A storm over Tethyr (Inactive)

Game Master JohnLocke


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Right-o, lets try this one on for size:

Mus'ad - which is a nickname, real name TBC

Crunch:
Str: 10, Dex: 14, Con: 12, Int: 14, Wis: 13, Cha: 18
Human (Calishite) Sorcerer (Imperious bloodline from ARG) 1
Alternate Racial Traits: Focused Study, Silver Tongued
Traits: Horse Lord (from Humans of Golarion), Calculated Bribe (from Knights of Golarion)
Skills (inc favored class bonus): Diplomacy, Know (History and Nobility), Handle Animal, Ride
Feats: Skill Focus (Diplomacy), Cosmopolitan (Sense Motive and Handle Animal)
Languages: TBC
Spells: 1st - Hypnotism, Sleep
Gear: TBC

Partial Backstory:
Mus'ad was sent to Tethyr by his father, who is a powerful pasha within the spicer's guild. Brought up with a strict code of conduct that valued wealth and empire building - as far as he knows he was sent to further his father's business interests and build a power base.
Mus'ad is aloof and firmly believes in the Calishite's divine destiny to rule over all, but he still retains some of the familial blood and talent for a silvered tongue. His childhood was spent more in the stables and kennels than with his father - animals giving him more warmth than his father ever did.
The real reason that Mus'ad was sent however is that his father discovered his dalliances with one of the stable boys. Fearing the shame that would come of it, he sent Mus'ad north to hopefully die... and killed the stable boy after Mus'ad left.
I'll flesh this out with much more detail and contacts within Calimshan - but didn't want to go too far down the path without approval on the generic build setup.
The homosexual angle won't play any significant part in his personality - aside from the fact that he won't be interested in the advances of women.

Code of Perseverance:
Knights who follow the code of perseverance believe that to truly serve a purpose, an organization or group of individuals must first look to its own survival. Deeds are temporary and forgotten with time. For an organization to be influential, it must persist. These knights collect power and wealth, always looking to the future.
Their vows are as follows.
  • I will take on no challenges out of charity. Any task that I undertake for another individual will have an associated price, though it may not be monetary in nature.
  • I shall let neither compassion nor hatred rob me of wealth. I will not give wealth away to those who have done nothing for me, nor shall I engage in needless destruction of potential resources.
  • I will set aside a fraction of all my spoils to guard against any chances of future poverty.
  • If I have an opportunity to seize power, I will not hesitate to take it if it will strengthen my position.
  • I will not take unnecessary risks that place my future or the future of my organization in jeopardy.

SOCIAL TRAIT
Calculated Bribe: If you follow this code, you are keenly aware of the value of actions as well as goods. Once per day while haggling with a merchant or striking a bargain with another intelligent creature, you can spend a number of gold pieces equal to your level × 10 in order to reroll a Diplomacy check you just made, before the results are revealed. You must take the result of the reroll, even if it’s worse than the original roll. In addition, you begin play with a set of extravagant noble’s clothes worth 100 gp.
PENANCE
Knights who violate this code must perform penance by placing money into a fund to guard against their order’s future poverty. The amount required for a knight to set aside is 100 gold × the knight’s current level.

Questions:

  • Are you ok with me repurposing the Code of Perseverance from a knightly code to one followed by a Calishite Spice trading guild?
  • I'm assuming that there will be a chance for real monetary gain within the sandbox, and that is the hook that would allow Mus'ad to be an adventurer and such. He will be building a business, but that will be predominately off-screen unless it is written into the story. Let me know if that is not ok.


@ Mark Sweetman - oh man, that's a great character! I just - I don't know that he's really as altruistic as I am hoping for. I guess in my heart I'm hoping that the party we're putting together here will be motivated,at least in part, by a desire to help the common folk - in fact, the opening scenario I have planned involves the party being dispatched by an overstretched church of Helm to protect a small village ...

This guy could fit, of course - though he's going to be a real flashpoint for conflict, due to the native Tethyrians distaste for Calishites in general, and his superior attitude in particular. His interest in mercantile affairs isn't a problem.

Still, I do like this guys' concept a lot. Plus, an arcane caster - first dedicated one we've had :-)


Speaking of the church of Helm - here's one of the important NPC's you'll encounter in your adventures. I'll be posting some info about Tethyr, its people, and possible plot hooks here for potential players to peruse, and will eventually move them over to the campaign info tab for ease of access.

So, here's our first major npc.....

Character profile: Brevet Field Marshall, High Watchknight Bertram

As with many of the divine guardians' followers, Bertram was an orphan taken in by the temple of Helm; in his case, the Temple of the Vigilant Eye in Zazesspur. His parents murdered by the infamous Nightcloak ripper when he was but five years old, Bertrams' earliest memory is his delivery to the temple, with naught but the clothes on his back, still stained by his parents blood.

Being raised in the temple is, as a rule, a disciplined and loveless life; Bertrams' natural physical gifts, along with his keen eye and gift of simple wisdom, led to his training as a warrior priest and his ascension to the role of adept at the age of eighteen. In the thirty years since, he has distinguished himself in the service of Helm both within Tethyr and beyond its borders. Twelve years ago, he led all three Tethyran regiments in the Helmish crusade to eradicate the demonic corruption at Helm's Hold, in the distant north. His actions there earned him a solid reputation as a tactician and a strategist both; though the absence of those forces in the three years of fighting that followed allowed the situation in Tethyr to deteriorate and the final eradication of the remnants of the royal family to occur.

With the death of his predecessor just weeks ago, Bertram has ascended to the role of church leader for the grand temple in Zazesspur and, due to that temples' size and influence, has nominal control of all Helmish forces with Tethyrs' borders. Less cautious than more traditional Helmites, Bertram wants the church to take a more active role in pacifying the wild and lawless areas of his country: a position popular with the common people, but one that has drawn uncomfortable attention from some members of the nobility, who fear their own ambitions may be stymied by a more active church. Though constantly vigilant, Bertram cannot watch all the shadows that surround him....

In his middle years, Bertram is tall and lean, his brown hair cropped short in the fashion of the utilitarian Helmites. His green eyes are piercing, the most distinctive feature of an otherwise unremarkable face, and few have stood in his presence without feeling that Bertram has taken their measure in a cold and dispassionate way. He is stern, in the manner most associated with his God, but not unkind when confronted with the plight of Tethyrs' people or the suffering of the innocent. Few have seen him laugh, or even smile, since the death of his lover, the valiant paladin Arteris, under the claws of Gethharis, a mighty green dragon. Though it was five years ago, the dragon has never been brought to account for the young mans' death and Bertram ceaselessly pursues any good lead as to the monsters' location. When danger is afoot, Bertram wears his full plate armor and open faced helm, devoid of any rank or insignia, and bears a gleaming steel shield and his mighty mace, named Guardians Fury, known to be a holy weapon and the bane of the great demon Jarguth, who fell beneath its blows during the cleansing of Helms Hold.


