor
Krohm Any Cleric K-Religion, Heal
Xenarlis Deceitful Perform, Disguise
Spinebane Weapon Finesse K-Geo, Survival, Swim
Tral’del Any Arcane Spellcraft, Linguistics

Thursday, January 29, 2009

The Stranger Arrives In Kreigsport

Haakon Jungenson stood at some semblance of attention, his Tabard of the city of Kreigsport ruffling in the salty breeze off of the North Sea. He had been sentenced to 'Guarding the Sign' a duty even worse than boiling cabbage for carousing a bit to much the night before. He would occasionally peer upwards, eying the seagulls dreading the inevitable target practice they would enjoy.

“DUCHY OF (&!#*@^) NAXOS”

He couldn't help but read the footer of the sign, as it said so much and yet so little, as Haakon remembered the time before. The time of the Overlords. Of oppression. Nothing like now, with the Council.

Haakon sighed, rubbing the day old grizzle on his face as he noticed a Cog approaching guided by the harbormaster past the obstacles in the channel. Naxos may not be a great sea power, but the Council would be damned if they'd let Starprius or Zeeland just sail in and take it. It was bad enough with the yearly land sieges of the port town to have to worry about a sea-borne attack as well.

Hakkon glanced up at the Seawall rampart to make certain the ballista was manned, just in case.

Slowly, inexorably the Cog pulled up to the quay. Kreigsport was no Dalmstamen, but the Longshoremen were no slouches here. Soon after the Cog's barnacles had stopped grinding against the tarred pilings; the Longshoremen had tied her off, scrambled aboard and begun offloading her cargo as the ships Captain bellowed his instructions.

For a brief time bedlam reigned.

But Haakon didn't really notice – as this was normal. Rote. Just another cargo vessel offloading goods and taking on perishables. His attention was affixed on a strange traveler disembarking. The man was striking in appearance. A Njordsk perhaps? No – to short. Too strangely attired.

The Stranger moved across the deck with ease, not the familiar gait of a sailor, but someone who had no problems with balance. He wore a strange brown, leather overcoat and a wide brimmed hat – jarring and alien against the familiar sailor blouses and pantaloons.

The Stranger waived affably to the Captain as he stepped onto the pier, before he moved to take the reins of a warhorse with a strange saddle and a oddly metal framed pack with must have weighed a miserable amount to carry. He looked around the pier, examined the city briefly – almost with a look of wry amusement, before he headed directly toward Haakon and his sign.

Haakon was able to get a better look at the man as he approached, black hair poked from under his hat which framed a strong face sporting several days of growth and a patrician nose. The Strangers eyes were gray and moving, taking in everything at once. Under the overcoat he wore some sort of black tunic. Silk perhaps, not a poor man then, and dark trousers. He also wore a cloth belt, with some sort of golden bird embroidered on the end, with strange pouches and implements dangling from it. And heavy leather boots with steel toes. Haakon could now see a finely wrought sword poking over one shoulder, and what looked like a simple yet well made short sword strapped to his left leg. But hanging off the Strangers right shoulder and attached to his right leg were unidentifiable objects: black handles and what looked like crossbow triggers, but even more alien than everything else about the man. He moved with the confidence of a noble, and the self assurance of one martially skilled.

He straightened as the Stranger approached, trying not to look intimidated.
“Sir. Welcome to Kreigsport! There is a 5 pfenning levy for those who wish to enter Naxos and Kreigsport. I also must ask your business.”

“Well hiya. I'm here to get room, a good meal, and then look for Gunneld in the Enclosure. I think that's his name. Anyway. So. Thataway I take it? Oh and here's the pfennings you called them? Well that's interesting...”, he stated, vaguely gesturing toward the Searward Gate.

Haakon's eyes grew wide during this speech, as while he understood the words of the Stranger, his mouth moved with the different cadence of a foreign tongue. The words and mouth out of step it seemed. And underlying the words he understood was a gutteral tongue, unlike anything he'd ever heard.

Haakon bowed low, as is fitting for one of his station when spoken to by a high member of the Hexarchy and replied, “Lord, you will find the Enclosure within the main square. I bid you welcome and success in your endeavors!” With that he clicked his heels in salute and came to attention, staring off into space as is proper.

“Oooookay then. I'll be going now...” The Stranger trailed off, watching him warily as he headed to the Gate.

After a few moments, Haakon glanced over his shoulder to see the Stranger eying him, with a slight smirk on his face. Haakon snapped back to attention, studiously ignoring the Stranger, and the result of a seagulls flyby now freshening his Tabard as he wished for the smell of fermented, boiled cabbage.

Wednesday, January 28, 2009

The Basics are done, Character time!

Gang,

OK, I have put up on here the basics of the description of the campaign. Rather than continue to throw stuff out there I would like for people to chat with me and let me know what the are interested in.

The Basic premise is that the group is starting in the city of Kreigsport, Naxos on the Tralhalion Continent. Obviously this is a messy place, smack dab in the middle of a war zone, a bustling port, connections and ties to many locations and a hotbed of trade, social, magical and political activity! Sooo... where do we go from here.

So far I have Michael bringing in Captain Chuck who is interested in learning more about restocking his falling ammo supplies, learning about magic and "stuff" as well as having been told this place is a good one to find out about dimensional travel. Other than that it is pretty much wide open. Riker has expressed interest in playing a half-dragon barbarianish-with-two-personalities? character from the allied fragment of Moraingia who has come here seeking his(their) fortune. Teddy expressed some interest in playing a Wizard from the city of Tral'del and Barbara was tempted by something magicalish I think.

I have lots more printed out but rather than pile on the reading I am interested in getting ideas from you, the players! We will be starting up sometime in March so no immediate hurry. Let me know what you all are thinking.

