Magecraze: Chronicles of Kraeon

Game Master Chingo Chaplo


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Magecraze: Chronicles of Kraeon
A homebrew RPG in a homebrew world
Immerse yourself in the world of Kraeon, a world torn by strife and beset by chaos. A world where the goddess of magic Aveila has been usurped by the mad god Melevarn Thandos, the former Mage Empyr of Ashantar, and the Flux of Magic has become tainted with Melevarn's madness, causing many mages to lose their minds and become so-called Ravagers.

Kraeon is a world besieged by dark forces. The Breaking caused by Melevarn Thandos tore up the Veil Between Worlds, allowing all sorts of otherworldly horrors to creep through. The mages of the Arcane Conclave work to mend the Rifts in the Veil, but that is no small task and the Conclave mages have other problems to deal with as well. They are desperately searching for the mortal reincarnation of Aveila, the only hope of truly ending the Magecraze and restoring order in Kraeon. Mages of the Arcane Conclave are branded with a Signa, a magical glyph which stills their minds and dulls their feelings, in order to lower the risk of them getting afflicted with the Magecraze.

The War in the Wake, the civil war in Ashantar that followed the Breaking and lasted for half a century has come to an end with the Treaty of Cirindia, and now the eight former provinces of Ashantar have become independent baronies - the so-called Baronies of the Broken Empire. But peace did not come with the Treaty of Cirindia. While the Baronies were busy fighting each other in the War in the Wake, the demon lord Sarvorath has amassed a horde of monsters in the orc fortress of Gor Marak in the Tordrak Mountains, and his armies have already conquered the Barony of Avandor.

While all this has been going on in Kraeon, the Fey Realm of Falanthas has become conquered by Myrkloth the Shade King, who has imprisoned Falan Feris, the god of the Fey, beneath the city of Delember, and has begun corrupting the fey of Falanthas, turning them into soulless evil creatures, and killing those who resist his corruption.

Things are looking dark in Kraeon. The world needs heroes more than ever, to rise up against the forces of darkness that threaten to overtake the world.

Game Info: Magecraze is a game using homebrew rules (which you can find below) that have yet to be playtested (so they might be quite flawed). Due to an event called the Breaking, where the Mage Empyr of Ashantar - Melevarn Thandos cast a spell that made him the new god of magic but made him mad in the process, spellcasters are at risk of losing Sanity when they cast spells. The game is set in the world of Kraeon, a world threatened by dark forces. The demon lord Sarvorath has conquered the barony of Avandor and his army is now moving towards the barony of Dornbrack. You play as the members of an elite mercenary company there to fight on the side of Dornbrack.

The Dreadnoughts roll in: *In the village of Gerund's Fork near Gelandar Keep, the dwerro mercenary captain Logarth Drover, leader of Drover's Dreadnoughts and his men have just arrived in their three carriages, two of them dark green and bearing the Drover's Dreadnoughts symbol – a crossed black axe and black sword beneath a black bull's head, and the third armored with something mounted on top, covered in a sheet. It is time for a last comfortable stay at a tavern before they reach the army camp at Gelandar Keep.*

The Rules: [Click Here]


interesting.


Super interested in this. The book, while short, is put together in a good way with some interesting ideas. I will be submitting a Vylshalan Renegade Mage

A few questions:

1. I don't see anything in the PDF that gives a skill breakdown. What's the difference between Search / Spot, and Investigate / Research?

2. I don't see equipment tables for buying anything.

3. Do you roll attributes in order, or can you roll 8 times and then assign the values? I did the former since it didn't specify either way. But I'd prefer the latter.

4. Am I right in thinking that we don't start with skills beyond our background? The "level up" of getting 2+Int skills for both Combat and General doesn't seem to be a thing for next characters? Feels a bit weird.

Dice Rolls:

Might: 3d6 ⇒ (3, 6, 4) = 13
Agility: 3d6 ⇒ (5, 6, 1) = 12
Endurance: 3d6 ⇒ (4, 5, 2) = 11
Intelligence: 3d6 ⇒ (3, 5, 3) = 11
Willpower: 3d6 ⇒ (2, 6, 5) = 13
Charisma: 3d6 ⇒ (4, 5, 6) = 15
Perception: 3d6 ⇒ (5, 5, 5) = 15
Luck: 3d6 ⇒ (5, 5, 1) = 11

Vylshalan Racial: 1d10 ⇒ 1 = +1 Perception, +1 Willpower.