DM Locke - I'm glad that you like it :)

On altruism vs capitalism - my sorcerer will start off close to destitute and without even a horse to his name, let alone a pouch of gold. Beset by the Tethyrian's distaste for him and likely with few friends despite his honeyed tongue - he will be desperate for work.

Long term - it's going to be an interesting point of divergence when Mus'ad finds out the truth behind why he was sent, as well as what happened to the stable hand he left behind. Enough perhaps to make him forswear allegiance to his father and build his own house and empire in Tethyr?

And though he will ensure that he gets his cut (through either tangible or intangible rewards) he will be an honorable businessman. So his altruism could be indirect - through employment, stability of market, etc.

I'd hope to think that I'm a decent enough RP'er to pull off a suitably grating Calishite noble that is true to concept, but doesn't rock the boat too much.


Reginald Fezziweg
Classic Halfling Trouble Maker
Bard (Sandman)

Reginald Fezziweg:

Reginald Fezziweg
Male Halfling Bard (Sandman) 1
N Small Humanoid (halfling)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 15 (+3 armor, +1 shield, +3 Dex, +1 size)
hp 9 (1d8+1)
Fort +2, Ref +6, Will +4; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy mace +1 (1d6/x2)
Ranged Sling +4 (1d3/x2)
Special Attacks bardic performance (standard action) (8 rounds/day, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 14)
Bard (Sandman) Spells Known (CL 1):
1 (2/day) Sleep (DC 15), Grease (DC 15)
0 (at will) Message, Daze (DC 14), Read Magic, Lullaby (DC 14)
--------------------
Statistics
--------------------
Str 11, Dex 16, Con 12, Int 13, Wis 12, Cha 18
Base Atk +0; CMB -1; CMD 12
Feats Taunt
Traits Gifted Adept (Sleep), Vagabond Child (urban) (Disable Device)
Skills Acrobatics +4 (+0 jump), Bluff +9, Climb +1, Diplomacy +8, Disable Device +5, Escape Artist +2, Fly +4, Perception +7, Perform (sing) +8, Ride +2, Spellcraft +5, Stealth +11, Swim -1, Use Magic Device +8
Languages Common, Dwarven, Halfling
SQ bardic performance: stealspell (dc 14), fearless, master of deception
Other Gear Studded leather armor, Buckler, Heavy mace, Sling, Sling bullets (10), Backpack (empty), Bell, Thieves' tools, Twine (50'), 19 GP, 8 SP, 9 CP
--------------------
Special Abilities
--------------------
Bardic Performance (standard action) (8 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 14) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Stealspell (DC 14) (Su) Touch attack while performing can steal the ability to cast chosen or random spells.
Fearless +2 racial bonus vs Fear saves.
Gifted Adept (Sleep) A chosen spell gets +1 CL.
Master of Deception +1 (Ex) You add half your bard level to Bluff, Sleight of Hand, and Stealth checks.
Taunt You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take no skill check penalty for being smaller than your target.


Would that fly if updated to Pathfinder:

Spoiler:
D6 hitdice become D8, good saves are Fort and Reflex, Abilities; 1st Bonus Feat, 2nd Evasion, 4th Uncanny Dodge, 8th Improved Uncanny Dodge, 12th improved Evasion, 16th and 20th ?? , Martial Weapon; Greatsword...

Scarab Sages

Haven't played in FR in a long time so I'm a little rusty on the setting but I've got two ideas

Half-elf son of a minor noble of Tethyr and a reclusive elf taught both social gentry work and deception.

backstory ideas:

The characters mother was a renegade/traitor noble drow fleeing the Underdark after a failed coup vs her mother fled to the surface and beguiled his father, into marrying her while she posed as a regular elf through magic. I was looking to build him as a ninja to show his dark elf latent magic coming through. I was also gonna take the half elf changes in the ARG if possible.

A human oracle of battle of Lathlander or Helm


A bit of info about Tethyr's most populous city before bed time:

Zazesspur, located on the Sword Coast just south of the Starspire Peninsula, is Tethyr's largest city. Its population (now up to 375,000) has swelled over the past ten years with the influx of refugees from Castle Tethyr and the surrounding area. Zazesspur is a major port, and its location on the Trade Way makes it a center for trading and commerce as well. The open land to the southeast is too dry for anything more than livestock grazing, but the Purple Hills to the south are very fertile and provide the city with a good deal of its food. Zazesspur is also the home of many of Tethyr's finest craftsmen and artists. Of particular repute are the towns leatherworkers, weavers, dyers, and tailors.

Zazesspur, though one of the "Big Four" of Tethyr's cities, has had to tread a fine line, politically. Most of the survivors of the destruction of Castle Tethyr fled here ten years ago, and not all the
Telthyr family sympathizers were found. As a result, there is a strong underground political movement trying to find a surviving Tethyr heir and reestablish the Tethyr monarchy. This will be difficult, as there are no known living members of the family left in Tethyr, but it doesn't stop this small but powerful underground group from trying.

A larger group, one that is actually gaining power in Zazesspur, is promoting the idea of a return to a royal family system of rule, with a new king chosen by some as-yet-undetermined method. The reasoning this group is trying to use is that while the overthrow of a decade ago was necessary, the problem was the excesses of the Tethyr family, not the system of monarchy itself. While this is still not the opinion of the majority, it is growing significantly. One sign of its growing acceptance is that proponents of a monarchy can say so in public today with little fear of being killed by a mob; this wasn't true five years ago.

Given time, this position has a good chance of winning over the majority, first in Zazesspur, then throughout Tethyr. There are many former bureaucrats and minor nobles living in the city under new names who are using their hidden wealth and still-considerable influence to bring about this return to monarchy. Of course, there are factions in Ithmong and Myratma who have other plans ..

Zazesspur is ruled, at least nominally, by Grand Duke Alain Axelschmidt, known popularily as "The Iron Duke" for his stout defence of Zazesspur from all manner of predation, and his inflexible and sometimes brutal championing of law withing the city. In truth, rule of the city rests with the duke, the major churches, and the mercantile guild; an unstable political situation which, even now, begins to sway as the winds of change begin to blow...