Ray

The Hexarchy

The Hexarchy

The Hexarchy is the magical organization that governs the lives of the citizens of Tralhalion. Their Covenant-holds, Enclosures, and Chapter Houses are the equivalent of religious temples and arcane guilds combined. All the spell casting classes have their own Orders and maintain a widely varying presence across Tralhalion. Enclosures are typically large urban meeting places, Covenant-Holds are more secluded and usually rural while Chapter Houses are typically a small local office for one various far flung holdings of the various Orders.
The most common orders are the Sacred Enclosures of Hexarchy which acts as a central hub and communal meeting hall for the various orders and are were multiple orders often cooperate and meet with the other classes of society. These are the places a non-mystic is likely to encounter or meet with them. The Second most common order is that of the Order of Healing Waters, a divine order dedicated to Healing, Water and Protection. Their mystics are renown for their vows of poverty, charity and good works. They heal without thought of repayment of personal interest.
Other well known orders include the judicial Blue Stone Witchery. Who are known for the impartial and compelling legal decisions and the Enclosure of the Violet Flame, an order that specializes in magical cures, dealings with spirits and ghost and countering magical effects.
Local Orders such as the Order of the Veiled Mists that is popular along the eastern coast and is fairly involved in Enadarian politics and life are more typical of a localized order that is well known is a certain area but otherwise limited. Other examples include the Order of the Mind Mages, whose small but numerous Chapter Houses dot any and all cities to the newly organized People’s Arcanology and Divinology Orders in Naxos.
Each order is independent and reports to the Hexarch privately. The Convulcation is the name for the gathered orders.

Hexarchy Orders

So what is the Hexarchy? Is it a church? Sort of. Is it a magical research guild? Yes. Is a service organization? Yes. Is it a civil bureaucracy? Yes. Essentially the Hexarchy is the glue that holds all this disparate parts of the Tralhalion culture together. Whether you are in the remotest parts of northern Enadar or the most congested street in Tral’dek you can find a Chapter House, Enclosure or Covenant Hold nearby.
If the Hexarchy is a church then what is its religion? The key tenet of the Hexarchy is from their divine studies that the ancestors go to dwell in the lands of the dead for a time before venturing to the Upper or Lower Worlds. Neither is considered evil, but rather places of repose until the great turning of the wheel allows for reincarnation, if appropriate, and desired. They call this the Myst and say “As we come from the Myst so we all return to the Myst.” When you die you take with you the sum of your life experiences with you and merge with the Myst from whence you came, all you have done and been adding to its glory and power, there is no escape from this, your Fate or Doom. All will be known, all we be found. Since it is your obligation to do the best you can to add to the Myst there is a powerful incentive for proper action, civil responsibility and work in this life.
According to this belief, gods or spirits may have many names and many different cults or beliefs are accepted. The yearly ceremony of the Spirits and the various divine spells apparently proving the correctness of this view, the average citizens are satisfied and are generally kind, courteous and hard working. Saving for the future and thrifty behavior is common so as to prepare for the next generation. Ancestral shrines are commonplace and divinations to commune with ancestors are popular. Temple services are well attended and since Blesses and Healings are made freely available, faith is high and virtually no one doubts the sincerity, validity and worth of the Hexarchy.
Leadership of the Hexarchy

The Hexarchy is lead by a man called the High Hexarch. He has two additional leaders who report to him, the Decji, or elected political Leader of the Council of Seven Spire Cities, and the Overlord of the Duchy Court. Each order also reports directly to the High Hexarch as well. Currently, and unconventionally, Lord Ablelard is both the High Hexarch and Decji, a man of vast popularity and ability, albeit also one of great age and wisdom. Lord Rinehard of Rhuane leads the Duchy Court.
In terms of behavior the belief is best described as a ethical philosophy of education, one must seek the answers by bettering oneself and preparing for the Myst. Ask questions, seek answers, behave properly and be respectfully at all times, that is the proper way of life. Since the Hexarchy is glad to provide what spells it can the people are relatively well cared for and consider themselves lucky especially considering the nature of life in many other realms, about which horror stories of how life is lived have begun to circulate, especially in Zadak and Let-Abyssan.
Each of the Hexarchy Orders is essentially independent and report to the Decji. The leaders of the various orders are known as Mystic or Mage while individual members are known as Brother and Sister and then their Hexarchy name, which is assigned when they are fully accepted into the order at around level 4.

A list of various Hexarchy Orders

Name Interests
Sacred Enclosures of Hexarchy All Arcane, Divine, Psionic Arts
Healing Waters Light, Healing, Water, Divination
Blue Stone Witchery Enchant, Abjuration, Divination
Enclosure of the Violet Flame Cures,Abjuration, Spirits
Mind Mages Psionics, Crystal lore
People’s Arcanology&DivinologyAll magics
Starseers Astrology, Divination
Types of Magic

The Hexarchy is known as that for a reason, for when it was founded six different types of mages came together to create the organization. From the cerebral Mind Mages to the powerful casters of Wizardy and Arcane might to the Divine orders and the primitive but acknowledged masters of Njosk Magics the Hexarchy was born.

Type Called
Wizardry Wizardry, Arcani, Arcane Wielders
Sorcery & Bards Bloodline Magic, Sorcerers, Warlocks
Psionics Mind Magic (Yes, it counts as Magic)
Divine Divine, Inspirational Magic, Light/Dark
Druidry Druidry, Witchcraft
Shaman & Rune Njorsk Magic

Today, the pleasant appearance and glorious facades of the Sacred Enclosures hide their true nature, for while the Hexarchy may seem a monolith entity to outsiders only those who know its halls and ways come to understand that there is far more going on behind their veils and masks than anyone could dream.
On the one hand the Hexarchy fulfills two very distinct social roles. First, as the only international organization on Tralhalion, it serves to keep the peace, establish a benign rule of law and provided order and stability and a social covenant by which people can lead their lives. The other goal is that of education in the various arcane arts. Talented youngsters from across the lands are taken in, trained and educated to use their powers. While virtually all casters have thus been, and technically still are, members of the Hexarchy, many go on to become Lay Brothers and Sisters and generally return to their previous lives. Thus you can find spell casters in virtually any walk of life, although they all have access to the Hexarchy’s Halls they are not forced to walk the same path.