Sanity: 1d10 ⇒ 8
Health: 1d6 ⇒ 4

Gold: 2d6 ⇒ (2, 2) = 4
Silver: 3d8 ⇒ (2, 4, 6) = 12
Equipment: 1d20 ⇒ 19 - Two Potions of Barkskin

Here's some crunch, mostly to see if I did anything wrong so far.

Crunch:

Attributes
Might 13 (+2)
Agility 13 (+2)
Endurance 11 (+1)
Intelligence 12 (+2)
Willpower 14 (+2)
Charisma 15 (+3)
Perception 16 (+3)
Luck 12 (+2)

Stats
Health - 25
Sanity - 20
Speed - 30
Defense - 13

Skills
Arcanawise (Int) - 1
Concentration (Will) - 2
Diplomacy (Cha) - 2
Disguise (Cha) - 2
Dodge (Agi) - 1
Search or Spot (Per) - 1
Spellcasting (Will) - 2
Stealth (Agi) - 2

Spells
- Arcane Bolt
- Prestidigitation
- Commune with the Dead
- Mage Armour
- Ilmud's Absorption

Arcana (Healing)
- Healing Touch
- Healing Ward
- Cure Disease
- Neutralize Poison
- Revival

Equipment
6 Gold, 12 Silver
2 Potions Barkskin
Quarterstaff
Dagger

For a background I am thinking that she would essentially have spent a long time on the run, and in disguise, traveling. Fleeing is probably more accurate. But she wouldn't agree with the Conclave's ways. The branding that dulls their minds would be something she'd be terrified of. I imagine that a lot of the Vylshalan are being treated rather poorly at this point - going from being outcasts to being hunted. But the Conclave would still seem like enslavement. While she agrees that some mages can be dangerous, it's the kind of thing where "we all shouldn't suffer for a few", and she'd be trying to show that there's a different / better way than extermination.


Hi YoricksRequiem
I like your character already and her angle to the whole Conclave Signa branding business and being on the run and disguised. Fits the setting perfectly. Nice choices of spells and Arcana talent.

1. Search is for actively searching (for traps for example or a door). A spot check is one that I as a DM call if there's something for you to spot. Spot represents how good you are at spotting something and is passive in the way that if there's something to spot I will tell you to roll a Perception+Spot test, and Search is how good you are at finding something when actively searching for it.

2. I know I should add a chapter for equipment, but I couldn't wait to get the game started, and equipment prices will vary from vendor to vendor. Your dagger deals 1d4+2 + Might (3-6 + Might) piercing or slashing damage and your quarterstaff deals 1d6+1 (2-7 + Might) bludgeoning damage. The Potions of Barkskin gives you +2 Defense for 1d4 + 3 rounds. Weapons and armor will deteriorate over time and need repair.

3. Attributes are rolled in order, but I'll let you switch around three Attributes.

4. You are pretty much right, and I know that is must feel weird since most RPGs lets you assign skill points at first level. Some races get to bump up a skill of choice.

Also, when fleshing out your background you need to tie in that your character is a member of the mercenary company Drover's Dreadnoughts. There's a bit of information about them on the very last page of the book.

Dark Archive

Rolls:
3d6 ⇒ (6, 1, 6) = 13
3d6 ⇒ (5, 1, 4) = 10
3d6 ⇒ (5, 1, 4) = 10
3d6 ⇒ (4, 1, 2) = 7
3d6 ⇒ (2, 2, 1) = 5
3d6 ⇒ (1, 4, 4) = 9
3d6 ⇒ (4, 3, 1) = 8
3d6 ⇒ (1, 3, 2) = 6

1d10 ⇒ 8

... Any chance of rerolling? You have an interesting concept and system, but my rolls really suck. I have no intention to play a powerhouse, but a useless char is just no fun. (his average is 0,5)


Go ahead and reroll.


Neat setting. I'll give it a go....

Might: 3d6 ⇒ (6, 2, 6) = 14
Agility: 3d6 ⇒ (5, 3, 4) = 12
Endurance: 3d6 ⇒ (5, 3, 2) = 10
Intelligence: 3d6 ⇒ (3, 2, 1) = 6
Willpower: 3d6 ⇒ (6, 2, 3) = 11
Charisma: 3d6 ⇒ (5, 5, 3) = 13
Perception: 3d6 ⇒ (2, 6, 1) = 9
Luck: 3d6 ⇒ (6, 6, 6) = 18

Chingo, how exactly does Luck work?

