Journey in the mountains of Neutressa

Game Master DarkLightHitomi

A new world that has seen people for only the past thousand years.


Combat:
will be done in rounds, all the players will post what they do that round and when everyone has posted I will post the results and the actions of the NPCs.

An object has an AC of 10 + it's size modifier and - 4 if stationary. I.E. a stationary small object has AC 7 (10+1 siz -4 not moving)

Called shots use the normal AC (or TT/FF if applicable) but uses the size modifier of what is being targeted, limbs are 1 size smaller, head 2 smaller, hands/feet 3 smaller, eyes 4 smaller, etc

Iif the spot in question has not armor (such as aiming for the head when the target has no helmet) the Armor bonus is halved and truncated. Mage armor and similar protects the head like a helmet. Magic armor does not extend protection beyond the armor worn.

The world:
is on the inside of a sphere (this sphere is about the size of earth's orbit, so it's quite large). The sun pulses in it's glow, growing bright then dimming to an ember before growing bright again. There are rumars of the Dark Side, the outside of the sphere but no one has gone there and returned, officially anyway.

Everyone's history states an event where they were in another world and suddenly appeared here. This event is refered to as the Great Shift. The dieties have all gone silent since the shift but many from worlds with active dieties, believe the dieties put them here to protect them because of the dieties last words, but it has been so long many remain skeptical.

You are starting in the Free Clans Confederacy, the clans are a warrior group of Fealin and what few humans there are.

In the FCC, each clan is limited to a small size, and social rank is democraticly given to those who earn it based on merit. The clan leaders of an area elect one representative to meet with those from other areas and deliver votes/concerns to the elected council.

There are 3 ranks in each area (warrior (red), scholar(gold), leader (black, includes the clan leader), and craftsmanship (blue), only the leader catagory has a limit on number) but no one is born to any group. They all start as "whites" and must earn their way up, and their rank is shown by wearing a band of the color of their ranks catagory. (Adding to campaign tab)

They have some electric devices including vehicles (electric motors only) and radios, however they are all handmade (with magic) and thus are rare and expensive.

To the north is the Mange, a bread basket area nestled in the crook of two mountain ranges.

To the south is some wild land (mostly desertish with weird tree like things) and the Tauren Empire.

To the East is a large inland sea, across which is the dwarven kingdom of Grilk.

To the west are the mountains which are very difficult to pass.


Magic and other changes:

Some spells work differently,
Planer spells don't work,
Summoning spells are very different,
Gravity/levitation spells, the higher ones are a little different.

Technology
Explosives are rare and generally unused thus contained explosions type tech (guns, combustion engines, demolition charges, etc) never developed.

However electronics were developed by the FCC (who had been space faring previously) including electric motors and such, however magic interferes with active electronics so they need to be kept apart. Since nothing came with them when arriving here, they had to run of memorized knowledge and so have some advanced concepts but not others and only starting to really get the tech base up to speed.

The FCC never developed an assembly line and have always focused on craftsmenship thus all such devices are individually made and consequntly rare and expensive. Some typical devices,
Financial Calculator
Radios (two way and broadcast, some restaurants and business will have receivers to play music, and receive news,is also the basis for the primary long distance message service)
Vehicles (generally cargo trucks and trains with a few aircraft, too expensive for most indivuals however)
Movie theaters
Camaras (still large and bulky)
Sound recorders.
High temp ovens (like for baking high grade ceramics)
Printing presses
Bicycles (very common)

Races:

Fealin (Catfolk stats, might update later)
The Fealin are generally found in and around the Verdent Valley region.
The Fealin are catlike bipeds with six digits on each hand (two thumbs). Their thick but short fur ranges in color from green to red to brown with the rare silver, and has a veriety of patterns (the second color is almost always black). They have manes that can grow long and occasionally has it's own color. They stand about 4' to 5' tall and stand on their "toes." They are predatory and eat meat as a main diet though they do enjoy many fruits and some vegtables as well.

Orcs (use ARG stats)
Orcs were a tribal people until the Minotaurs came and imposed order. The orcs are now second class citizens of the Tuaren Empire, but most remember their heritage and get traditional tribal tattoos and piercings as rememberence of ancestry and their deeds.

Despite their tribal nature, orcs have taken well to civilization. They still defer to each other by strength and focus and martial prowess but many have become more open to working together to achieve things beyond combat (if it's challenging or contestable, usually perfecting some craft such as smithing, style of performance such as cliff climbing to extreme heights, and often full contact sports) or at least recognizing and respecting the difficulty in achieving such feats.

Minotaurs
Humanoid (Minotaur)
Size medium
Spd 40ft
+4 str
+2 int
-2 cha
+2 saves vs fear
+2 natural armor
Gore Natural attack 1d6+str

Not quite the same as the bestiary, Minotaurs are a somewhat civilized group. Though they value strength and martial prowess, they are also intelligent and use tactics and strategy to get the best of their enemies.

Minotaurs mostly live in the Tauren Empire where they are the upper citizens (as opposed to the lesser citizens, the orcs) They have advanced quite far by pure conquest, until the Clan Contact War in 789. The Clans are the only nation to have resisted conquest, and the Tauren Empire has great respect for that and has since forged a trade alliance with the FCC.

Kindaur
Fey (low-light vision, breathe, eat, sleep)
Size medium
+2 Str, +2 Dex, +2 Con, +4 Wis, -2 Cha
Speed 50, climb 20
Bite D6
2 claws D4 each
Scent
4 legs, 0 arms
Keep dex bonus to AC when climbing/balancing
No penalty for no running start on jump checks
+1 natural AC
20pt race (I Rule 0ed the lack of arms to be a penalty)

The kindaur were created to be powerful and smart warmounts, only they were as smart as people and eventually rebelled and fled to the Verdent Valley to grow as a culture, however dealing often with the FCC mixed with a lack of heritage, has colored the Kindaur culture extensively to be similar, except the outright banning of slavery (which the FCC allows as a form of debt payment, or criminal punishment).