Hexarchy Politics

While the Hexarchy may appear monolithic to outsiders in fact it is quite diverse when one becomes aware of the distinction. First are foremost are the divisions between the different orders and groups. While they may cooperate each order is essentially independent and generally report individually to the High Hexarch and then the Decji.
As a result a large number of orders are essentially independent and stay that way. Still there are some broad treads within these groups. The current situation sees the Hexarchy divided along two lines and these divisions have been mirrored in the politics of the Spindles. That is to say the divisions are the Holders and the Advancers. Holders wish to keep things as they are while Advancers seek change. Currently the Holder retain power but with the success of the Sunsward holdings and the benefits garnered from Realm traffic the pendulum is slowly swinging the other way. In fact common everyday politics has swung ahead of the Courts in this regard and even large numbers of usually conservative Northerners are flocking to the Advancer cause.
Among the Holders there are three groups, the Traditionalists who seek to keep things as they believe they always have been. The Landers who seek to benefit the common people and nobles as well as the arcane, and the Isolations who seek to end contact with the other Realms, pull back from the dangerous push to the south and forcibly isolated themselves against any and all external threats. They even advocate ending the Njorsk Alliance and taking their lands by force as well as subjugating the peasants and enforcing old feudal laws and rights.
Advancers also have three groups. The Manifestors wish to push the boundaries of arcane lore while the Liberators wish to expand the Realm forcibly and take over other fragments and gift them with enlightened Hexarchy ways. The Voiders seek to explore the Void and find addition realms for the sake of knowledge.

The Southern Cities

The Seven Cities of the South

The southern cities are ruled by the Council of Seven, each a leader of one of the seven Spire-cities of the South. They are currently split into two camps, Holders seek stability and resist change and the Advancers who seek to expand the Realm.

Holders
Decji Ablelard-an elder and wise, if now somewhat doddering Transmuter, he is much beloved and has lead Tralhalion in a time of peace and plenty, a Holder from way back.
Lord Derakk Baneblade of Spiratyle-Ablelard son and heir, he is a man who loves battle and takes delight each year in the slaughter of thousands of orcs and goblins with his magics, also a Transmutation sorcerer, a traditional Holder.
Lord Pregar of Krohm-A wise and elder member of the Council of Seven, he is its’ current leader and keeps things flowing smoothly, a powerful Priest of the Light and hardline Holder.
Lord Rudolphe of Weyjanik-An academic, he runs the Grand Library and is a man of middle age, of common folk and a Conjurer of unsurpassed talents, solidly Holder, but interested in new ideas.

Advancers
Lord Rekard of Spinebane-Young and powerful he is an Advancer nor a particularly nice person either. He is a Evoker of great power.
Lady Benyar of Xenarlis-A feisty and exotic female Advancer with dark looks and a talent for divination and the mental arts. She is said to be able to scry anyone, anywhere at any point in time.
Lady Zahonia of Tral’Del-the talented and popular leader of the oldest city on Tralhalion. She leads the populist Advancer Cause.
Lady Skylia of Whisperia-A leader in the fashion world via her line of clothing and perfume as well as being an incredibly adept Illusionist. Uncommitted but she is leaning Advancer.

The Spindles

The Spindles is the name for the southern lands of Tralhalion. Unlike the northern lands these are little more than rocky mountain promontories that just out into the sea. The elements dominate in these regions, storms are common and the seas treacherous. Very little life clung to these land except for lizards, insect, birds and dragons. When they arrived it was decided that one of the three hard scrabble valleys that exist here would be the best place to set up shop as it was unoccupied and protected from the creatures and humanoids of the north by the impassable central mountains.
Although life was hard at first they settlers found ways to deal with the difficulties of the land, first by making sure the dragons were not their enemies and then by carefully building up their settlements. In time seven cities came to dominate the regions each built up and jutting skyward as much as it spread horizontally. These spire-cities are the homes of the mystics of Tralhalion.
Unlike the hereditary nobles of the north the south is dominated by two forces-popular voting and magic. The princes here are elected. Virtually everyone here is a caster. From a very young age the Tral’hali need to be able to handle very inhospitable conditions, particular the vertical nature of their cities and so magic is a must. It is possible to be a non-mage here, but rare even for servants or the occasional non-gifted member of society

City Color Prince Party
Spiratyle Crimson Derakk Holder
Krohm Gold Pregar Holder
Weyjanik Topaz Rudophe Holder
Spinebane Evergreen Rekard Advancer
Xenarlis Cobalt Benyar Advancer
Tral’Del Indigo Zahonia Advancer
Whisperia Vermillion Skylia Indifferent


The Southern Cities

Unlike the north the southern cities are all very ancient. The first city Tral’del was established on the most fertile and largest river valley in the Spindles. Even with careful management of crops and extensive magical aid the population constantly suffered from food shortages. As a result the Tralhali turned to the sea and became avid fishermen and harvesters of the bounty of the southern seas. Eventually the city became overpopulated and colonies were sent out to the other habitable location in the south and over time they prospered as well. Although each city state tries to meet its need from internal supplies when possible with the colonization of the north this is no longer required as the abundant fields and farms provide for plenty of food for the population.
Although initially nearly identical in time each city began to develop their individual identities. Weyjanik is noted for its libraries, while Whisperia for its arts. Spirayle developed along more martial lines. Krohm became the center for the priestly classes and Xenarlis for its spices and perfumes, theatre and dance. Spinebane developed a powerful fleet and took the lead in trade and practical affairs such as business and industry. Tral’del is the most diverse but known still as the center for magical research.
Each city is built on a number of platforms or terraces, the lowest at sea level and then rising up from there. Whiles Tral’del, Krohm, Weyjanik and Xenarlis are situated on rivers with access to abundance supplies of river water and lands, Spiratyle, Spinebane and Whisperia are all located on terraced land where large deep natural cisterns created freshwater rain fed lakes. These three are fair more dependent on the sea for their survival and that is reflected in their maritime cultures.
Life is the south is more measured in restrained in public and more decadent and wild in private. Nearly 50 percent of the populace has some magical talent and the rest are generally their servants, guards or manual laborers. All citizens participate in elections, and public charities and functions are common.