Dark Archive

Rolls:
3d6 ⇒ (3, 1, 3) = 7
3d6 ⇒ (6, 2, 5) = 13
3d6 ⇒ (5, 3, 3) = 11
3d6 ⇒ (5, 4, 2) = 11
3d6 ⇒ (2, 3, 2) = 7
3d6 ⇒ (3, 2, 2) = 7
3d6 ⇒ (3, 6, 4) = 13
3d6 ⇒ (2, 2, 1) = 5

1d10 ⇒ 6

Average = 0,65

Rolls:
3d6 ⇒ (2, 2, 5) = 9
3d6 ⇒ (6, 6, 1) = 13
3d6 ⇒ (2, 3, 4) = 9
3d6 ⇒ (6, 5, 5) = 16
3d6 ⇒ (6, 1, 3) = 10
3d6 ⇒ (4, 4, 4) = 12
3d6 ⇒ (5, 3, 2) = 10
3d6 ⇒ (6, 5, 1) = 12

1d10 ⇒ 1

Average = 1,375


Hey Spazmodeus. Glad you think so.

You have a Reroll per day per point in Luck (Luck 3 = 3 rerolls per day), and sometimes you get to make a Luck save to prevent something bad from happening.


Chingo Chaplo wrote:

Hi YoricksRequiem

I like your character already and her angle to the whole Conclave Signa branding business and being on the run and disguised. Fits the setting perfectly. Nice choices of spells and Arcana talent.

Thanks! And thanks for clearing up those questions! I'll get working on more background stuff. As for Stats, I think I'll probably just swap Willpower and Perception. I'm happy with all of the others, really.

Chingo Chaplo wrote:
2. I know I should add a chapter for equipment, but I couldn't wait to get the game started, and equipment prices will vary from vendor to vendor. Your dagger deals 1d4+2 + Might (3-6 + Might) piercing or slashing damage and your quarterstaff deals 1d6+1 (2-7 + Might) bludgeoning damage. The Potions of Barkskin gives you +2 Defense for 1d4 + 3 rounds. Weapons and armor will deteriorate over time and need repair.

Understandable, and thanks for those stats. I'll probably want some stuff for helping me travel - I can throw a list together? I'll probably wait to see if I actually am selected before doing that, though. In the meanwhile, I'm definitely interested in armour. How's it work / Is there spell failure chance? Etc.


Sir Longears the rolls you've got nets you the Attribute scores 1, 2, 1, 3, 1, 2, 1, 2 which is pretty good.


@YouricksRequiem Armour grants you Armor Rating which counts as Damage Reduction. Armour strains your ability to cast spells increasing the Flux point cost of spells.

Dark Archive

Thinking about a Bhakiri Berserker that was formerly a slave (no antlers) that discovered his rage when they cut down his antlers.

Swapped Intelligence/Might and Willpower/Charisma

Might (16) 3+1=4
Agility (13) 2+1=3
Endurance (9) 1+1=2
Intelligence (9) 1
Willpower (12) 2
Charisma (10) 1
Perception (10) 1+1+1=3
Luck (12) 2

Health: 20 + 1d10 + 2 ⇒ 20 + (5) + 2 = 27
Proficiencies: Bludgeons, Staves, Heavy Blades, Unarmed
Darkvision: 60ft

Berserker
Skills: Heavy Blades 2, Axes 1, Survival 1, Naturewise 1, Spot 1, Stealth 1

Talents: Rage (novice)

Equipment: Heavy Blade, Gold: 1d6 ⇒ 4, Silver: 2d8 ⇒ (1, 6) = 7, Extra: 1d20 ⇒ 9 (Returning throwing axe)


Awesome, Longears.

And cool that you got the Returning throwing axe.


Interested in a wood elf huntsman.
Hopefully I am reading the tables right.

Might 3d6 ⇒ (1, 4, 1) = 6 0
Agility 3d6 ⇒ (3, 5, 1) = 9 1
Endurance 3d6 ⇒ (2, 1, 2) = 5 -1
Intelligence 3d6 ⇒ (6, 4, 2) = 12 2
Willpower 3d6 ⇒ (6, 1, 4) = 11 1
Charisma 3d6 ⇒ (1, 5, 1) = 7 0
Perception 3d6 ⇒ (3, 6, 6) = 15 3
Luck 3d6 ⇒ (1, 3, 4) = 8 0

After swapping Endurance with Charisma and Racial mods

Might: 0
Agility: 3
Endurance: 0
Intelligence: 2
Willpower: 1
Charisma: -1
Perception: 3
Luck: 0

Sanity 10 + 1d10 + 1 ⇒ 10 + (3) + 1 = 14

Health 15 + 1d8 ⇒ 15 + (3) = 18

Racial Bonus 1d10 ⇒ 10 The Talent
Racial Bonus 1d10 ⇒ 4 Stealth Focus

Gold 2d6 ⇒ (1, 1) = 2
Silver 3d8 ⇒ (7, 5, 7) = 19

Extra Equipment 1d20 ⇒ 13 Padded Jacket and Scimitar.