Seems like an interesting place for Barrelhouse to ply his trade.


Belle Mythix wrote:

Would that fly if updated to Pathfinder:

Spoiler:
D6 hitdice become D8, good saves are Fort and Reflex, Abilities; 1st Bonus Feat, 2nd Evasion, 4th Uncanny Dodge, 8th Improved Uncanny Dodge, 12th improved Evasion, 16th and 20th ?? , Martial Weapon; Greatsword...

To go with that; the basic idea is a rookie mercenary/soldier with little experiences.

Arthan:

Male Human Expert (UA) 1
N Medium humanoid (Human)
Init +6; Senses Perception +6

Defense:
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 14 (1d8+6)
Fort +4, Ref +4, Will +2

Offense:
Speed: 30 ft.
Melee: Greatsword +3 (2d6+3, 19-20/x2) (S)
Dagger +3 (1d4+2, 19-20/x2) (P or S)
Ranged:
Special Attacks:

Statistics:
Str 15, Dex 15, Con 14, Int 13, Wis 14, Cha 12
Base Atk +1; CMB +3; CMD 15
Traits:
Feats: Improved Initiative, Toughness, Fast Learner(B)
Skills: Acrobatic (dex) +6, Climb (str) +6, Perception (wis) +6, Survival (wis) +6, Swim (Str) +6
Languages: Common,
SQ:

Equipment:
Carrying Capacity: up to 66 light, 67 to 133 medium, 134 to 200 heavy
Combat Gear: Dagger, Greatsword, Leather armor,
Other Gear: Backpack, Bedroll, Fishhook, Flint and steel, Belt pouch, Trail rations (4), Soap, Waterskin, Whetstone, Antitoxin (vial), Tindertwig (6), Traveler's outfit, Potion of Cure Light Wounds (2), ;(46,5 lbs; light)
GP: 74,28

Still can be modified (traits, skills, equipment)


Wow, that's a great setup for the cleric of Siamorphe.

Dogma of Siamorphe wrote:


Nobles are the rightful rulers of the bulk of humankind provided that they keep fit for the tasks and responsibilities of rule. Nobles have the moral obligation to rule in the best manner possible for the people who serve under them even if their obligations conflict with their personal desires.

The descendants of noble bloodlines inherit their charisma and potential for wisdom from their noble ancestors. Their family fortunes provide them enough leisure time to be properly educated as rulers. The regular inheritance of noble titles by strict inheritance rules reduces the potential for power struggles between rival claimants to leadership. A strong noble class that cares for the commoners of Faerun and looks out for their best interest is the most stable, fair form of government.

Grand Lodge

Second Concept Argent de Wolf Human (Tetyraan) Fighter ( Quaterstaff{weapon} Master)

Argent:

Human Fighter 1st
Age:25 hair:black eyes:purple hgt.6 wgt.210 Deity:Shaundakual
Str:16 +3
Dex:14 +2
Con:14 +2
Int:14 +2
Wis:14 +2
Cha:10 +0

BAB: +1
Fort: +4(base+4 Con+4)
Reflex:+2 (base+0 Dex+2)
Will:+2 (base+0 Wis+2)

CMB: +4 (+1+3)
CMD: 16 (10+1+3+2)

AC: 16 (10+4(armor)+2(Dex) )
touch 12 Flat footed:14

Leather Lamellar +6 Max Dex +3 Armor Check penalty:-2 Spellcheck fail:20%
Speed: 30ft

Quaterstaff +5 1d6+3/1d6+3 Crit:x2 Wgt.4lb bludegeoning
Dagger(x10) +4 1d4+3 Crit: 19-20/x2 Wgt.1lb Piercing Range:10ft.
Hand Axe +4 1d6+3 Crit:x3 Wgt.3lb. Slashing
Short Bow +3 1d6 Crit:x3 range:60ft Wgt.2lb Piercing
arrows (20) 2lb

Equipment:
Bandolier(5sp)
Backpack (2gp,2lb)
Bedroll (1sp,5lb)
Belt Pouch(1gp,1/2lb)
Canteen(2gp,1lb)
Compass(10gp,1/2lb)
Fishing kit(5sp,3lb)
Flint and steel(1gp)
Mess kit(2sp, 1lb)
Tankard(2cp,1lb)
Pot (8sp,4lb)
Shaving kit(15gp,1/2lb)
Rope 50ft (1gp,10lb)
Whetstone (2cp,1lb)
2 Wrist Sheath(1gp,1lb)
Small Tent (10gp,20lb)
Rations 7days(3gp5sp,7lb)
Explorers outfit (10gp,8lb)

Skills:
Acrobatics: +1(1+2(Dex)-2(AC))
Climb:+5(1+3(Str)+3(class)-2(AC))
Perception:+3(1+2(Wis))
Survival:+6(1+2(wis)+3(class))
Swim:+5(1+3(str)+3(class)-2(AC))\
Stealth:+1(1+2(dex)-2(AC))

He is a wanderer, and an Elven Raised human in the Weldath. He worked on using his Staff, but carries plenty of daggers, and a hand axe. His bow is for hunting. He speaks Elven Fluently and has learned Halfling and Condathan. He is originally form the border area south of Amn. he is deadly and reactionary, having learned to fight and wears the greens and grays to blend in as he learned that from the Elves. he is gruff and speaks little but is often addressed as "Elf Friend" to most elves of the Weldath. He left the elven lands to see the land of his brith and aid the commoners from the combative lords.


Question DM locke. Would a character such as Anon be able to have or earn a position in a church? Fused he's a pretty good fighter. Part of what I wanted from his character was that he was born within the church, his father a cleric and his mother a paladin, and that while he's not following in their footsteps exactly, he does worship their god, Torm (or another god if you have a better suggestion).


Good morning everyone!

Just doing a quick check of the thread, and here's a listing of the proposed characters so far:

- Davina Leantes - Aasimar cleric (Siamorphe) [Arazni]
- Anon - Aasimar summoner (synthesist) [Marko]
- Barrelhouse - Dwarf gunslinger (pistolero) [Ross Hearne]
- Anademot Dosevny - Oread monk (tetori) [Runner188]
- Unnamed Half elf ninja [garabbott]
- Ariael Lafali - Elf magus [Monkeygod]
- Stigur Starhammer - Dwarf paladin (stonelord) [Critzible]
- Unnamed Halfling cavalier [Harark]
- Medaiis - Half elf Oracle of metal [Harark]
- Mus'ad - Human sorcerer (Imperious bloodline) [Mark Sweetman]
- Reginald Fezziweg - Halfling bard (sandman) [Bilbo Bang Bang]
- Arthan - Human expert [Belle Mythix]
- Argent de Wolf - Human fighter (QS master) [Critzible]

I wanted to remind everyone that, while there will be plenty of the social aspect of the game in this PbP, there's also going to be plenty of fighting, and against opposition that doesn't always walk on two legs. Please consider the sort of firepower your character can bring to battle; I don't want a party full of interesting characters who will die at the first drawing of swords.