The Duchy of Pragen

Pragen-The South Eastern Duchy of Tralhalion

Pragen is a land with a deceptive appearance. From its towering white cliffed coastline with its treacherous shoals and currents to the majestic mountains that form its northern and western borders, the land is one vast tableland of hills, dales and rolling green lands. While strange geoglyphs and ancient stone monuments dot the landscapem the land is home to vast herds of animals, primarily horses. The villages here are small and located on hilltops for defense against marauding humanoids as the somewhat chaotic peoples and tribes only recently settled down from their nomadic ways. The only large town is that of Portdeep, located at the mouth of the Winding Deep river that stretches nearly the length of the duchy. Only in the north does a break in the mountains allow “commerce” with its neighbor, Starprius.
And it is from Starprius that the problems of Pragen usually came, for the settlers from there saw the land as one big opportunity and have traditionally warred with it and annexed large sections of it from the city it New Celestan, which was once a Pragen town devoted to astrology and research of skies it has became a military and provincial capital of the Starprian conquered lands. Only recently as a result of its’ alliance with Naxos have the Pragen been able to begin to free their lands and push back the invaders. In addition to the Alliance, the native development of a new type of warfare based on well-defended mobile camps and cavalry drawn wagons loaded with shielded crossbowmen and pole weapon users has been so effective has this been that they have managed to free about one third of the conquered lands of the Duchy. Under the impressive generalship of Jaan Hziske the flamboyant warrior sorcerer and leader of the Duchy they hope to free the rest soon. In addition to his victories on the battlefield it is political savvy and modernizing beliefs of Jaan that have turned the tide for the Pragen. Tribal centers are becoming villages and cities. While plenty of people still live in their traditional ways they are beginning to come into their own as well.

The Duchy of Starprius

Starprius-The North Eastern Duchy of Tralhalion

Starprius is a land governed by Law. Its cities, mostly situated along its coast, are efficient, well run and orderly. it’s a land of plenty with well watered fields and bright, thrifty industrious people. The cities are organized on a regular pattern and the written word is taken very seriously here. The land is home to many scribes, scholars, writers and artist. They are excellent sailors and merchants and accountants.
Settled long ago it is one of the oldest of the Duchies and life proceeds here in a civilized fashion. It was chosen for settlement due to the offshore islands that provided safe bases for initial locations. As a result it, like its traditional nemesis Zeeland, it has little threat from humanoids although the insectile threats are manifold due to the unique geography of the land.
The area upland of the coastal plain is made up primarily of limestone, the most recent levels are filled with holes, tunnels, caverns and a landscape that can shoot suddenly upwards or downwards hundreds of feet. The strangeness of these lands is compounded by the fact that here, as in Mornpale, strange pre-Tralhali human ruins can be found here. Sometimes these ruins are at odd angles to the rest of the landscape as well. These can be exposed by weather or the all too frequent earthquakes and are often filled with dangerous and bizarre creatures and magics. Fortunately, these areas are well known and not frequented by many humans. They also give the area some of its strangest cities and locales, spectacular really, just very strange.
The Duchy is ruled by the Kaligan family of the bloodline of the great Star Eagle and traces its lineage back nearly 1500 years. Birds and other creatures of the air are popular pets here and the recent influx of exotic feathered beasts from the Sunsward Isles has reinvigorated that interest. Trained birds are commonplace and falconry is popular. Kites and flying spells and abilities are popular as well. The cities are the most like Spindle Cities in that regard, but magic is still rare here.

Map of Naxos

The Duchy of Mornpale

Mornpale-The South Central Duchy of Tralhalion

Mornpale is one of the oddest of Duchies in Tralhalion. Located in the south central of the country is had the odd nature of being largely uninvolved in the battles and squabbles of the other Duchies. It has remained neutral in the ongoing Naxos-Rhuane War and simply ignored the naval conflict between Zeeland and Starprius. The reason for this is not well understood.
The land here is a forest between mountains and constant struggles with the humanoid clans in the mountains keep them busy. And, along with Starprius, the land is scattered with ruins of pre-Tralhali civilizations. The land has also been heavily settled by elves and half elves, giving the land and large number of Hexarchy members and indeed there are large numbers of Covanent-Holds here and, even rarer, are the many private family libraries and magical groups only loosely involved with the Hexarchy Orders called the Lay Orders. This does given them a very large number of casters and a notable advantage in conflicts that can occur.
The capital city of Mistdark is a splendid town situated on a island in a lake on a river. Its location makes it virtually impossible to attack and also is home to a Hexarchy Telebridge Portal as well. The ruling Marlis family is descended from the great Metallic Dragons and has many sorcerers among their members, also Elven blood flows freely in their veins. Their archers are the best in all the lands of Tralhalion and their mages experts at scrying.
The land is also home to the Dwarven Mountain Fortress of Ironaxe, settled by renegade Njorsk dwarves. The people here once held out for centuries against the humanoid attacks and when finally convinced to form an alliance with the Tralhali, due to desperation, things finally went well. Although the vast majority of dwarves have become slaves to the giants they hope to liberate their fellows eventually. Ironaxe dwarves make some of the best magical items and have the best mining techniques and that combines with the scrolls and potion works and well as the alchemical centers make the land rich as well.
The basis of the Mornpale economy, aside from that of grains and cereal crops, is probably one of the most mixed in all the lands. Mining is a large part of the economy and the dwarves stronghold of Ironaxe provides much of that as do the outlying mines. Clay deposits along the river are some of the best in Tralhalion and pottery manufacture is commonplace as are the arts of weaving both various forest products into wicker and of wool. The great southern Forests are deep and dark and provide good game and hunting as well as home to many elves and archers. Fine cloth and finished goods as well as silken goods are made here and the regions medium sized cities are also noted for their excellent libraries, scroll and codex workshops, artists, potion and alchemical laboratories. On the whole the land is mostly self sufficient and due to the fairly high militia requirements the people are perhaps the most able to defend themselves, and they need to be as the land lies between the two largest humanoids lands that exist.