@mcridill Looks right to me. A wood elf huntsman with the Talent. Interesting.


Wow. What I've read in the pdf so far is actually pretty impressive. It has pictures and everything! I love trying out new games and I'm a sucker for a DM that puts this much work into their games. Definitely dotting while I finish reading and brainstorming.


Thanks Calmlight. Looking forward to see what you come up with. :)

Dark Archive

Right, this is Jideon Bloodmane

I need some help with the damage of a greatsword and the properties of the returning throwing axe (as well as its damage).

In the description of Rage, it says the berserker gains Advantage on the melee attack... I assumed it is a +2 bonus, if not let me know.

If everything is alright, Jideon is ready to go!


Neat Longears. I approve.

Oh and Advantage lets you roll twice and take the higher roll.


I shall join in on the character creation action! This looks really interesting. Let's just hope that the dice are merciful toward me!

Might: 3d6 ⇒ (3, 6, 2) = 11 =1
Agility: 3d6 ⇒ (3, 4, 5) = 12 =2
Endurance: 3d6 ⇒ (6, 4, 5) = 15 =3
Intelligence: 3d6 ⇒ (2, 3, 3) = 8 =0
Willpower: 3d6 ⇒ (3, 6, 1) = 10 =1
Charisma: 3d6 ⇒ (5, 6, 1) = 12 =2
Perception: 3d6 ⇒ (4, 2, 2) = 8 =0
Luck: 3d6 ⇒ (5, 4, 2) = 11 =1
Sanity: 3d6 ⇒ (1, 2, 4) = 7

1d10 ⇒ 4

Edit: Is it odd that I was imagining a character with a low sanity score, and ended up getting one?

Edit 2: Oh, sanity's not a rolled stat. Heh, my bad.


Hmmm...

Just as a thought, this "The Talent" thing seems very, very definitively good. Is there any disadvantage to having it at all? I mean, it opens up class options, is a prerequisite for several talents, allows casting no matter which class you pick... Sure, casting is risky, but you don't have to use it even if you have the talent. The talent still wouldn't go to waste, either, as the classes that are unlocked by The Talent seem, at first glance, more powerful than classes without The Talent, as they get a special feature.

Do you think that characters without the talent could have some advantage, such as gaining an extra skill point every other level or something of the sort, as they have a much clearer mind than those connected to magic?

Take my critism with a grain of salt; this was really the only nitpick that I had while reading through the guide. Otherwise, it looks great, and I'm really looking forward to creating my character!

Edit: My, my; I'm a bit too full of questions here! What exactly happens as a character looses sanity? Is it mechanical, or is it strictly for roleplaying purposes? How does a character gain sanity back, and what happens if it hits zero?


Just here to collect my brownie points and do my rolls. My first idea after reading over everything was for a Vylshalan Acolyte of Bael with a focus on augury to make some kind of creepy spirit talking oracle character. Not for sure how I'd tie that into a mercenary company just yet but like I said, just the first idea I had. Anyways, rolls!

Might: 3d6 ⇒ (1, 6, 2) = 9
Agility: 3d6 ⇒ (6, 1, 1) = 8
Endurance: 3d6 ⇒ (4, 1, 6) = 11
Intelligence: 3d6 ⇒ (4, 4, 4) = 12
Willpower: 3d6 ⇒ (4, 6, 6) = 16
Charisma: 3d6 ⇒ (3, 2, 3) = 8
Perception: 3d6 ⇒ (2, 3, 5) = 10
Luck: 3d6 ⇒ (1, 1, 1) = 3

The unluckiest roll possible for my luck stat. At least the dice have a sense of humor. =\

HP: 1d6 ⇒ 6
Vylshalan Benefit: 1d10 ⇒ 3 +1 Might & Endurance

Gold: 2d6 ⇒ (5, 4) = 9
Silver: 3d8 ⇒ (1, 4, 7) = 12
Random Item: 1d20 ⇒ 1

I think that's all the rolls. How do the bonuses to stats work? Is the +1 to Might and Endurance a bonus to the 9 and 11 I rolled or to the Attribute score? And does that benefit and the usual racial boost apply before or after I can move my stats around?