Additional submissions from new and existing applicants are both encouraged and welcomed.

A few individual comments:

@ Belle Mythix - I'd rather we kept classes to the listing in my first post. NPC classes like the expert really aren't going to work here, especially when there's such a great lineup of PC classes to choose from. Please consider submitting another character :-)

@ Marko - Anon could very well be affiliated with a church, such as Torms. He might not have a role in the religious hierarchy specifically, but another role such as temple guardian, for example. If you had something in mind please let me know.


Good morning Locke! Temple guardian would work. At the moment I was thinking of something that would allow him to be called upon for what ever adventure that will happen to the PC's, and later something that can let him continue to move about. I, and he, would just want him to be a part of the faith and serve it.

I was thinking Torm, but what I know of him comes from a Wiki that includes all of those world changing events that haven't and might not happen in your game. So, in your game, who is Torm, what's his church like and what does he govern as a deity?

Err, if I can ask now, that is.

Also, that's a lot of people applying.


DM Locke wrote:
I wanted to remind everyone that, while there will be plenty of the social aspect of the game in this PbP, there's also going to be plenty of fighting, and against opposition that doesn't always walk on two legs. Please consider the sort of firepower your character can bring to battle; I don't want a party full of interesting characters who will die at the first drawing of swords.

Addressing this item specifically, Mus'ad will bring the following:

  • Emotion and enchantment driven spell selections - concentrating on battlefield control and buffing. He'd synergize well with a bard or barbarian due to Moment of Greatness.
  • Handle Animal... no seriously. At first level he'll be sporting a guard dog that he'll keep on a leash and unload as necessary. As Mus'ad levels, he will be seeking more powerful and exotic guard creatures.
  • He'll be sporting ranged attacks and a quarterstaff for aid anothers if he's ever unlucky enough to need it ;)


DM Locke wrote:

Good morning everyone!

A few individual comments:

@ Belle Mythix - I'd rather we kept classes to the listing in my first post. NPC classes like the expert really aren't going to work here, especially when there's such a great lineup of PC classes to choose from. Please consider submitting another character :-)

It isn't the NPC one, but the Generic Class one from Unearthed Arcana, but I guess I can come up with something else.


Similar concept than Arthan:

Rayend:

Male Human Ranger 1
N Medium humanoid (Human)
Init +6; Senses Perception +6

Defense:
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 13 (1d10+3)
Fort +4, Ref +4, Will +2

Offense:
Speed: 30 ft.
Melee: Greatsword +3 (2d6+3, 19-20/x2) (S)
Dagger +3 (1d4+2, 19-20/x2) (P or S)
Ranged:
Special Attacks: favored enemy (?)

Statistics:
Str 15, Dex 15, Con 14, Int 13, Wis 14, Cha 12
Base Atk +1; CMB +3; CMD 15
Traits:
Feats: Improved Initiative, Fast Learner
Skills: Acrobatic (dex) +3, Climb (str) +6, Knowledge (nature) (int) +5, Perception (wis) +6, Survival (wis) +6, Swim (Str) +6
Languages: Common,
SQ: track +1, wild empathy +2

Equipment:
Carrying Capacity: up to 66 light, 67 to 133 medium, 134 to 200 heavy
Combat Gear: Dagger, Greatsword, Leather armor,
Other Gear: Backpack, Bedroll, Fishhook, Flint and steel, Belt pouch, Trail rations (4), Soap, Waterskin, Whetstone, Antitoxin (vial), Tindertwig (6), Traveler's outfit, Potion of Cure Light Wounds (2), ;(46,5 lbs; light)
GP: 74,28

Still has some things to adjust.


I'm going to follow the other Mark in listing what Anon can bring

Anon will bring...

Spoiler:
-Front line fighting. He'll be able to do some nice damage thanks to his natural attacks and his natural armor, Mage armor spell and health will give him some very good staying power. This will be a constant with him.
-Buffs. He'll have a lot of buff spells for himself, but as he increases levels he'll be getting some good buffs he'll be able to share. (Haste is a good one he'll get pretty early on)
-Summoned monsters. Worst comes to worst, he can bring out a host of summoned creatures when his fused state isn't being used. If we need to make a tactical retreat this will be a good way of doing it. At later levels I may go down the augment and superior summoning list of feats, depending on how useful they prove to be.

As for his character, the below is my basic idea for him. I left things vague, for the most part, since I'm not certain of anything specific. But hopefully with some help I can add more detail.

Spoiler:
I intend him to be a somewhat naive youth with good intentions and a drive to do more. He was born in a temple of Torm to a paladin, his mother, and a cleric, his father, both of whom worshiped Torm. His birth as an Aasimar, pretty obvious given the color of his hair and eyes were both silver, was treated as a good sign and his parents loved him dearly. His father was the one to raise him in the temple while his mother was, more often then not, in the field. His father was killed on a mission, which he began going on when he deemed Anon old enough to be alone in their home. Anon's mother is still alive in the field somewhere doing the church's will.

Having grown in the temple of Torm to two of the gods followers he is himself a believer. A lot of his time was originally spent studying to become a priest, since he seemed to take after his father physically and wasn't exactly what you would call strong. But his studies came across an older tome within the temple with words of how an Aasimar might use certain rituals to call upon their celestial nature. Having always admired his mother's work as a protector, Anon quickly learned the ritual from the tome.

He was excited at his success and, surprisingly, both of his parents, though a little disappointed in his wish to study arcane magic instead of the divine magic of their god, supported him in his endeavors. He has since taken the position of Temple guard within his church, using his strength to protect the faithful and the innocent. But, though he is happy to do the church's will, he wishes to do more still, to go out into the world and bring justice to those who sorely need it.


@ Marko - the Torm of this era is pretty much the same as you'd see in later eras, just less powerful. He's the LG demipower of duty, loyalty and obedience, with his home plane being the prime material. Clergy alignments are LG, NG and LN. Domains I'd see a Tormish cleric taking include glory, good, law, protection, and war. Clerics of Torm get to add heavy armor proficiency as a bonus feat at 1st level, and always channel positive energy, regardless of alignment. One interesting quirk: Torm allows his clergy to command and control undead for goodly purposes, and as such his clerics can take the command undead feat, despite their restriction to channel positive energy.