The Duchy of Zeeland

Zeeland-The Northernmost Duchy of Tralhalion

Zeeland is a land dominated by water. The only truly firm ground of the province is in the north were the rocky Rimspoint peninsula extends out into the Northern Seas, other than that the land is one vast marshland. The Zeelanders have always thus made their way via the sea, as fishermen, merchants and sailors. The capital city of Port Zee Dalstamen is a town perched precariously on rocks and stilts set into the marshy reeds of the large deepwater port that gives the region its reason for existence for here and only here is the peninsula small and flat enough to provide transshipment for goods from east to west without the long and treacherous journey around the Cape of Storms at the end of the Rimspoint.
The Zeelanders themselves are a tall people, as much descended from Njorst as Tralhali stock and the Port is as cosmopolitan an cities get. Unlike the cities of the south it is a a town of only a few stories but one in which roads are much replaced by water and canals. The difference between land and sea here is often an academic one. The people are adept at water control and plumbing and they are a proud people who are much used to the variable and wet weather, better bring your rain cape here or at least were a good waterproof broad brimmed hat for the storms here are violent and can come at unpredictable times thanks to the Great Circle Current that runs off its northern shore and funnels their strange weather from Rim and Sunward both towards them. Zeelanders are the best sailors and shipbuilders of the land.
The rest of Zeeland is the Great Tidal Marsh. A land of swamp and bog, of waterclogged rivers and bays. Its brackish waters are home to many snakes and amphibians as well as more nightmarish creatures. Rare plants and animals grown in abundance and only in the North were the now sizable New Landness territories has it been drained and turned into very rich and arable land cultivated with “floating island” farms and canals. However the wealth of Zeeland is in its fleet and ships not its land.

Map of the Northern Capes

The Duchy of Valeralia

Valeralia-The South West of Tralhalion

Valeralia is a new Duchy, founded only several hundred years ago. While lands near the lake have thrived and the Counties, known as Vales here, are well off and settled by herders, miners and townsfolk renown for their specialty crafts and handiworks. However, in contrast to the lands to its’ north, the majority of the lands of the Duchy are in fact in the hands of the orcs, goblins and Giants of the southern mountains. The Lakelands are safe and well protected and many prosperous miners exist in the rest of the area they are fortified settlements all to prone to attack and even siege by humanoids. When the humanoids come down from the Southdeep valleys the locals alert the authorities and retreat to the mountainous dwarven made Holdfasts and human made Lakecities. Most of the other cities are built up on the lakes and are protected by the Hexarchy Covenant-Houses that dot them and the Gossamer Winds Forest.
In fact the region is very popular with the Hexarchy, for which the local people are quite happy. The region is dotted with many rare herbs, animals and minerals. As such exploratory teams head out at all times of the year. Additionally, the snow covered sloped and alpine meadows are popular retreats for southern visitors. Add in the fact that the Hexarchy choose to establish a Telebridge Portal at the capital of Xaruch, which is the only large settlement in the region. However, numerous lake towns and hilltop castles dot the land for such is its mineral wealth that no matter how many humanoids live there they will be opened up.
The Voonkegin Family of the line of the Storm Giants has taken a step is unprecedented in the history of Tralhalion. Lead by Duke Darjon they have begun to negotiate with the humanoids and believe that the way of the future lies in cooperation not violence. However, currently only the Cloudrage tribe is interested in talking and yearly the Skullmasher, Bloodlasher and Spineripper tribes raid. Lady Zahonia of Tral’dek has taken a personal interest in this idea and is lending her considerable support to the effort.

The Duchy of Enadar

The Duchy of Enadar

Enadar is a land of fertile hills and dales. The land receives a lot of rain and as such it is the home of many dairy farms, chicken, cow, goat and sheep herds and is said to have the sweetest meats of any lands. Its’ forests produce many fine pigs, deer, furs and mushrooms. In the south the farms produce grapes and cereal grains, while in the north the land grows root vegetables and is dotted with many orchards and the hardier grains are grown. Its’ seas are bountiful and the northwestern capes host many fishing ships and trade vessels. The region has a large Njorsk populations along with a diversee population and large minority of non-humans.
The Hexarchy presence here is relatively light. While there are numerous covenant-holds they are fairly independent and stay mostly to themselves and out in the countryside. The exception to this being the Order of the Veiled Mists that is popular along its eastern coast and is fairly involved in Enadarian politics and life. The people along the eastern coast are very superstitious and always glad to have a mystic along at any point in time. Rumors of cities under the sea, great sea monsters and unpredictable weather plague the area. Due to the jutting rocks and treacherous currents most sailors stay well clear of the rocky Jutland Coast and sail far out to sea on the eastern side to avoid shipwrecks. The winds and currents are calmer on the lee side of the Jutlands and sailing is even considered recreational there.
Overall, Enadar is a relatively calm place although its bickering with Rhuane Duchy is legendary, other than that the only real threats are the humanoids from the southern valleys and in its moors are the omnipresent threat of insectile mound-colonies appearing, something fairly common here unfortunately. Rumors of ghosts and monsters plague the road from Elilstahl and Etinhaig and bandits are not uncommon. Piracy and Njorsk raiders are a perennial problem on the Jutland Sea as well but are considered a nuisance at their worse.