Hi SunstonePhoenix

Whenever you Draw the Flux you must roll a Willpower save against a DC of 8 + the amount of Flux you have drawn or lose 1d4 (1d4/2 if you have a Signa) Sanity. In the same manner, whenever you cast a spell you must make a Willpower save against a DC equal to 8 + the amount of Flux points used to cast the spell or lose 1d4 (1d4/2 if you have a Signa) Sanity.

Whenever you lose Sanity, when you are above 50% Sanity, you must roll a Willpower save against a DC of 8 + the total amount of Sanity you've lost. If you fail you go temporarily insane (I roll on a Temporary Insanity table).

Whenever you lose Sanity, when you are below 50% Sanity, you must roll a Willpower save against a DC of 8 + the total amount of Sanity you've lost. If you fail your character is afflicted with a random form of indefinite insanity.

Also, while your Sanity deterioates you will begin to hear voices and perceive things that aren't real and so on.

If your Sanity drops to 0, you become hopelessly, incurably insane and become a so-called Ravager, a wildly dangerous lunatic mage.

Edit: Oh, and you restore 1 point of Sanity per good, long night's rest if you are above 50% Sanity and 1d4 point of Sanity per week of rehabilitation if you are below 50% Sanity.


Hi Calmlight

Good character idea. I'm sure we can find a way to tie him/her to the mercenary company.

And, you add the +1 to the Might and Endurance scores after you've swapped stats.


Making some last rolls. My next post will contain all of my character information.

HP: 1d8 ⇒ 5
Item: 1d20 ⇒ 15
Animal Companion: 1d20 ⇒ 11
Gold: 1d6 ⇒ 6
Silver: 2d8 ⇒ (4, 6) = 10
Animal Intelligence: 1d6 ⇒ 4


I've had a few more questions pop up while working on things. Sorry for the quiz.

How do proficiencies work? Can a vylshalan only ever use light blades and light armor or can I still use other stuff? If not, can I ever learn to use something else? Are shields the same way? Didn't notice a proficiency for shields listed on any of the races.

Acolytes of Bael have Undeadwise and I noticed that it's not one of the listed skills. Typo or something unique to just that class?

How does negative luck work? Is it just good luck in reverse? Like would you just reroll two of my good rolls when it would help the bad guys or get me in trouble?


No problem Calmlight.

You take a -2 penalty on attacks if you are fighting with a weapon you aren't proficient with. In the same way you take penalties to attacks and skills when wearing armor you aren't proficient with. You don't need proficiency for shields.

Yeah I think I'm scratching Undeadwise. It was meant to add Undeadwise to attacks when fighting undead by you already get bonuses to attack and damage undead from the Undead Slayer talent.

Negative luck means that you don't have any Luck rerolls and that you take a minus on your rolls when rolling a Luck check.


Chingo Chaplo wrote:
And, you add the +1 to the Might and Endurance scores after you've swapped stats.

Oh, plot twist, I did that wrong.

I should hopefully have a finished alias and backstory up today, but in case I don't - what's the deadline for submissions? It's a Holiday weekend in America so my online time is somewhat spotty.


No deadline. Character creation should be a labor of love. Not going to rush you through it.


If it takes you long, I'll just start with "origin stories" for those that already have their characters ready...


K, going Vylshalan acrobat-thief, every merc company needs a scout :)

Going to swap my Might and Agility scores, as well as my charisma and perception

Racial Benefit: 1d10 ⇒ 1 +1 Percpetion and +1 will power.

Extra Equipment: 1d20 ⇒ 1 Cloak of Protection +1 Armor

gold: 1d6 ⇒ 1
silver: 3d6 ⇒ (2, 3, 5) = 10

Health: 1d6 ⇒ 1
Sanity: 1d10 ⇒ 6


Just noticed that Gather Information and Gambling aren't in the list of General Skills. Don't know what attribute they use.