Overall, Torm's church is well respected and trusted, though the common folk often fail to see the distinction between Torm and the larger, more established church of Helm. The lines of distinction are indeed blurry, and the Gods themselves are staunch allies, though their churches are often rivals.

Like Helm's church, Tormtar seek to protect the weak and innocent, to stand between them and danger. They guard their charges unto death and will never betray their trust. Given their alignment, the Tormish are generally altruistic and compassionate, though unswerving in their duty and obedient to the dictates of their God. They can tend towards a holier than thou attitude and, as a growing church, are more likely to make a spectacle of themselves in order to draw attention to their faith.


Sounds interesting! I think Anon will fit well in the idea, for the most part, save for the fact that I need to make a minor adjustment to his personality. It sounds a youth like Anon who joined the Temple guards would likely have been taught the discipline of a soldier, so he's likely to be a little different. But having little experience I think he can still pull off the naive, good natured guy I was looking to play.

Is there still the Triad between Helm, Torm and Ilmater? The idea of an Oracle is that their power comes from multiple gods of similar intent, so I was thinking of making an Oracle empowered by the Triad for a second submission.


The triad is actually Torm, Tyr and Ilmater - all LG - Helm is LN and allied with them, but stands apart. An oracle serving them would be cool :-)


@ DM Locke: I do have a few concepts that can technically fit Rogue/Ninja, except for Sneak Attack which doesn't fit, but there are no options to replace it.


Sorry, misread it. XD Coming off a rough night of sleep too. And sounds good! I think that will be my next submission. Mechanically, I have a few thoughts on how to make him a very powerful healer, but I don't know if that's enough. Whats your opinion on that?

Also, background idea. Give me your thoughts if you can.

Spoiler:
Thinking that he might have been an orphan within a small village who was horribly ill. The church took him in and tried to cure him, but his sickness was too far along. The head cleric of this church made one finally plea to his god, to the Triad even, to save this boy's life. And the three gods, wherever they were, answered. The child was healed, but there was a price. The most obvious was his sight, or so it seemed. When the child finally awoke his eyes were white, though he claimed that he could see short distances. He would learn, and rather soon, that the gods had plans for him. The church, one of Ilmater, often had wounded and injured within it.

Bartholomew, the now healed orphan, was aiding one of the clerics in birthing when a man came in with a stab wound. His hands being the only one that were empty, Bart immediately jumped to aid the man. He hadn't nay spells to call upon yet, having only recently started his training, but the moment his hands touched the wounds to inspect it they erupted in a brilliant white light. When the light faded, the injury was healed. Amazed, Bartholomew looked to the other clerics for answers.

Through prayer they would learn that the gods had chosen to change his destiny when they healed him, and had granted him power to serve them. The head cleric, who had been the one to make the request of the gods, informed the boy of the truth and told him what would be required of him. The cleric made it clear that he could turn away from this path if he chose, but also pointed out how much good Bartholomew could do.

So Bart made the decision to study and has traveled from the village to the city to study and learn of all three gods and their teachings.

He's going to be a younger character, 15 or so now, whose physically weak thanks to the illness he suffered as a kid. But his powers have given.


I love the realms and GM'd a Tethyr adventure path similar to this one in the day. If I get chosen I will have to dig up all of my old stuff...

Submission: Molgrin Deg

Character Details:

Fighter 1
Sword and Shield (spiked) Fighter specializing in two weapon fighting.
Feats: Two Weapon fighting, Weapon Focus Longsword, Toughness.
Str: 17
Int: 12
Wis: 10
Dex: 16
Con: 12
Cha: 12

Background:

Molgrin was born as the son of minor nobility. His family was proud and honorable. When the fall of Tethyr came it broke his father's heart.
He was a general in the army until he retired. He saw the decline of the royal family and the army. When the royals were killed he knew what was to come...civil war. His hopes and dreams for a strong Tethyr were smashed but lived on in Molgrin. Molgin has been taught in dueling and fighting by his father and sneaks off on his 19th birthday to try and be a hero to the land...

Motivations:

He sees himself as a hero or someone that could be. He wants to restore the honor of the kingdom and see punishment to those who have done it wrong.
He may or may not strive to be the leader of the group, but he will certainly want them to pursue an agenda of helping others and long term the kingdom get back to greatness.
He is a little nieve but means well. He seems like a simple character but he will be brave, brash, and adventurous.


If we do get another divine spellcaster (and Davina is selected too), I might multiclass Davina as a paladin, to boost our combat abilities. Either a traditional paladin or a sacred shield paladin.


@ Belle Mythix - thanks for submitting the ranger! An outdoorsy type will really be helpful, as there will also be a fair amount of wilderness adventuring and having someone woodscrafty would be a big help. Are you thinking a treeantmonk switch-hitter type Ranger with this guy? Any other submissions from you are very welcome, including whatever you decide with the rogue/ninja.

@ Marko - sorry about the poor night's sleep, hope you're feeling better soon :-) If you're angling towards a healer, an oracle or cleric of Helm belonging to The Watchers over the Fallen (kind of a FR Red Cross, or more accurately a group of combat medics who seek to protect the fallen in battles between non-evil factions) might be a great idea to run with. Perhaps Helm healed him where the Triad would not? The Gods of the Realms, while very close to their worshipers, are often inscrutable in their motives.....

@ Terok - I'm pleased to see a straight-up fighter! Believe me, I know that simple on paper doesn't have to mean boring at the tabletop :-)


That sounds really interesting actually... I think I even have an idea for it... yes... yes... That will do! -resist the urge to laugh evilly-

And I think I'll go Oracle. Clerics are great, don't get me wrong, but I already have a cleric I intend to play for a long time in another game and, even though he's not really a healer, I like differing the mechanics a little.


DM Locke wrote:

@ Belle Mythix - thanks for submitting the ranger! An outdoorsy type will really be helpful, as there will also be a fair amount of wilderness adventuring and having someone woodscrafty would be a big help. Are you thinking a treeantmonk switch-hitter type Ranger with this guy? Any other submissions from you are very welcome, including whatever you decide with the rogue/ninja.

Outdoorsy, hmm, might help with traits, skills and Equipment.


Here's a outlaw your characters may come face to face with one day soon; one of the most notable bandit chieftains in Tethyr.

