Wounded Earth Players' Guide and Discussion Thread


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Male Human(ish) Level 7 RPG Monkey

An Introduction to the Iron Marches

“Baal preserved us, passing to us—through His might—the Divine right to rule.”

Through Baal’s cunning and strength, the Dwarven people survived the great wounding visited upon this Earth. They emerged from their subterranean strongholds to carve a great kingdom from the northern mountains. So the Iron Marches were formed.

“The land was forged, hammer to anvil, and the gifts of Baal were hidden within His creation.”

The Iron Marches are a vast expanse of mountains that encompass approximately 300 square miles. The region is riddled with valleys and lowland rivers that provide fertile land well-suited for growing wheat and other grains. The slopes of the vast mountains are well forested. Boar, deer, game birds, and other wild game are abundant, as are bears, eagles, and great hunting cats. The latter can be a danger to the sheep and stout highland cattle that free range on the slopes. The mountains themselves hide great veins of metal ore and gemstones.

“The will of Baal is the hammer of his faithful and they shall reap the rewards and riches of His creation.”

The Iron Marches are the ancestral homeland of the Dwarves. They live deep below the earth in fastnesses carved from the living rock. These fastnesses and Baal’s cunning allowed the Dwarves to survive the Wounding with little effect upon their communities. The humans that lived upon the surface did not fare as well. Baal led the dwarves to the surface and bestowed upon them the protectorship of the human race. As such, the Dwarves rule with benefice over their human charges, providing for them the word of Baal and the chance to get as close to the true god as a non-dwarf can be allowed. The Dwarves rule as Jarls and feudal Thanes over the humans, who till the land and herd sheep and cows. This is the will of Baal.

“And He shall bid His faithful: ‘Destroy the blasphemer, and put to the flame he who opposes My word.’”

The word of Baal is law. Outsiders are not to be trusted. The Dwarven regulars are called upon at times by the Jarl Moot to defend the Iron Marches from incursions by the Narok, barbarians from the Plain of Moving Ice to the northwest. Likewise, they patrol the border along the Dreaming Vales and the Everhaunt, mysterious and wild forests, to keep the taint of the fey from their lands. The Order of the Flame, the Inquisition formed to eke out and destroy threats to the Marches, conscript those humans that give themselves to Baal. This is the hand of Baal; ever vigilant, they ferret out blasphemers who follow dark fiends and wish to harm human and dwarf alike. The fires of the Inquisition will cleanse the Iron Marches of any infection that comes from the Sinking Lands to the South and of the taint of the fey-folk that dwell to the South and East. The Inquisition will embrace those who show no sin and no corruption, bringing them to swear fealty before the Jarl Moot.


Male Human(ish) Level 7 RPG Monkey

Campaign Variations

Standard Races: At this point, no changes to the rules. Use the racial profiles provided in the Core Rulebook. Flavor-wise, halflings can be either sedentary or wanderers. Gnomes, despite their connection to the fey, are not distrusted or despised, due to long relations with the dwarves that extend back before the Wounding.

Standard Classes:
Clerics of Baal: The Voice of Baal (Ex): All clerics of Baal gain a +2 competence bonus to Diplomacy and Intimidate checks. Intimidate is considered a class skill for clerics of Baal.

"Pagan" Clerics: Bluff, Disguise, and Stealth are considered class skills.

Paladins: Bluff, Disguise, and Stealth are considered class skills. Ironically, many of the human paladins in the Iron Marches revere Baal. They point to their granted abilities as proof of Baal's favor.

Wizards: As stated, there are no universal wizards; all are specialists, trained according to a distinctive teaching methodology. Warders (abjurers), Seers (diviners), and Visionmakers (illusionists) are accepted members of society in the Iron Marches and readily accepted in human villages. Dwarven Shapers (transmuters) are fairly common, and occasionally a loyal human who shows ability is taught the ways of this school. Necromancers are universally shunned, enchanters are looked upon as subversive, and Conjurers are unheard of.

Conjuration spells: Work as normal, unless it is a Summon Monster spell. Summon Monster spells will not be immediately available at the start of the campaign, due to their rarity. This portion of the art has been systematically wiped out by Baal's followers. Anyone seen utilizing such summoning spells is under immediate suspicion. Due to the Interdiction, evil outsiders cannot be summoned by these spells, unless the caster learns proper modifications that will allow him to summon a specific evil outsider already present on this plane. This requires access to the being's true name, among other things.