So here's my inital crunch, background etc coming

Crunch:

Race: Vylshalan
Background: Acrobat-Thief

Might: 12 (2)
Agility: 14 (2 + 1 = 3)
Endurance: 10 (1)
Intelligent: 6 (0 + 1 = 1)
Willpower: 11 + 1 = 12 (1)
Charisma: 9 (1)
Perception: 13 + 1 = 14 (2)
Luck: 18 (4)

Health : 20 + 1 + 10 = 31
Sanity: 10 + 6 = 12 = 28
Flux Capacity : 10 + 12 + 1 = 23
Draw Flux : 1 + 10 : 11 /day

Skills
Acrobatics (AGI) 2 + 3 = 5
Streetwise (INT) 2
Sleight of Hand (AGI) 2 + 2 = 5
Gather Information () 1
Bluff (CHA) 1 + 1 = 2
Gambling () 1
Disable Device (AGI) 1 + 3 = 4
Stealth (AGI) 1 + 3 = 4

Talents
The Talent
Strike from Above (Novice).

The Talent
Arcane bolt ( 2 flux, 1d8 damage)
Prestidigitation ( 1 flux, minor tricks)
Levitate
Message

Equipment
Two daggers
light crossbow
shortsword
leather armor
rope with grappling hook

1 gold 10 silver.

Background

Appearance


"Hush, my sweet little Fio. Let the magic speak to you; let it corrupt you; let it guide you. The magic seeks only to break your will; its tender embrace is as warm and as rejuvenating as the sun's rays running down your back on a fresh, spring day. Some may call that day so many moons ago a breaking, but I know it for what it truly is, my sweet. That day was the start of a glorious new era, one where we can all be free from the chains of our sanit-"

"You be quiet, blithering serpent."

"You hurt me, Fio. I want only what is good for you. I have found the light, and I wish to share it with a deserving comrade."

"I... I forget my place sometimes, Raputchin. I've been snapping more and more lately. Do not take it personally, it is of no fault of your own."

"Worry not, sweet. I realize that the fault is yours."

"You aren't going to leave me here, are you?"

"I would never."

Dependence: Fionnuala:
It has long been known the The Breaking affected the fey more than any other type of creature on the face of Kraeon. Some of the fey simply dropped into the gaping jaws of madness. Others became twisted shadows of their former selves. For the Faelyn, however, The Breaking was an opportunity to leave the realm of Falanthas and explore the world beyond. Many Faelyn coped incredibly well with this change of environment.

Some however, did not.

Fionnuala is one of those Faelyn. The world or Kraeon is terrifying to her, a feeling that is only exacerbated by the constant pressure of insanity seeping into her mind. Due to the fact that all Faelyn have the Talent, and many have lost their minds, magically inadept races have learned to avoid them. This left Fionnuala incredibly lonely and vulnerable to manipulation. She will do anything for kindness. Anything.

A certain serpent who was awakened during The Breaking became very aware of this fact after stalking Fionnuala through a swamp. This giant snake, self-named Raputchin, was quite frustrated with his new awakening due to his inability to change his environment in any feasible manor. When an emotionally unstable Fionnuala went galumphing through his stretch of the swamp, he saw the perfect opportunity to lure in the feeble minded Faelyn. He needed only to wait until she was exhausted enough to sleep to wrap her in his deadly coil and speak to her.

He whispered words of a bargain. A deal. Fionnuala only needed to perform the simplest of tasks for him and he would keep her company and protect her until the end of his days. Fio, lonely as she was, accepted without a second thought.

The duo was off on their journey together.

*************

Fionnuala, after spending years upon Kraeon, has begun to slowly break down. While some of this is due to The Breaking, much of it is due to Raputchin's influence, and can't be fixed with a quick spell or incantation.

Firstly, Fio flies into a panic when separated from her manipulative companion. Raputchin has thouroughly implanted in Fio's mind that she cannot exist on Kraeon without his guidance, and threatens abandoning Fionnuala if he doesn't get his way. His own motivations are unknown to Fio, and she blindly accepts that Raputchin only wants the best for her. Raputchin also drives off many potential friends of Fio's by purposely speaking to her when others are around. He speaks in a quiet tongue that is nearly silent to any observer, and can only be understood properly by Fio. This speech is the most powerful manifestation of his connection to magic. Thus, as most are completely unaware that Fio is being spoken to, it appears as though she is constantly talking to herself. Fio isn't aware that others cannot hear Raputchin's voice.

Fionnuala is also beginning to lose some of her generosity and kindheartedness. In the years before The Breaking, Fio was a very compassionate soul, and would go to any length to help another. Now, however, she has grown somewhat paranoid of interacting with strangers, no thanks to Raputchin. Being called "crazy" one too many times can do that to a person. She is worried that she scares those that she tries to help.

Overall, Fionnuala's dependence on Raputchin has been her downfall. The controlling snake, who loves power over others, has begun to shape her actions and way of thinking for the worse.