Map of Tralhalion (Main Isle 2000km by 3000km)

Tuesday, January 27, 2009

Duchy of Rhuane

Rhuane-The North Central of Tralhalion

The Duchy of Rhuane holds an important place in the Tralhalion economy with its industry, mining and river transportation. It is Rhuane that has the metals, minerals and materials that make the economy work. Unlike its more southerly neighbors the mountains here have been mostly tamed by centuries of hard work. While clans of orcs, goblins and giants still surface via there paths along the underground Dragondeep River the Rhuane are the attackers here not the defenders.
Rhuane is nearly a landlocked duchy and borders many neighbors, Enadar to the west, Valeralia to the south, Naxos to the east and Mornpale to the southeast. While its northern border extends to the sea the lands here are barren and desolate from saltwater floods as the region is prone to sinkholes and flooding from the sea. As such the wars it fights are frequent. The Duchy always has to be on the watch of its neighbors and has many land conflicts with them. As such martial prowess is highly regarded here and the art of fortifications is highly advanced.
The Vaandermuut Family is one of the most highly regarded in all the land. Of the noble Golden Lammasu Bloodline the bearers of the family proudly boast many Paladins and Priests of the Light. The Sun Lion Symbol of the family flies proudly from many banners.
Also important is the extensive control over the Rhuane River that the Duchy has. As, by treaty the river belongs entirely to the Rhuane Duchy and it makes tremendous profits off travel and control of mills and locks. Enadar in particular chaffs against this, but so far has been able to do little to usurp their control. On the other hand the recent expansion of Naxos to take over the port city of Jeiles and its considerable territory really smacks of humiliation. One they will seek to redress this year. Damn those tacticians and infantry squares of the Naxosian’s and the cavalry forts of their Pragen allies! At least they were defeated at Sabren & Trianbruuk.

Duchy of Naxos

The Central Duchy of Tralhalion-Naxos

Naxos is a land resurgent. Once dominated by the dark magics and ways of the demonic Bralon family, all but a few islands of the Duchy have now come under the control of the people themselves. So brutal were the repressions and violence after a disaster war with Mornpale and Starprius, which nearly lead to mass starvations and rampant crime while the indolent nobility luxuriated in the opulent pleasure palace, a revolution was lead by the berjers and peasant folk themselves. After the brutal armies and mercenaries were defeated, and with the hard fought and much sacrificed for consent of the Hexarchy the people now govern themselves. They have a unique form of government in comparison to the brutal tactics and lifestyle of the Bralons. As in the south all citizen are allowed to vote and the elected Revolutionary Council governs the land.
As a province Naxos has many advantages, its fertile lands are mild in climate and easy to cross. Agriculture flourishes here, many mines and rivers make transporting goods easy and the land has many trees for fuel. Animal husbandry is commonplace and herbs of cows and flocks of sheep dot the countryside. It however has one major disadvantage as well as its lands have virtually no natural defenses. The cities and dales are open to attack and often have been. In particular its wars with virtually all its neighbors while under the Bralons made it a source of constant warfare. Only the considerable demonic powers of the Bralon keep it safe for centuries under the most crushing type of repressive lifestyles. After it gained its freedom from them the land was invaded by virtually everyone, except Mornpale oddly.
As a result much land was lost to its neighbors and only recently has it won many of those territories back. Most irksome is the loss of the border city of Dnoste to Starprius in the east. The change was made possible by three things, an advance in infantry techniques and strategies, better forts and an alliance with Pragen.

Duchies, Cities and the Hexarch oh my!

Gang,

In order to give you some more information about the world I am doing write ups about setting for the world I will be adding in some information about the various Duchies, the Southern Cities and the Hexarchy so you can get some ideas. Hope you find it useful.

Ray

Lands of Magic Setting Information

The Lands of Magic

The land of Tralhalion is one of eight dimension that exist in a loose political alliance known as the Lands of Magic. These eight dimensions, known as fragments, realms or lands were once part of the same universe but something happened eons ago and the universe was rent asunder. For many years the people of Tralhalion thought they were the only survivors but contacts a few hundred years ago proved that belief wrong. Gradually a group of eight worlds came together to be known as the Lands of Magic. Initially there were hostilities of course but in time all eight were imperiled by something known as the Dark Vortex, a dimension that seemed to be trying to destroy all eight worlds. The mages of each banded together to send the Dark Vortex away, hopefully never to return! Although mages such as seers and diviners keep a constant lookout for signs of its return, so far the lands appear to be safe. The eight lands are as follows.

Name Description
Tralhalion High fantasy realm similar to the of Renaissance Europe
Namkor A lush Asian/Polynesian realm ruled by priest kings
Omegia Dark Ages lands where mages rule a fractured world
Sebket Egyptian style land of pyramids, ghosts and undead lords
Lightwail Crystal and celestial world of fae, outsiders and psionics
Moraignia Matriarcial barbarian forest realm with shapeshifters
Zadak Demonic oil-sea where Hobbes’ anarchy reigns
Let-Abyssan Dark caverns where dark energies oppose worse horrors
Of the eight only Moraignia and Tralhalion are closely allied. Namkor does some trade with both of them while the others are pretty isolationist. Eventually players can go to the others but for now I am sticking pretty close to Kreigsport in the Naxos Duchy of Tralhalion and would prefer players to makes characters with ties to such.

Other Realms

It is known that there are lands beyond the eight realms of the Lands of Magic. Rarely ships and traders have arrived from them but its unusual. Exactly what this means for the future of Tralhalion and the Lands of Magic is unknown at this time and not part of the campaign at the start. Any classes and races are pretty much acceptable. Except gnomes and halflings, they are simply beardless dwarves. Fae and beastmen (lizardmen, cat people etc…) exist too, but very rare, talk to me if you are interested in those.