Some house rules to be aware of:

Weapon sizes: I find the rules as written to stretch my suspension of disbelief beyond its limits. A "small longspear," being smaller than a "medium longspear" should not be able to grant reach to a creature of Small size. A tiny warhammer amounts to nothing more than a sling bullet on the end of a pencil. Face it, a small greatsword isn't all that great. Therefore, I simply rule that light weapons can be wielded one-handed by small characters. One-handed weapons require two hands. It simplifies things and doesn't warp reality for the sake of "game balance." If a gnome wants a sword that does slashing damage, then their shortsword does slashing in additional to piercing by virtue of its design. Simple enough.

Squeezing rules: The generic application of squeezing rules goes right out the window. I've seen horses move down a five foot wide avenue without having to slow to half speed. They can even canter with no problems. Squeezing rules will only apply when specifically indicated by me.


Male Human(ish) Level 7 RPG Monkey

Hit Points:Full hp at first level. As you level up, I'll give you the choice of either rolling, or taking the average plus Con, rounded down.

Weapons and Armor: Given the situations in the Iron Marches, there are restrictions on available weapons and armor available, at least at the start of the campaign. Dwarves, being the lords and masters of the Marches, have no restrictions. Humans and halflings are limited in what they can wear and wield. Unless a human (or halfling) is specifically under the authority of the dwarves and specifically given armor and weapons to wield (i.e. as a conscripted member of a patrol or militia), they are limited to those things that serve a dual purpose, such as a farming implement, or a weapon that can be used for hunting. Weapons that are easily concealed are also available. Limitations to starting equipment are as follows:

Armor: Heavy armor is restricted to dwarves only. Gnomes have normal access to all light and medium armors. Halflings and humans may purchase padded, leather, studded leather, or hide. Scale or breastplates can be had if a character background would give the PC specific access to such materials (i.e. a fighter in the village militia, or a blacksmith's daughter). Note that just because you are able to purchase said armor, you won't necessarily be able to walk freely with it on. Armed and armored humans, outside of organized militia, are likely to be viewed as bandits or rebels.

Weapons: Again, dwarven access is unlimited. Gnome access is unlimited. Humans and halflings have access to the following:

Simple melee weapons: Dagger, punch dagger, light mace, heavy mace, sickle, morningstar, quarterstaff, shortspear, spear

Simple ranged weapons: dart, sling, javelin

Martial melee weapons: Throwing axe, light hammer, handaxe, light pick, sap, light flail, heavy pick, trident, warhammer, heavy flail, glaive, guisarme, greatclub, ranseur, scythe

Martial ranged weapons: shortbow, longbow

Exotic weapons: bolas, halfling skiprocks, hand crossbow, shuriken, net, whip.

Most human weapons will be those that are tools for other purposes, such as hunting, fishing, or agriculture.


Male Human(ish) Level 7 RPG Monkey

Major Deities of the Wounded Earth

Baal LN
Areas of Concern (AoC): creation, crafting, the forge, kingship, oaths
Domains: Artifice, Fire, Law, Nobility, Protection
Favored Weapon: Warhammer

Mimir N
AoC: knowledge, wisdom, language, history, magic, wells, gatekeeper of the afterlife
Domains: Knowledge, Magic, Repose, Rune, Water
Favored Weapon: Unarmed Strike

Ran CN
AoC: the ocean, waves, typhoons, sea beasts, travelers at sea
Domains: Animal, Chaos, Protection, Water, Weather
Favored Weapon: Trident

Erda LG
AoC: the earth, fertility, birth, life, the harvest
Domains: Community, Earth, Good, Healing, Plant
Favored Weapon: Quarterstaff

Daena NG
AoC: the moon, freedom, hope, wonder, lunacy
Domains: Charm, Glory, Good, Liberation, Luck
Favored Weapon: Shortbow

Kurnan CG
AoC: beasts, hunting, cunning, journeys, the wilderness
Domains: Animal, Chaos, Strength, Travel, Trickery
Favored Weapon: Longbow