*************

Stats are on this alias's profile.

[ooc]I'd love feedback on her, Chingo./ooc]


The pdf you've created here is really impressive, well done! I'm in a recruitment at the moment, but if I don't get a place I'd love to throw in for this!

Silver Crusade

Currently looking through the PDF to learn about this intriguing world and system you have created. Needless to say I am quite interested and plan on submitting a character at some point tomorrow (provided I don't get put in a food coma during the gluttony celebration :-P), and look forward to seeing where this will go.

Footnote: There is some very, very pretty art in this PDF.

Silver Crusade

Ok, I'll start off will my rolls first and see how that goes, then flesh out a character from there

rolls and such:

Might: 3d6 ⇒ (6, 6, 6) = 18 4, +1 from Thyrmian
Agility: 3d6 ⇒ (1, 4, 5) = 10 1, +1 from Thyrmian
Endurance: 3d6 ⇒ (3, 6, 6) = 15 3
Intelligence: 3d6 ⇒ (1, 1, 4) = 6 0, +1 from Thyrmian
Willpower: 3d6 ⇒ (6, 1, 6) = 13 2, +1 from Human Benefit
Charisma: 3d6 ⇒ (2, 4, 5) = 11 1
Perception: 3d6 ⇒ (2, 6, 4) = 12 2
Luck: 3d6 ⇒ (3, 3, 1) = 7 0

Human HP: 1d10 + 3 ⇒ (2) + 3 = 5 25[ooc]

Extra Equipment: 1d20 ⇒ 14 [ooc]Leather Hauberk and 2 potions of cure light wounds

Human Benefit Roll: 1d10 ⇒ 5 +1 Willpower

Taking Focus in Axes as my Thyrmian Choice, and choosing the Soldier background, taking two single-hand axes as my weapons afforded by that. Skills to be allocated and talents to be taken when it's not so early in the morning :-)

Gold: 3d6 ⇒ (1, 6, 2) = 9, Silver: 3d8 ⇒ (8, 2, 7) = 17

So... Those rolls are... Wow :-P


@Spazmodeus - Gather Information is Cha and Gambling is Lck.

There are a few errors in your crunch. The rolls you got for your Attributes are not your scores, they are merely rolls to determine your scores. The single digit numbers are your Attribute scores. This means some of your other traits such as Health and Sanity should be a bit lower, as you've added the rolls instead of the Scores.

Looking forward to read your character description and background.

@Sunstone Phoenix/Fionnuala - I love it. Very interesting character, Sunstone. You're definitely in.

@Grani - Thanks Grani.

@Phylotus - Thyrmian soldier. I like it. Looking forward to read more about him. And hope you have a nice Thanksgiving.


So I figured I'd roll some stats, just in case I apply. I'd like to see what I'm working with before I get too deep into a background :)

Spoiler:

might: 3d6 ⇒ (4, 1, 5) = 10
agility: 3d6 ⇒ (6, 5, 6) = 17
endurance: 3d6 ⇒ (4, 6, 5) = 15
intelligence: 3d6 ⇒ (5, 6, 2) = 13
willpower: 3d6 ⇒ (6, 3, 6) = 15
charisma: 3d6 ⇒ (3, 4, 1) = 8
perception: 3d6 ⇒ (1, 2, 2) = 5
luck: 3d6 ⇒ (4, 2, 2) = 8

So I like the idea of a paladin of veyek, but I'm a little stumped on race selection. Can you give me a brief overview of the Aedanian human ethnicity?


Of course Grani.

The middle-most of the Northern Baronies, Aedania - Barony of the Dawndrake, is a land of lush forests, rolling hills, gently-flowing rivers and vast farmlands.

Ruled from the Dawndrake Citadel in the grand coastal city of Aedangard by Baron Fregoric Dawndrake, the Aedanians are solid, dependable hard-working people, most of them devout followers of the Ashantari gods, especially Almeya (life and light), Veyek (order and justice), and Larafae (beauty and love).

Aedania is a land of strong and wealthy noble houses, the largest of them being the House of Dawndrake, the ruling noble house, and the nobles of Aedania are obsessed with their family stories, having them formulated as poetic sagas by bards and written down by scribes (in general Aedanians love storytelling.)

A typical Aedanian man is of average height and weight and have light skin and dark brown hair and well-trimmed beard, and green, blue and grey eyes, and wears a dark blue, or green tunic (or a leather hauberk if he's an armsman) and a nice warm brown cloak and boots. They like to smoke tobacco on pipes and their bards usually play the lutes or the ocho (panflute).