Setting Introduction to Tralhalion

Setting Introduction-Tralhalion

Hello Players just wanted to let you know more about the setting I am using for the game I am starting up in March. The campaign is initially set in the Town of Kreigsport, in the Duchy of Naxos in the land called Tralhalion. Just so you can get you bearings it’s a fairly standard High Fantasy type of setting with the world being roughly approximate to the mid 1400’s of our own era. The various lands represent a good slice of European cultures ranging across from the dark ages to the High Renaissance. I will provided more details as follows but first some snippets so you can get some ideas.
The World of Tralhalion is splint into three continents. The main land is the large continent about the size of Europe simply called Tralhalion. It is split in two by a vast rugged chain of mountains called the Skypeaks. To the south the civilized and decadent city-states of the Spindles dominate trade, magical powers and education. In the north the far more fertile lands provide resources, manpower and agricultural goods. Both are overseen by the magical Hexarchy, which oversees the education and training of any and all magical classes. Rather than being an over political entity, the Hexarchy is more of a social, religious and cultural organization and local politics are primarily run by local lords. Each of the seven southern city-states is essentially independent with each sending a single elected member to the Hexarchy Council (which acts like a court for disputes in the more convoluted politics of the southern lands) to advise the leader of the Hexarchy, know as the High Hexarch. The northern capes were once ruled each by a city but gained autonomy many years ago. The eight Dukes of each send a member to advise the Hexarch individually. The Skypeaks are the home of the surviving humanoid races of orcs, goblins and giants and they are not very hospitable place or people. Constant warfare exists between them and the humans. Elves and dwarves exist in the Trahali population but are rare outside of the Duchy of Mornpale.
To the north, or Rimward, lay the lands of the Njorsk. These are settlers who arrived long before the Tralhali and who settled on the cold and smaller Rimward Isles. The are more like Vikings and Scandinavians than anything else, rather barbaric and with a sizable dwarf, elf, and gnome population. They tend to be traders, keep to themselves and live in autonomous chiefdoms with constantly shifting alliances and feuds.
To the south lay the Sunsward Isles, a land of blistering heat and humidity and home to many nonhuman bestial races, noteworthy lizard men, monkey like creatures, feline humanoids and starfish people not to mention gigantic thunderlizards, AKA dinosaurs. A few Trahali colonies dot the land.

Welcoime to Kreigsport

WELCOME TO THE NORTHERN CAPES OF TRALHALION

Greetings travelers! If this is your first time in Tralhalion and the Northern Capes then please read the information below so as to more easily find your way in the world. After reading this sign, please find the Port Official, Sheriff or Gate Guard stationed nearby and inquire of them about local laws, customs or rule that may differ from those posted here. Mages should then find their way to the Enclosures of the Hexarchy as well, its easy to find as it will be the tallest building in town.
Now down to business!
The Northern Capes is the name for one of the nine duchies that govern the lands of the continent of Tralhalion. Your are currently in the…

DUCHY OF (&!#*@^) NAXOS

(It appears that a word of hastily scratched out in the statement above)

There are eight Duchies in the Northern Capes they are named as follows

Starprius The oldest duchy located in the Northeast
Zeeland A land of marshes, lakes and isles in the far North
Rhuane Hilly lands located to the Northwest
Enadar A forested land in the far West
Naxos A land of rolling hills and grasslands in the Center
Mornpale A mist draped land to the far South
Pragen Plains and prairies in the Southeast
Valeralia A new and mountainous land to the Southwest

Although the laws, language, and culture are unique to each they all fall under the benevolent rule of the Hexarchy, bless be to all of you.

The Sign is stamped and carved with some rune and is signed, the sign posted by the Legate of the Revolutionary Council of Naxos in accordance with Hexarchy law. It then has a magic glyph affixed over it.

Gunthar Miller, Kreigsport Exarch. (Funny Looking Magic Rune)

Monday, January 26, 2009

To Clarify...

Bah, my drag and drop failed me...
Conversion is as follows
DC 0 for 1 Copper Piece
DC 5 for 1 Silver
DC 10 for 1 Gold
DC 15 for 10 Gold
+ 5 fpr x10

To convert Use Base Unit and the divide by 2 for pluses. An items const 50 gold would be base DC of 15(tens of gold) + 3(5/2) = 18

An item cost 800 gold would be 20 (100's of GP) + 4(8/2) = 24

I hope that helps

Saturday, January 24, 2009

Wealth and Professions

Wealth

I am going to use a modification of the Wealth System in Modern D20. Since I am a fan of keeping things simple I will start with this.

Cost of Item DC Type of Items
Copper 5 Food, small trinkets or services
Silver 10 Good food, various utility items and goods
Gold 15 Rare foods, scrolls, potions, etc
per 10x Gold +5
per unit under 10 +1/x2 units Round up

Example: A Great Axe cost 20 Gold DC = 16, 15 (Gold) + 1 for being 20 (10x2)

Thus a Poor Person(Wealth of 5) Could easily make purchases of daily supplies but literally lives hand to mouth and buying anything more substantial would cause them to lose wealth. A Middle Class person (Wealth 10) could easily purchase daily needs, various items and equipments but more valuable or rare goods, like a potion or scroll, would cost them. An affluent person(Wealth 15) can easily buy most anything they needed or wanted for daily goods and items and more valuable items and equipment or land perhaps but would still be hard pressed to buy most magic but could indulge in the occasional item without worry.

GM NOTE: I am trying to keep thing simple here, I do not really see they “Lets get fat loots” as that much of a good campaign goal but do need something to control the system so lets see how this works.

Portable Holes and Bags of Holding

Portable Holes and Bags of Holding. These items do not work in my campaign. If you have one when you enter it starts to fidget and hop around and very quickly spews out all the items inside of it. It then lies flat and does not work anymore as long as its in my campaign setting, If you leave then it will function as normal but any items that “muck with dimensions” like there will have issues, aka not work.

GM NOTE: This things are just borked, I will never allow them in any of my games. EVER!

The Hexarchy Exchequer

The Hexarchy runs a banking and deposit box system. You may store any items at their many different locations worldwide and retrieve them from them at any time. Note that if you store your items in a different location then it will take a day to retrieve them for free. Money transfers are available immediately worldwide. This time is regardless of distance, however if you want to purchase a immediate transfer then the DC for having the item brought to you is that of having someone such whatever spell may be required to get it there for you.

GM NOTE: The GM will not screw you on your items or money. If you put something in then you, and only you(or your specifically designated friends, although you will be contacted if they try, can get it out again. Period. Trust me!