Mitra LE
AoC: raptors, the wind, vengeance, retribution, oathbreakers, conflict
Domains: Air, Evil, Law, War, Weather
Favored Weapon: Spear

Umbra NE
AoC: the night, shadows, secrets, temptation, hidden things
Domains: Charm, Darkness, Evil, Knowledge, Magic
Favored Weapon: Shortsword

Null CE
AoC: blackness, emptiness, entropy, dissolution, despair
Domains: Darkness, Death, Destruction, Evil, Madness
Favored Weapon: Scythe

The Iron Marches are, in theory, monotheistic. However, the worship of "pagan" gods is fairly widespread, but clandestine. The druidic faith likewise is present, but secret. Then there are the worshipers of the "small gods." Small gods are creatures of power (certain creatures of CR5 or above) that have gathered devotees to them, and are able to grant power to some of their disciples. Disciples are able to cast like clerics, but gain no domains. They do, however, have the distinct advantage of calling direct intervention by their deity. The greater the personal power of the small god, the more followers it has, and the greater the potential of their disciples.


Male Human(ish) Level 7 RPG Monkey

The Hand of Jorin

There are those who find the yoke of dwarven rule to be unconscionable. They stand in defiance of dwarven tyranny, fighting for human sovereignty in the face of superior power. A small band of paladins and like-minded folk of other callings comprise the Hand of Jorin, named for a personage said to have been the king of humankind in the area before the Wounding.

Members of the Hand fight a clandestine guerrilla war against the Jarl Moot. Activities range from raids on dwarven caravans and release of prisoners, to taking care of threats against human villages that the dwarves are too slow to counter. While most humans respect and admire the Hand's members, they keep their activities secret and their membership selective. There are those who better their own lot by acting as spies and informants for the dwarves. Information is often passed in code and hidden messages. Also, local operatives are insular cells, so that capture will not reveal more than a small portion of the order's activities.

It should be noted that there are paladins of Baal in the ranks of the Hand of Jorin. They are more leery about killing dwarves, preferring to capture or incapacitate them if possible, as they believe that the dwarves are precious to Baal. However, the very fact of their powers provides evidence that their cause is just. They fight for human equality without viewing the dwarven state as an evil, simply as a wrong that must be righted.


Male Human(ish) Level 7 RPG Monkey

Traits:

Restricted Traits:

Combat: No access to Fencer, Killer, or Resilient (exception: Dwarves & Gnomes may take Fencer & Killer)
Faith: No access to Child of the Temple
Magic: No Magical Knack
Social: No Child of the Streets, Rich Parents

If anyone would like to use racial traits from other sources, I'll need to see them.


Male Human(ish) Level 7 RPG Monkey

Naming Conventions:

Names among humans in the Iron Marches tend to run a gamut. Conventional Anglo-Saxon names and variants of them are fairly common, but there are also a smattering of names that are similar to those found in other European countries. This would seem to indicate the area had immigration from other human cultures in the past, and those naming traditions have remained.

For other races, the examples provided in the Core Rulebook should provide enough inspiration.


I present Jon Commoner, a lad in his mid-20s, who runs a small herbal shop in town.


Male Half-elf Paladin 4/Champion Tier 1

Auric Ironwright's stats are done. I just need to put his background together.


Male Human(ish) Level 7 RPG Monkey

Three Oaks
Village, pop. 600
GP limit: 200gp Max Wealth: 6000gp
Persons of note: Zachary Steadwatch (Village Speaker), Jeron Wellard (Constable), Old Tom (Warder)
70% human, 25% halfling, 3% gnome, 1% dwarf, 1% other

Three Oaks is one of the largest human settlements in the Iron Marches, located along the northwestern border of the Marches. It is named for the trio of great trees that stand in the village square. These oaks are old, having been here long before the village grew up around them.

Economically, the village does well. It sits along a major overland trade route between steadings. The valley it sits in serves as a grazing area for the sheep ranchers and is fertile enough to provide a sizable surplus crop of barley and winter wheat. A forest nearby provides wild game.

The village lies in the Vangerak Steading, and is governed by Thane Dagnal Sparkhammer. She will likely be succeeded by either her son or daughter, who were a rare twin birthing.


Male Halfling Bard 2

Here stands William Varrus. Good natured scoundrel and hunter of the Iron Marches.