Argrum Blackspear, noted bandit chieftain

Little is known of Argrum Blackspear, though many rumours and tales surround this shadowy figure. First, the facts: Argrum is a half-orc, his mother taken against her will in an orcish raid on the small farming village of Heathervale, east of Zazesspur and south of the starspire mountains.

Unlike many notable half breeds, Argrum can pass for human; significant features that betray his father's ancestry include a grayish cast to his skin, pronounced canine teeth and eyes that glow red in the dark. In combat, Argrum has proven to be a dangerous foe, felling several knights from Tethyrs' many noble orders with his black yew bow, which is said to be the bane of men. In hand to hand combat, Argrum favours his broadsword, wielding a poisoned dagger in his left hand. This poison, a paralytic, enabled him to defeat and capture noted cavalier Evantha Haresdown, known for her skill and courage in battle. Her order, the errant knights of the sacred aster, have posted a large reward for her return, though if she yet lives, Argrum has shown no sign of relinquishing his hard won prize.

While his childhood is unknown, Argrum first came to authorities' attention five years ago as the leader of an organized, swift striking bandit group which terrorized the trade road between Sarahkhan and Marakir. His actions have shown him to be both intelligent and cunning; his choice of targets also lends credibility to the rumour that he is well connected to the thieves' guild in Saharkhan, and is being provided with good information as to which caravans are rich and which may be traps. His attempts at bringing the Zazesspur thieves guild into his pocket have failed, however; the guildmistress has repeatedly rebuffed his attempts, and has actually provided authorities with information as to Argrums' whereabouts and activities.

Argrum is also said to be trying to expand his rule to other bandit groups as well; a dangerous development that could further destabilize Tethyr. Other rumours claim that Argrum has made connections with the orcish tribes in the starspire mountains, and that his skill at arms and proven cunning have won him many supporters in the vicious orcish tribes of the region. He remains at large and is exceedingly dangerous.


... What about Templates like Lycanthrope?

(I have to admit I know almost nothing about the setting)


Here is my first submission. Half-Orc wizard, transmutation (opposed are necro/ench). Right now he's focused on buffing his allies, but one day will buff everyone including himself and wade into battle to destroy things. Jindrak

My other concept is a Half-Orc Rogue, Wielding a greataxe (since I am proficient with it). The "brute" rogue mentality....why is a Half-Orc sneaking around with a battleaxe?? Initial Crunch below:

Spoiler:

Half-Orc Rogue (Thug)

STR 15+2=17 (7)
DEX 16 (10)
CON 14 (5)
INT 10
WIS 13 (3)
CHA 10

HP: 14 = 8(base) + 2(con) + 3(toughness) +1(FC)

Deity: Mask/Tymora (better to be a lucky thief then a dead thief)

Feats Progression:

1st-level Character: Toughness

2nd-Level (rogue): Weapon Focus (battleaxe)

3rd-Level: ??

4th-Level (rogue): Strong Impression: A rogue who selects this talent gains Intimidating Prowess (strength bonus to intimidate check) as a bonus feat.

Skills:

Acrobatics: +6 = +1(rank) + 3(dex) + 3 (class) - 1 ACP
Climb: +6 = +1(rank) + 3(str) + 3 (class) - 1 ACP
Disable Device: +7 = +1(rank) + 3(dex) + 3 (class)
Intimidate: +6 = +1(rank) + 0(cha) + 3 (class) +2 (race)
Knowledge Local +4 = +1(rank) + 0(int) + 3 (class)
Perception: +5 = +1(rank) + 1(wis) + 3 (class)
Stealth: +6 = +1(rank) + 3(dex) + 3 (class) - 1 ACP
Swim: +6 = +1(rank) + 3(str) + 3 (class) - 1 ACP

Gear:

Battleaxe 20gp
Light Crossbow 35gp
Stud Leather 25gp
Thief's Tools 30gp
Spiked Gauntlet 5gp

Traits:
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Indomitable Faith: You were born in a region where your faith was not popular, but you never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive; you gain a +1 trait bonus on Will saves as a result.

Dark Archive

Would it be ok to use the evolutions from the Advanced Options: Extra Evolutions book?
I am making a gnome summoner.


Here is a Human Werewolf Ranger sumission:

Luppan:

Male Human Natural Werewolf Ranger 1 (human form)
N Medium humanoid (Human, Shapechanger)
Init +3; Senses low-light vision, scent; Perception +6

Defense:
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 16 (1d10+6)
Fort +4, Ref +4, Will +2

Offense:
Speed: 30 ft.
Melee: Greatsword +3 (2d6+3, 19-20/x2) (S)
Dagger +3 (1d4+2, 19-20/x2) (P or S)
Ranged: Masterwork Composite Longbow (+2 str) +5 (1D8+2, 20/x3) (P) (110 ft.)
Special Attacks: favored enemy (?)

Statistics:
Str 14, Dex 16, Con 14, Int 13, Wis 14, Cha 12
Base Atk +1; CMB +3; CMD 16
Traits: Rich Parents,
Feats: Fast Learner, Toughness,
Skills: Acrobatic (dex) +4, Climb (str) +6, Knowledge (nature) (int) +5, Perception (wis) +6, Survival (wis) +6, Swim (Str) +6
Languages: Common,
SQ: change shape (human, hybrid, and wolf; polymorph), lycanthropic empathy (wolves and dire wolves), track +1, wild empathy +2

Special Abilities:
Change Shape (Su) All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.

Lycanthropic Empathy (Ex) In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.

Equipment:
Carrying Capacity: up to 58 light, 59 to 116 medium, 117 to 175 heavy
Combat Gear: Dagger, Greatsword, Leather armor, Masterwork Composite Longbow (+2 str), Arrows (20),
Other Gear: Backpack, Bedroll, Fishhook, Flint and steel, Belt pouch, Trail rations (4), Soap, Waterskin, Whetstone, Antitoxin (vial), Tindertwig (6), Traveler's outfit, Potion of Cure Light Wounds (2), ;(52,5 lbs; light)
GP: 73,28

Luppan-wolf:

Male Human Natural Werewolf Ranger 1 (Wolf form)
N Medium humanoid (Human, Shapechanger)
Init +3; Senses low-light vision, scent; Perception +6

Defense:
AC 16, touch 12, flat-footed 14 (+4 Natural, +2 Dex)
hp 17 (1d10+7)
Fort +5, Ref +4, Will +2
Defensive Abilities DR 10/silver

Offense:
Speed: 50 ft.
Melee: bite +4 (1d6+3 plus trip, 20/x2) (B and S and P)
Special Attacks: favored enemy (?)