Silver Crusade

In a similar vein as Grani, could you give a bit of info on the Thyrmian people/lands? From the very brief description under "human" it almost sounded like their culture similar to the Spartans?

Dark Archive

Well, any additional information about the Bhakiri will be welcome! Also, if any other human ethnic group is more appropriate as slavers, I could change Jideon story with no problem...

Saying this because I imagine the 'cat appearance' of the bhakiri are tied to the environment they live, like tiger bhakiri or leopard bhakiri in the forest, lion bhakiri in the savannah and a mountain lion or white tiger bhakiri in the mountains and north regions... if this is the truth, Jideon's confront with the Askalgarian Jarl (humans probably based on the vikings), might be a little unlikely...


That's fantastic Chingo, thanks. I'm going to go with an Aedanian Paladin of Veyek, watch this space for more crunch / fluff.

Rolls part 2:

Human benefit: 1d10 ⇒ 2

HP: 1d6 ⇒ 2

extra equipment: 1d20 ⇒ 10

gold: 3d6 ⇒ (2, 5, 4) = 11

silver: 4d8 ⇒ (2, 2, 1, 7) = 12

I'll just put these here for now, I'm out of town and away from my pc but I'll get to work on my character as soon as possible
P.S. Any chance of the Vampire Waraxe I rolled being a sword instead?


I think this is the last roll I need to include to finish my sheet
Sanity: 1d10 ⇒ 7 + 10 + willpower = 18


Thyrmian

Thyrm - Barony of the Ram - is a land of rocky plains, wild forests, rivers and waterfalls, large crags, and hills.

Ruled from the city of Talamandras - the City of Swords - by baron Sirimir Scira, the people of Thyrm are hardy, no-nonsense people with a violent history of war, especially with the orcs of Amoth Mora.

All Talamandrian men go through a tough military school when they grow up to become a Venteri, an elite Thyrmian soldier treated like nobility. Those who are not deemed fit to graduate from the military school, become Derianti - laborers treated like second-grade citizen.

A typical Thyrmian is of average height, bukly and tanned, and with a thick, black, bushy mustache. Venteri have shaved heads except for a knot or high ponytail of black hair on the top of their heads. Thyrmian fashion is a distinctive cylindrical cap of dark felt of leather, and baggy trousers and shirts (the wealthier the man, the more richly embroidered the clothes).


@Grani - you can swap the Vampiric Waraxe for a Vampiric Longsword.


The Bhakiri
Proud and noble, the bhakiri are the beastfolk of Kraeon, showing both lionlike and deerlike features. The average bhakiri stands about 7 ft. tall and has lionlike facial features, manes and tails, and the antlers of deer, giving them acute senses of their surroundings, very useful for their perilous life in the wild forests they call home, where many great and ferocious beasts roam. They have the strength of a lion and many savage creatures have learnt to fear their battle prowess. Female bhakiri have no manes and they either have very short antlers or no antlers at all, and are typically more slenderlooking than their male counterparts.

Their clans roam the great Vardenthaal forest, the bhakiri nation in southern Avadeir. The "capital" of the bhakiri is Thard Varn, the home of Kintir Karaghani, the ruler of the bhakiri.

The bhakiri view themselves as the guardians of nature and animals, and they have a unique culture in which they are guided by the Hajathi and the Dru'ithi. The Hajathi are experts in the Hajath, a philosophy of honor and a code of social conduct and ethics that all bhakiri must follow.
Drui'ithi are the Listeners, special bhakiri individuals who are able to hear Nature's Voice, which they call the Dru'uth. It is commonly known that the bhakiri were the original druids of Kraeon. Dru'ithic, or druidic as it later became known, is an imitation of the Dru'uth.
Bhakiri means 'Vigilants of the Wilds' in druidic.


Applications so far:

YoricksRequiem - Vylshalan Renegade Mage

Sir Longears - Jideon Bloodmane, Bhakiri Berserker

mcridill - Wood Elf Huntsman

Calmlight - Vylshalan Acolyte of Bael

Spazmodeus - Vylshalan Acrobat Thief

SunstonePhoenix - Fionnuala, Faelyn Druid

Phylotus - Thyrmian Soldier

Grani - Aedanian Paladin of Veyek


Phylotus's character is up and ready :-) well, except for armor and weapon statistics, but we'll get to that! Ventus is ready to go.

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