Shadowborn:
William's stats are almost ready to go, I just have a couple quick questions. As far as traits go, would it be possible to take Heirloom Weapon in order to have a shortbow given to me by my mentor Andras when he joined the Hand of Jorin? I think this would suit the character really well and avoids the whole "free proficiency" issue. Will there be any opportunities to have the bow enchanted or will our equipment come exclusively from what we find? Of course if you don't like heirloom weapon, I can easily find something else?

Also, despite your changes to the weapon system, I'm guessing that armor is still sized differently for medium and small creatures? The same would go for equipment like backpacks and bedrolls as well?

Sorry for the delay, there was a power outage last night...


Male Human(ish) Level 7 RPG Monkey
William Varrus wrote:

Here stands William Varrus. Good natured scoundrel and hunter of the Iron Marches.

** spoiler omitted **

Sorry for the delay, there was a power outage last night...

Not a problem. I'm figuring on getting underway sometime next week anyway. I'm not usually online much on the weekends.

William:
I'm blanking on which Heirloom Weapon is located in. I recall it gives you a free weapon (Mwk?) but beyond that I'm drawing a blank.

As for weapons and equipment size/capacity, all of that is according to the RAW.


Male Halfling Bard 2
Shadowborn wrote:
William Varrus wrote:

Here stands William Varrus. Good natured scoundrel and hunter of the Iron Marches.

** spoiler omitted **

Sorry for the delay, there was a power outage last night...

Not a problem. I'm figuring on getting underway sometime next week anyway. I'm not usually online much on the weekends.

** spoiler omitted **

Shadowborn:
I checked and Heirloom weapon is from the Adventurer's Armory (I tend to use the PFSRD Traits DB to pick traits so I didn't notice. If you don't want to allow it that is fine, it just seems to suit my character. According to the trait, I will need to pay for the Comp. Shortbow myself but get the masterwork for free and have a +1 trait bonus to attack with that shortbow specifically. Now if you do allow me to take the trait, I'm hoping to make it a +1 Str shortbow simply because it's not something I can add later (as far as I know?), naturally I don't have the money to pay for the extra Str rating but maybe I could have a debt to my mentor for the extra 100gp that I would pay back as soon as I got the money. Or maybe I could owe the Hand for something unrelated in order to balance it out? Alternatively I could re-arrange my stats so that I don't need the extra Str?

Just let me know what you think? Thanks!

EDIT : Also, William's backstory is now complete and uploaded


Male Human(ish) Level 7 RPG Monkey

Excellent. I'll be noting down a few things and give you some modifications necessary background for game purposes.

William:
Go ahead and take the feat and add on the Str bonus. We'll consider the balance to be owed to the Hand and you can pay it out of your share of party treasure.


Male(s) 27 Ducks in a James suit Duck 27/ Expert 5

Gah! I typed up a detailed backstory on my phone and then it didn't save. I'll retype it tonight.


Male Human(ish) Level 7 RPG Monkey

Ack! I hate it when that happens. No worries, though. Still waiting to see who else gets in something, and I've already got ideas for getting the group together and getting them motivated.


Male(s) 27 Ducks in a James suit Duck 27/ Expert 5

Okay, put it back together and it's up in the profile. I'm open to any changes you'd like to see to fit him into the game better.


Male Human(ish) Level 7 RPG Monkey

Looks good, James. The name of the village is Three Oaks, just for sake of clarity. I can work this in with no problem. Since the smith is already written up I can get Auric into play easily enough.


Male(s) 27 Ducks in a James suit Duck 27/ Expert 5

D'oh! Fixed.


Machinesmith 12 | HP: 93 | AC: 27 (17 Touch, 23 Flatfooted) | CMD: 27 | Fort: +12, Reflex: +14, Will: +7 | Init: +13 | Perception: +18, Sense Motive: +1

Eeeexcellent. So, quick question to the GM regarding the haunted curse.

Can you tell me your definition for "retrieving a stored item" is?

For example do you only count it for things like fishing stuff out of a backpack or belt pouch or does it do incredibly evil things like mess with spell component pouches and quivers of arrows as well?


Male Dwarf Cleric of Baal 4

Good to be in! Just a quick inquiry, but do you know how the Leadership feat is going to work out in this campaign? The Nobility domain is partly built on it, and I might take Natural-Born Leader in place of Deft Dodger to counter my low Charisma score.