Statistics:
Str 16, Dex 16, Con 16, Int 13, Wis 14, Cha 12
Base Atk +1; CMB +4; CMD 17 (21 vs trip)
Traits: Rich Parents,
Feats: Fast Learner, Toughness,
Skills: Acrobatic (dex) +4, Climb (str) +6, Knowledge (nature) (int) +5, Perception (wis) +6, Survival (wis) +6 (+10 scent tracking), Swim (Str) +6 ; Racial Modifiers +4 Survival when tracking by scent
Languages: Common,
SQ: change shape (human, hybrid, and wolf; polymorph), lycanthropic empathy (wolves and dire wolves), track +1, wild empathy +2

Special Abilities:
Change Shape (Su) All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid and hybrid form, but does between those forms and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead.

Lycanthropic Empathy (Ex) In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.

Equipment:
Carrying Capacity: up to 115 light, 116 to 230 medium, 231 to 345 heavy
Combat Gear: Dagger, Greatsword, Leather armor, Masterwork Composite Longbow (+2 str), Arrows (20),
Other Gear: Backpack, Bedroll, Fishhook, Flint and steel, Belt pouch, Trail rations (4), Soap, Waterskin, Whetstone, Antitoxin (vial), Tindertwig (6), Traveler's outfit, Potion of Cure Light Wounds (2), ;(52,5 lbs; light)
GP: 73,28

Feel free to say no.


@ Belle Mythix - sorry, templates? Like from the bestiary? If that's the case, no, sorry, I'd rather we stuck to the books and supplements noted in my original post. Please clarify if I'm misunderstanding.

@ Gilthanis - thanks for the submission :-)

@ Ranvar - I don't believe I have access to that book. If I could review the contents on the SRD, then I could look at approving evolutions on a case by case basis. Otherwise, I'd ask that you try and limit yourself to the options in the sources listed in my first post. Thanks!


DM Locke wrote:

@ Belle Mythix - sorry, templates? Like from the bestiary? If that's the case, no, sorry, I'd rather we stuck to the books and supplements noted in my original post. Please clarify if I'm misunderstanding.

Yeah, what I meant. well I should have guessed so.

Dark Archive

DM Locke wrote:

@ Belle Mythix - sorry, templates? Like from the bestiary? If that's the case, no, sorry, I'd rather we stuck to the books and supplements noted in my original post. Please clarify if I'm misunderstanding.

@ Gilthanis - thanks for the submission :-)

@ Ranvar - I don't believe I have access to that book. If I could review the contents on the SRD, then I could look at approving evolutions on a case by case basis. Otherwise, I'd ask that you try and limit yourself to the options in the sources listed in my first post. Thanks!

Ok np, thanks :)


Info on another of Tethyr's large cities:

Myratma, located in the southwest corner of Tethyr, is one of the country's "Big Four" cities. It is very similar in many ways to the great cities of Calimshan, which is understandable given its closeness to Memnon and the Calim Desert. Myratma depends greatly on commerce and trading for its livelihood, though there are small but important agriculture and manufacturing activities in town. Myratma handles nearly
all the bulk agricultural products from the center of Tethyr. Wheat and other grains come down the River Ith by barge, and are stored, sold, and shipped (both overland and by sea) throughout the area. Calimshan is a particularly important customer for Tethyr grain sold through Myratma.

The Purple Hills to the north are rich in fruits and vegetables, and Myratma does a big business in them, too. Ship building and repair is also a major business here. But the most famous business in Myratma is the Tethyr Mills, a huge textile mill right along the banks of the Ith known throughout the Forgotten Realms for its fabrics. Of particular fame are its silks, which are the choice for the finest clothes in both Calimshan and Amn, and a light canvas of such tight weave that it is waterproof. This canvas is in great demand for use in the sails of the largest ships on the Sea of Swords and beyond. It is also very popular for use in tarpaulins and tents in rainy areas.

The current Town Council, headed by a merchant named Reshtiva Gullifort, is ambitious enough to want to reunite Tethyr under their banner, but realizes it doesn't have the clout to pull it off ... yet.
It is rumoured that Gullifort has been negotiating with the Pasha of Calimshan for support in her plan. Rumours abound that Myratma's power play is being instigated by a new resident of the city - a Calishite Princess named Jaseera al-Tahir. This Princess - said to be both ruthless and calculating - is said to have ties to Tethyr's former ruling family. If true, her presence, and Calimshan's support, could make Myratma a major player in Tethyr's future. The involvement of a foreign power in Tethyr's affairs is guaranteed to be a controversial topic in the halls of power.


Reginald is made to fill the bard/rogue role. He is outgoing with plenty of social skill and will have trapfinding and sneak attack as he levels. I rather like him for the classic halfling job of weasling his way about, but being terribly devoted to his friends.


Here's my submissions:

Medaiis:
Male Half-Elf Oracle 1
CG Medium humanoid
Init +2; Senses Normal; Perception +2

Defense:
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 10 (1d8+1)
Fort +1, Ref +2, Will +2

Offense:
Speed: 30 ft.
Melee: Scythe +3 (2d4+3, x4) (P or S)
Dagger +3 (1d4+3, 19-20/x2) (P or S)
Ranged:
Statistics:
Str 16, Dex 14, Con 13, Int 12, Wis 10, Cha 16
Base Atk +0; CMB +3; CMD 15
Traits:
Feats: Power Attack, Martial Weapon Prof(Scythe)
Skills: Appraise +4, Bluff +7, Craft Metalworking +5, Diable Device +6, Spellcraft +5
Languages: Common, Elven, Dwarven
Spells: 0- Mage hand, Ghost Sound, Detect Magic, Stablize, Mending, create water 1st- Cure Light, Magic Weapon, Sun Metal
Special Abilities: Iron Weapon, Haunted

Equipment: Dagger, Chain Shirt, Theives Tools, Ink and Pen, Journal, Pocketed scarf
Carrying Capacity:
Combat Gear: Dagger, Chain Shirt
GP:31 Sp:9

Unnamed Halfling:

Male Halfling Cavalier 1
LG Small humanoid
Init +2; Senses Normal; Perception +2

Defense:
AC 19, touch 12, flat-footed 16(+6 armor, +2 Dex. +1)
hp 12 (1d10+2)
Fort +5, Ref +3, Will +1

Offense:
Speed: 30 ft.
Melee: Cold Iron Heavy Flail +5 (1d8+3, 19-20/x2)
Lance +5 (1d6+3, x3)
Ranged: Sling Staff +4 (1d6+3, x3) (B)
Statistics:
Str 15, Dex 14, Con 14, Int 14, Wis 10, Cha 12
Base Atk +1; CMB +3; CMD 15;
Traits:
Feats: Look-out, Mounted Combat
Skills: Bluff +5, Cimb +9, Handle Animal +5, Knowledge Nature +6, Ride +6, Stealth +6, Survival +4, Swim +7
Languages: Common, Halfling, Elven, Gnome
Special Abilities:Challenge, Tactitian
Equipment: Same as Combat Gear
Carrying Capacity:
Combat Gear: Cold Iron Flail, Breastplate, Lance, Halfling Sling Staff GP:39 Sp:8

Sorry, took me a while to type it all out. Hope you like and tell me if you see anything wrong!