Professions

Base Professions and Wealth: 0 Plus 1 for having any Professional Skill
2d4 Roll
Bonus from Windfall Feat
Profession Bonus

Professions: from the Modern D20 System

Name Lands of Magic Equivalent
Academic Scholar
Adventurer Adventurer
Athlete Athlete
Blue Collar Burgher
Celebrity Celebrity
Creative Entertainer
Criminal Criminal
Dilettante Noble
Doctor Healer
Emergency Services City Servitor
Entrepreneur Merchant
Investigative Agent
Law Guard
Military Soldier
Religious Priest
Rural Farmer
Student Student
Technician Artificer
White Collar Clerk

Some House Rules

Hello Gang, here are some House Rules that I have come up with to try and add a little more variety to the game and hopefully make it a bit more fun. If you have ideas or suggestions let me know what you think.

AetherRealms House Rules

Extra Skills: In order to encourage character development players are given 3 addition skill points per level but such skill points can only be spent on Knowledge, Craft and Professional skills.

Abort to Dodge: There are several modifications to the combat system that I am adding in. The first is the inclusion of the Out of Sequence Dodge. Players can abort their next action to Dodge and/or dive for cover. Such actions add 4 to your AC or Saves for things such as area of effect attacks. A character who uses this can take a 5 foot step with said action but forfeits all of his actions on his next action. The bonus applies until the character takes another action after that.

Combat Stances: As part of any combat actions players may choose one of three stances, Offensive, Normal or Defensive. Normal and Defensive actions are described in the rules. Offensive actions subtract 4 from the characters AC but give a +2 bonus to hit.

Combat Follow: A full round action in which you declare a single opponent and attempt to stay next to them. Regardless of their motion you may stay adjacent and can position yourself accordingly. You may only attack once per round and your move is limited by you normal movement rate. You may be attacked as normal during this time, but are considered in melee combat during the entire period.

Wounds/Vitality System: As presented in Unearth Arcana, Hit Points are replaced by Vitality and Negative HP are replaced by Wounds. As of right now the only modification I am doing is with Healing, Rather than the system as presented there Healing simply heals wounds first then Vitality. Dice rolls and amounts per level are just added together as normal.

Dying: At 0 Wounds make a Fortitude Check, -1 per each round after the first.
DC 10 Not dead yet, check next round
DC 15 Stabilized but unconscious
DC 20 Stabilize and awake

Action Points: Characters with AP may spend 1 AP to not die, 2 to stabilize and 3 to wake up. Such a purchase must be made before the roll.

Heal Skill: Using the Heal skill to apply first aid restores wounds and vitality as below. Such treatment can only be applied once to any given set of injuries and takes a minute of time to perform.

Level Wounds Vitiality
1-3 0 1d8
4-6 1 2d8
7-9 2 3d8
10+ 3 4d8

New Feat-Spellpoint System: Players from the Lands of Magic may purchase a Feat to be able to access the Spellpoint System. It should be noted that the feat is specific to a single specific Fragment. Thus a player can take the Feat Spellpoint System-Tralhalion and he can use the Spellpoint system while in Trahalion but if he travels to any other Realm he reverts to casting spells as normal immediately.

Friday, January 16, 2009

Invites

Hello all, I just thought I would take a moment to add you all as publishers to the site so you can post your ideas and thoughts here. I added all those I could grab the emails for that I thought might be interested in following it even if you are not playing. In that regards Roy is my twin brother who has been helping me with ideas and world construction so say hello when you get the chance. More to follow soon, Ray

Rules

Introduction to the Aetherrealms: The Lands of Magic Setting

Welcome players! The goal of this introduction is to set the base rules for creating characters in the game setting and rules I will be using to run my game starting in March. First and foremost I want to set out the base rules for the setting so players will know how to create and establish their characters. Secondary I will be providing some of the House Rules that I will be using for the campaign.
Base Rules: I will be using the following rules set as the core of the system. Nearly all of these resources are either online or downloadable for free. I invite the players to acquire copies for themselves but sadly so not have the finances to provide a copy to each player.

Core Rules: Pathfinder Beta
Supplemental Rules: Wealth System from Modern D20 (I will be adopting the DC...)
Unearthed Arcana: Armor Damage Reduction
Class Variants
Racial Variants, including Bloodlines
Multi-class and ECL Buyoff
Hexgrid and/or Map based Combat
Wounds and Vitalization
Spellpoint System(World Specific-see me) SRD Psionics
Blood and Fists Supplement from Lightning Hand SRD

House Rules: I will be using several.

Universal Weapon Finesse Option-Any character class can choose to have their Dexterity act as their bonus to hit rather than Strength. Simply note the change on your character sheet. Except for Barbarians and big critters most NPC's will be using this rule.

Optional Alignments: Alignments are not required, ever. They are optional in terms of game rules. Some guilds, classes or structures may have specific guidelines but they will be handled on a case by case basis. Yes, you could have a Chaotic Good Paladin of a Lawful Good diety, expect to have “issues” with the bureaucracy, often but you will still get your abilities.

Deity, Divine Power, Arcane Power and Dimensional Rules: Gods do not manifest directly anywhere in these lands. Avatars can be summoned, effects may be created, but you will not meet gods here(I make no promised about dreams or visions or trips to elsewhere...) just does not happen here. Also divine powers are not limited by dimension. A priest of the god “Utimo” who suddenly finds himself flung to a distant dimension where no one has ever heard of Utimo still gets his spells! There may be some”conditions” due to the nature of the plane(what do you mean I have to pray twice as mush seesh!) but the divine energies flow everywhere. Such conditions also exist for arcane energies also. Talk to your GM in any given situation. The Spellcraft Skill governs being able to sense and attune to such changes..

Characters: Start off with a 32 point character buy in. Starting Characters will have 10000 XP (aka 5th level). The starting location is the town of Kriegsport AKA Jeilez (depending on who you talk to) in the Naxos Duchy of the Fragment Trahalion in the Alliance of the Lands of Magic. Most races and classes are available although there are no Halflings anywhere in this part of the Campaign. Gnomes are more like small Fey and Beastmean(Human/Animal Hybrids) are not uncommon. More to come on the campaign setting soon.