Female Gnome Ranger/3

Checking in and glad to be on board! I like the little town of Three Oaks - I assume this is where most of us are from? Or at least is the base for the start of the game?
Shadowborn, do you have a map of the Iron Marches?


Male Human(ish) Level 7 RPG Monkey

@Tarrana: A stored item is anything kept within a container (i.e. backpack, belt pouch, sack). To mess with things like component pouches and quivers seems unduly cruel. Components themselves are not really items; they're aspects of a spell. Arrows are ammunition and, like weapons, are not stored but rather kept for ease of access.

@Stilgar: The possibility is there for the Leadership feat to have its uses. Depending on the direction the campaign takes, you might do well to have an established set of followers. In my campaigns, I tend to have Leadership take on a more "off-screen" role, with followers' actions not being directly role-played. Cohorts, of course, will have a more active role in things.

@Jinjer: I'll be starting the Blue Party directly in Three Oaks. I've decided on a second location for the Red Party, background info to follow soon. I have detailed maps of specific areas of the Iron Marches, along with a world map. Unfortunately, they're all hand drawn. If I can get access to a scanner or take a little time with my mapping program, I can get them posted for the benefit of the players. (Characters, of course, will have to rely on knowledge rolls; the vast majority of residents of the Iron Marches have never been outside of them, nor would they want to.)


Male Mountain man Woodsman/6
Shadowborn wrote:
@Jinjer: I'll be starting the Blue Party directly in Three Oaks. I've decided on a second location for the Red Party, background info to follow soon. I have detailed maps of specific areas of the Iron Marches, along with a world map. Unfortunately, they're all hand drawn. If I can get access to a scanner or take a little time with my mapping program, I can get them posted for the benefit of the players. (Characters, of course, will have to rely on knowledge rolls; the vast majority of residents of the Iron Marches have never been outside of them, nor would they want to.)

Ah, hand drawn maps...love it! Takes me back to the "good ol' days" of gaming in the 80's/90's.

As for Three Oaks, can I assume we are familiar with the persons of note, including Thane Sparkhammer?
I guess I'm asking just how much do our characters know of our Dwarven overlords? I doubt we're on a first-name basis, but the extent of the relationship might be helpful in developing of our characters.


half elf, Water child alt race trait Legalistic cursed Oracle of Waves 2

Ok Giaus is coming more into focus.

I think Gaius will be dipping heavily into rogue maybe even as far as 1/1 with Sorcerer but I am not sure. something like 1/3 or 1/4 may be more like it. I will be giving up a good deal of raw power but I love the skills. This will also move me away from contention with Tarrana in the mystic power department.

It will also make Gaius a more effective face, and make use of the vaunted half elf flexibility.

Thoughts?

Oh and hints to useful languages? Hate to blow my starting languages on Dark Folk and Vegepygmy and never get use out of them.


Right then - today I'll have finished the sheet entirely, and have just a few details in his appearance to work out.

I hope you don't mind I did some crafting before the game started (namely, 5 vials of acid at 1/3 cost). That way I don't just run out of bombs and become a liability!


Male Half-elf Paladin 4/Champion Tier 1

Just a couple of questions. I didn't have Auric take Elven as a bonus language, since he didn't know his father and his mother was close-lipped about her association with him. Should I take a different language or just let it go for the sake of role-playing? I'm fine with either. Are there penalties for paladins multiclassing in the setting?


Male Human(ish) Level 7 RPG Monkey

Languages of the Iron Marches:

Dwarven (This, of course, is considered the primary tongue of the Iron Marches. Any human wishing to win any sort of respect from dwarves will address them in their own tongue.)

Common (Spoken by the common folk of the Marches (humans), this tongue is normally used in most trade, and by humans when not dealing with dwarves.)

Gnome

Halfling

Learning the languages of the enemies of the Marches can also be useful. These would include:

Goblin

Orc

Giant

Draconic (Also the language commonly used in the arcane writings of wizards, of course.)

Narok (The language of the tribesmen of the same name, often referred to as the "Cold Devils," barbarians that raid the Marches from across the Plain of Moving Ice.)