Liberty's Edge

Here is my Summoner :). i will probably work on his storyline a bit more but his stats and everything are finished.


Dot for interest.

Probably an Elf cavalier/paladin of some kind...


A quick treatise on race in Tethyr:

Ten years ago, Tethyr was almost exclusively a human nation. All that changed with the upheavals that deposed the royal family. Humans are still the predominant race in Tethyr, but their days of exclusive monopoly are over. There have always been rumors of a large elf tribe (perhaps several) in the huge Forest of Tethir, but the elves have been reluctant to show themselves in the past. (Given the former royal family's attitude toward elves, this should be no surprise.) Information on the elves of Tethyr is still sketchy, but one of two things has happened: either a large number of new elves have moved to the forest in the past five years, so that their sheer numbers make them more visible; or the elves that have always lived there have decided to become more outgoing. Travelers on the Trade Way have reported seeing (and sometimes meeting) large groups of elves. The towns on the edge of the forest, such as Velen, Mosstone, and Port Kir, have also reported increased contact.

There has never been a very large dwarf population in Tethyr, and things have not really changed in the past ten years. There is one small tribe in the eastern end of the Starspire Mountains that regularly sends trading expeditions into Zazesspur, but that's about the extent of it. Saradush and Ithal Pass have an increased contact with dwarves because of the large numbers living throughout the Snowflake Mountains.

Halflings are also common throughout Tethyr, though they are most often found in the Purple Hills near the seacoast. No halflings (or any other non-humans, for that matter) were allowed to participate in Tethyr government, even on a local level, but that has changed. Today, there are several halflings sitting on Town Councils in Tethyr; their influence is greatest in Myratma and Zazesspur.

Half-elves are very common and treated well; half-orcs are nearly as common, but not treated nearly as well. Orcs are considered monsters, not another equal race; they are shunned and hunted down at every opportunity. Half-orcs are barely tolerated in Tethyr society. Of course, there is no institutionalized persecution (there are no institutions), so even a half-orc can succeed in Tethyr, given luck, quick wits, and a strong sword arm

Liberty's Edge

DM Locke wrote:

A quick treatise on race in Tethyr:

Ten years ago, Tethyr was almost exclusively a human nation. All that changed with the upheavals that deposed the royal family. Humans are still the predominant race in Tethyr, but their days of exclusive monopoly are over. There have always been rumors of a large elf tribe (perhaps several) in the huge Forest of Tethir, but the elves have been reluctant to show themselves in the past. (Given the former royal family's attitude toward elves, this should be no surprise.) Information on the elves of Tethyr is still sketchy, but one of two things has happened: either a large number of new elves have moved to the forest in the past five years, so that their sheer numbers make them more visible; or the elves that have always lived there have decided to become more outgoing. Travelers on the Trade Way have reported seeing (and sometimes meeting) large groups of elves. The towns on the edge of the forest, such as Velen, Mosstone, and Port Kir, have also reported increased contact.

There has never been a very large dwarf population in Tethyr, and things have not really changed in the past ten years. There is one small tribe in the eastern end of the Starspire Mountains that regularly sends trading expeditions into Zazesspur, but that's about the extent of it. Saradush and Ithal Pass have an increased contact with dwarves because of the large numbers living throughout the Snowflake Mountains.

Halflings are also common throughout Tethyr, though they are most often found in the Purple Hills near the seacoast. No halflings (or any other non-humans, for that matter) were allowed to participate in Tethyr government, even on a local level, but that has changed. Today, there are several halflings sitting on Town Councils in Tethyr; their influence is greatest in Myratma and Zazesspur.

Half-elves are very common and treated well; half-orcs are nearly as common, but not treated nearly as well. Orcs are considered monsters, not another equal race; they are shunned and hunted down at...

And what of gnomes? :c


Argh I shouldn't have read this thread, now I have to apply!! Please give me thoughts. If you are interested I will work him up more.

Human Bard (Detective):

Human Bard (Detective)

STR 10
DEX 16
CON 12
INT 14
WIS 13
CHA 14+2

Feats: Point Blank Shot, Precise Shot or Alertness
Traits: Vagabond Child (Disable Device); Suspicious or Poverty Stricken

Skills: Ranks in Local, Perception, Sense Motive, DD, Diplomacy, Intimdate, UMD, Spellcraft, Linguistics, Stealth, Survival

Spells:
0: Detect Magic, Light, Prestidigitation, Sift
1: Urban Grace, Cultural Adaptation

Overview Fights with a short bow. The general idea is that he is a military type, having worked with town guards, or city guards. He is a good shot with a bow but really his specialty is finding and recovering people and things. As he progresses he will focus on spells that are support like, though his CHA is high enough to cast offensively. If it were allowed at perhaps level 6+ I would want to dip into the Sleepless Detective Prestige Class, though I recognize that it is out of the allowed classes, so I will most likely stay as Detective.


Molgrin will probably hale from just outside of Riatavin. He will want to see bandits hang and doesn't put up with people bad talking the kingdom...he would want to "meet" this bandit chief one day...

Grand Lodge

thinking of submitting one last character... a half-orc summoner, blood god discile, hoe to figure out what god he relates to his "Blood God"


A few notes:

@ Badger, Boddyknock - sorry, Tethyr has few Gnomes, and those that are there are not natives. I assure you, despite their omission, I am not a raving anti-Gnomite :-)

@ Vuvu - definitely interested :-) at this stage we really just need a concept, so no need to fully flesh out anything yet

@ Terok - at this point, Riatavin is still part of Amn .... depending on how things go in this campaign, it may never become a part of Tethyr.

I'll take stock in the morning and issue another update on submissions. Thanks to all who have applied, new submissions and new applicants are still welcome :-)


Just a side note: I purposely did not pick traits. I was planning on picking them after once I decide on my background, so I can better represent it.


ok great I will leave him where he is until more feedback is given.

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