Undercommon (The trade tongue of various deep-dwelling creatures that are occasionally encountered, this also includes the Nocturne, a cave-dwelling race of cannibalistic, bat-riding gnomes.)


Male Human(ish) Level 7 RPG Monkey
Auric Ironwright wrote:
Just a couple of questions. I didn't have Auric take Elven as a bonus language, since he didn't know his father and his mother was close-lipped about her association with him. Should I take a different language or just let it go for the sake of role-playing? I'm fine with either. Are there penalties for paladins multiclassing in the setting?

Go ahead and take it. We'll say your mother was versed in Elven and used it to converse with you privately.

As for multi-classing, there are no penalties for doing so.


Male Human(ish) Level 7 RPG Monkey
Gildin Bazeft wrote:

Right then - today I'll have finished the sheet entirely, and have just a few details in his appearance to work out.

I hope you don't mind I did some crafting before the game started (namely, 5 vials of acid at 1/3 cost). That way I don't just run out of bombs and become a liability!

I'm fine with that. If your character has the ability to craft them, no reason why he shouldn't do so.


DM, I couldn't figure out what else to purchase, being a druid and all, so I spent 40 gp of my starting cash on random materials for his shop. I figure it'll be a two story building with the lower floor being the herbal shop and the upper being his living space. Is that cool?


Male Human(ish) Level 7 RPG Monkey
Jon Commoner wrote:
DM, I couldn't figure out what else to purchase, being a druid and all, so I spent 40 gp of my starting cash on random materials for his shop. I figure it'll be a two story building with the lower floor being the herbal shop and the upper being his living space. Is that cool?

Sounds good. Always good to have a little spending cash on hand for incidentals as well.


Male Human(ish) Level 7 RPG Monkey

Languages. Forgot one:

Akaara: An avian race living in secluded mountain areas. A language filled with trills, chirps, and whistles, it is often difficult for other humanoids to vocalize.


Male Human(ish) Level 7 RPG Monkey

Okay, I'm off to run some errands, then I hit my Saturday game in an attempt to demolish my PCs with a pack of ghouls and a dread wight who thinks he's the risen Tar-Baphon. I'll be working on stuff to cement the characters into the scenario in my free time the rest of the weekend, and I'll open up the play threads when I'm done, hopefully sometime on Monday, barring any complications.

Any other questions, post them here and I'll get back to you when I can.


Male Human Fast Food Manager 3/Press Operator 6/Opto-Electronic Fabricator 4

Ok, here he is, Gendo, LN Human (Tian) Monk. Worshipper of Mimir.

Gendo:
While he may act in a calm, controlled, and deliberate manner, in truth he is a tightly wound coil waiting to spring at all times; a side effect from getting bullied a lot as a child while growing up for not following the one true faith. He's got a lot of anger and resentment from being bullied, however, he lives by the motto, that everyone has emotions, acknowledge them, understand them and what evokes them, never act upon them. Speaks tersely, feeling that speech is a commodity that should be used appropriately. He has been known to silence people with a simple look. He believes that everyone has value, and that the Dwarves have forgotten that, that they need to be reminded.

Gendo is an orphan. His mother had gotten with child by a warrior passing through Three Oaks, freshly conscripted by Thane Sparkhammer for militia support. Who his father was, is unknown. Sadly, his mother died moments after giving birth to Gendo - living long enough to allow him to suckle at her teat for the his first feeding, and name him Gendo. A passing entourage of worshippers to Baal, had overseen the birth and declared that the tragic events surrounding Gendo's birth were an ill omen - that Gendo would be a cursed person.
Zachary Steadwatch convinced the Baalites to turn Gendo over to the hands of Heyward Ironhead, the Dwarven monk who lived outside the village. Steadwatch argued that Ironhead's aesthetic lifestyle would serve Gendo well, perhaps enough to allow Gendo to find a way to rise above his tragic entrance and cursed existence in this world.
When they sought out Ironhead, explaining the cicumstances of Gendo's birth, he stoically agreed that he would teach Gendo the true way and insure that he was a productive individual.

More to come...

Here's the link to the sheet I have for him on myth-weavers.com
http://www.myth-weavers.com/sheetview.php?sheetid=292826

Still have a few gold left over from purchasing equipment. For the most used to purchase food and lodging when necessary.


half elf, Water child alt race trait Legalistic cursed Oracle of Waves 2

Giaus is finished. Will get profile asap. Holding off on gear until we know where red team is starting.


Male Orc Expert 5

I'm essentially done. Just got to put things in like armor check penalty.


Male Human Fast Food Manager 3/Press Operator 6/Opto-Electronic Fabricator 4

How do I set up a profile for my character. I posted a link for the character sheet on Myth-Weavers.com.


Male(s) 27 Ducks in a James suit Duck 27/ Expert 5
Daniel Gunther 346 wrote:

How do I set up a profile for my character. I posted a link for the character sheet on Myth-Weavers.com.

Go to "My Account" at the top of the page and sign in. Then scroll down to Messageboard Aliases and click Create Alias. You'll then put in a name for your character and pick out an avatar image. When that's saved, you can click edit profile and input your character sheet info.


Male Human(ish) Level 7 RPG Monkey
Daniel Gunther 346 wrote:
Ok, here he is, Gendo, LN Human (Tian) Monk. Worshipper of Mimir. ** spoiler omitted **...

General Overview: Looks good. I'll be tweaking the background story a bit to give it a better fit in the campaign, but I won't be going too far off from what you've got here. I'll likely make the master human rather than dwarven.

Minor nitpicks: Technically, there are no Tian here, as that is Golarion flavor. While far-flung parts of the Wounded Earth do have some Asian as well as Arabic flavors, they haven't been greatly developed. It could be possible that his people transplanted here prior to the Wounding, but given the small gene pool they'd have without interbreeding, I'm not certain they'd still be a distinct race unto themselves.


Dotting here. Have had a busier weekend than expected so I haven't had a chance to keep writing. I wouldn't mind knowing a bit more about exactly how Red party's gonna start out so I know where to write to.

(On another thought - Tarrana's background involved being beaten by dwarves, right? Brodgar's involves being branded a heretic for witnessing such a beating. That might be a place to create a connection, if you so desire).

Hopefully I'll have more time to do some reading tonight and tomorrow.


Machinesmith 12 | HP: 93 | AC: 27 (17 Touch, 23 Flatfooted) | CMD: 27 | Fort: +12, Reflex: +14, Will: +7 | Init: +13 | Perception: +18, Sense Motive: +1
Brodgar Gilthelm wrote:


(On another thought - Tarrana's background involved being beaten by dwarves, right? Brodgar's involves being branded a heretic for witnessing such a beating. That might be a place to create a connection, if you so desire).

It's an idea jsut keep in mind Tarrana got more than a beating and the village got quite damaged in the aftermath. Though the iamge of a fiery woman walking dazedly and possibly nakedly through flames and screams might be considered terrifyingly heretical considering the visions she was being assaulted with at the time. Oh adn she wanders off to try and become a messiah because she's afraid the worlds gonna kill us all. We'd have to work seomthing out if that's the route you want to go.

I'm seriously considering the LEadership feat down the road considering the characters long term goals. But naturally I'd like the GM's thoughts on this.

Characters done by the way.


Male Human(ish) Level 7 RPG Monkey
Brodgar Gilthelm wrote:

Dotting here. Have had a busier weekend than expected so I haven't had a chance to keep writing. I wouldn't mind knowing a bit more about exactly how Red party's gonna start out so I know where to write to.

(On another thought - Tarrana's background involved being beaten by dwarves, right? Brodgar's involves being branded a heretic for witnessing such a beating. That might be a place to create a connection, if you so desire).

Hopefully I'll have more time to do some reading tonight and tomorrow.

Red will be starting in the same Jarldom, but in a different territory overseen by another Thane. You'll be near the village of Dunshale, which is smaller than Three Oaks, and in recent times a much more somber area with an increased dwarven martial presence. It is a place still haunted by the memory of violence and and a failed uprising, along with mysterious disappearances and high suspicions of taint still lurking in the area.


I have posted Oroupah's stats. I still have to write her background and include equipment. It takes time. I never made an Oracle before....not what I expected...but interesting.

Her curse will be Tongues...and the language will be Ankaara - as befits an Oracle who looks to the skies. If Shadowborn insists I will stick to the ruling and make it one of the RAW languages (ie. Celestial) and take Ankaara as an elective language anyway.

She is not a combat type....but at slightly higher levels some of those mysteries look awesome - like Interstellar Void!

I played it safe and took the starry armour...tough choice! I may still switch...its hard to choose.

It has been a busy weekend at home. This setting looks so interesting -as do all of the character submissions. I need time to look over the guide and all the postings.


Male Human(ish) Level 7 RPG Monkey
Oroupah wrote:

Her curse will be Tongues...and the language will be Akaara - as befits an Oracle who looks to the skies. If Shadowborn insists I will stick to the ruling and make it one of the RAW languages (ie. Celestial) and take Akaara as an elective language anyway.

While I like the general idea, the point of the tongues curse is to have you speaking a strange, otherworldly language. While the Akaara tongue is certainly exotic, it's not quite otherworldly. Go ahead and stick with Celestial, but by all means take Akaara as a bonus language if you like. I like the idea that Oroupah has learned the tongue of the winged folk.


Male Dwarf Cleric of Baal 4

Good stuff so far! I've been looking at everybody's back stories, and they all sound great.

I imagine Brodgar and Stilgar would get along well, as their situations and beliefs are rather similar. Their respective classes/roles might suggest that they have met before, perhaps sharing their ideas in secret before everything hit the fan, so to speak.

Tarrana is a very interesting case! Stilgar might be thrown off by the sheer destructiveness that she seems to embody, but he'd probably recognize the truth in her visions.

I look forward to seeing everybody else's and how everything meshes together.

Also I was wondering, would how long ago Stilgar abandoned/escaped from his people have much of an impact on things? Just wondering if it would be more recent, or if he has been in hiding for a while now.


Machinesmith 12 | HP: 93 | AC: 27 (17 Touch, 23 Flatfooted) | CMD: 27 | Fort: +12, Reflex: +14, Will: +7 | Init: +13 | Perception: +18, Sense Motive: +1
Oroupah wrote:

I have posted Oroupah's stats. I still have to write her background and include equipment. It takes time. I never made an Oracle before....not what I expected...but interesting.

Her curse will be Tongues...and the language will be Ankaara - as befits an Oracle who looks to the skies. If Shadowborn insists I will stick to the ruling and make it one of the RAW languages (ie. Celestial) and take Ankaara as an elective language anyway.

She is not a combat type....but at slightly higher levels some of those mysteries look awesome - like Interstellar Void!

I played it safe and took the starry armour...tough choice! I may still switch...its hard to choose.

It has been a busy weekend at home. This setting looks so interesting -as do all of the character submissions. I need time to look over the guide and all the postings.

It seems you've mistaken your spells known as spells per day. No worries. Oracles operate like sorcerers in that they know few spells but can cast them spontaneously. In this case you know a grand total of two level 1 spells but can cast about 4 times a day from either one.


Male Dwarf Cleric of Baal 4
Oroupah wrote:

I have posted Oroupah's stats. I still have to write her background and include equipment. It takes time. I never made an Oracle before....not what I expected...but interesting.

Her curse will be Tongues...and the language will be Ankaara - as befits an Oracle who looks to the skies. If Shadowborn insists I will stick to the ruling and make it one of the RAW languages (ie. Celestial) and take Ankaara as an elective language anyway.

She is not a combat type....but at slightly higher levels some of those mysteries look awesome - like Interstellar Void!

I played it safe and took the starry armour...tough choice! I may still switch...its hard to choose.

It has been a busy weekend at home. This setting looks so interesting -as do all of the character submissions. I need time to look over the guide and all the postings.

Just a heads up Oroupah, but Coat of Many Stars' AC bonus is an armor bonus, so it wouldn't stack with your studded leather armor. Since it's the higher bonus it would just replace it, so you would only have a net AC increase of +1. It gets better as you level, but I was just wondering if you were aware or not!


Jus' checking in again. Easter weekend was horrible for time management, and the character's done - just need to put it in a better statblock.

Ready to go.


Tarrana wrote:


It seems you've mistaken your spells known as spells per day. No worries. Oracles operate like sorcerers in that they know few spells but can cast them spontaneously. In this case you know a grand total of two level 1 spells but can cast about 4 times a day from either one.

Thanks, Tarrana. Corrected.

I also switched to Interstellar Void. Celestial is now the otherworldly tongue.

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