Final Fantasy Tactics playtest system


Recruitment

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Dark Archive

Searching for a group of individuals to playtest my homewbrew FFT Campaign setting and generally measuring the interest and giving out a few things for the players.

25 point buy. (no stats beyond 18 even after racial bonus, I want more balanced characters. Nothing below -8 either for extra points and an only do it to one stat).
Characters start at level 2.
There are new things and renaming of classes/archetypes so ask before you choose what class you might want has new things or changed somehow or even new archetypes you might be able to use.

Human is the ONLY race to play so sorry but that is how it is.
You will have the usual 2 traits and you will have 1 campaign trait and region trait as bonus. There are new religious traits if you are searching for some.

There are new things to fill in besides the regular alignment restriction there is also Faith+brave and zodiac sign that will be discussed at the end of character creation. (which may result in very funny characters but this is a playtest).

I will be taking between 4 - 6 players remember before making character there are other important things to consider as to were are you all from or I can decide this since I will give 3 options of a campaign for people to choose.

War of the Beast
Reclamation War
Game of Thrones
War of the Saints

Any questions I would be more than happy to answer, most monster of the bestiaries are changed and there are some brand new ones to deal with (Chocobos, malboro, etc...).

Best Regards to you all!


I'm in. Will be good practise before I run my own and give me some ideas and inspiration. Also have a pretty good idea on what you've been doing so should be able to help (or so I hope).

To be honest though, I've never done a group like this so I'd be learning a bit as we go. My initial thought on character would be leaning either summoner or holy knight (templar or paladin as base) probably. I'll hold off deciding before the campaign itself is settled on though.

Looking forward to it! :)

Dark Archive

Aleron wrote:

I'm in. Will be good practise before I run my own and give me some ideas and inspiration. Also have a pretty good idea on what you've been doing so should be able to help (or so I hope).

To be honest though, I've never done a group like this so I'd be learning a bit as we go. My initial thought on character would be leaning either summoner or holy knight (templar or paladin as base) probably. I'll hold off deciding before the campaign itself is settled on though.

Looking forward to it! :)

Well choose which of the 4 campaigns you would like to play.


Well based on just the names I'm partial to "War of the Saints". If there is some more information on each provided, that may change though.

Also, did you change Holy Knight requirements by chance to 1st level divine casting? Else the pally has quite the trouble entering the class. Not to mention it eats up your first 4 feats already (maybe one less if I can find a trait that fits and gives bastard sword proficiency).

Dark Archive

I changed things a bit but ya will ahve to wait for that to happen xD and for me to tell you mwehehehehe

1 vote of War of the Saints


Ha, got it. No hurry then. :) You have my curiousity piqued though!


I'd like to give this a shot. Mostly for the Dragoon. I... have kind of a weakness for dragoons. It's almost unsettling.

Super dibs called. For real. :)

Dark Archive

overchill42 wrote:

I'd like to give this a shot. Mostly for the Dragoon. I... have kind of a weakness for dragoons. It's almost unsettling.

Super dibs called. For real. :)

Good to know it's a great Prestige class!

Well pick one of the campaigns so we can start sooner ^^ just need 2 more players minimum hopefully soon. If there is a lot of interest I will have to change the selection way of just get the first 4-6 players to be fair.


Deiros wrote:
overchill42 wrote:

I'd like to give this a shot. Mostly for the Dragoon. I... have kind of a weakness for dragoons. It's almost unsettling.

Super dibs called. For real. :)

Good to know it's a great Prestige class!

Well pick one of the campaigns so we can start sooner ^^ just need 2 more players minimum hopefully soon. If there is a lot of interest I will have to change the selection way of just get the first 4-6 players to be fair.

I thought I forgot something.

I'll vote for War of the Beast.


Well, unless something changed, I found three good ways into Dragoon. Now to see if I can decide before game time.

Fighter for the general kickassery, Barbarian for bursts of awesome, or Ranger for a more well-rounded approach. Gaaaah decisions.


I'm sadly unfamiliar with FFtactics other then it was hard as balls and that it was apparently a decent setting. So would a person unfamiliar with the setting be okaY?

Lastly I think gunpowder was around and I was contemplating playing a Mysterious Stranger Gunslinger going into Paladin from 2nd level up.

Dark Archive

Yes there is gunpowder and there is no problem if you are unfamiliar I can fill you in on any details and will post something soon enough on that.

Gunslingers are called Engineers =)

Final Fantasy Tactics Setting
this is all you need to know about the setting I suppose ^^ so it might be a bit long.

Spoiler:

Ikkoku, the continent that is covered by the Final Fantasy Tactics campaign, is made up of four unique kingdoms: Ivalice, Ordallia, Romanda and Valendia. The four kingdoms are described briefly below although the latter parts of the campaign will give much more vivid information.

Ivalice: The oldest of the four, Ivalice was found more than 2000 years prior to the 'present' age of the campaign. It was here that the survivors of the ancient Ronkan Empire came to rebuild after many of their kin had died from a mysterious plague. Like many civilizations, it was carved from many wars and revolutions; it was not long before the settlers from the empire forced the native Shiranai tribes from their homeland. Afterwards, the seven kingdoms carved from the new lands fell to the formation of a new empire known as Ydora. Even then, the Ydora Empire would boverthrown by the rise of the Glabados Church and those who were loyal to the empire were exiled. It would not be until the Fifty Year War that the Ivalicians would regret the choices of their ancestors...

Ivalice makes up the lower portion of the backwards crescent that is Ikkoku. It enjoys temperate weather with warmer weather in the southern portions of the Lionel province and cooler climates in the north.

Ordallia: The nation of Ordallia was born from the religious strife that began after the death of St. Ajora and the collapse of the Ydora Empire. Named after the last Ydoran empress, Ordallia became a safe-haven for those who followed the Pharam Church that was originally the state religion of Ivalice since it’s founding by the survivors from the Ronkan Empire.

Ordallia covers the middle of the backwards crescent of Ikkoku. It in general is cooler than Ivalice during most of the year and is no stranger to blizzards, especially in the northern parts that neighbor Romanda.

Romanda: Like Ordallia, Romanda was born from the exiled Pharites during what is known as the Unification War. The survivors from Fovoham fled across the Rhana Strait into uncharted territory only to find the descendents of the Shiranai tribes that were long ago (like them) forced from Ivalice. After numerous clashes between the two over time, a bridge between the two was created and a degree of inter-marriage began. While most do not consider it a victory of sorts, many of the older 'traditional' tribes consider it a defeat. As a result there has always been a small voice among the tribes that despise both the Romandans and those they consider have forgotten the old ways. In the current times, that voice is especially small given the immense military power of Romanda.

Romanda covers the northern part of Ikkoku. It harsh cold climate during most of the year and beautiful short summers It has some islands and a great mountain range.

Valendia: For 1,200 years, the House Nalzarc continued to rule the kingdom peacefully, until the power shifts to the Regency of Gurunas. Under the regency, Valendia suffered as corrupt politicians of House Gurunas squandered over resources and practiced cronyism and nepotism. Other noble houses could only watch helplessly as corruption and misery spread across the kingdom, wishing that rule be returned to House Nalzarc.

36 years BA, the noble houses banded together, sparking the Valendian Civil War. It is during this war that House Bardorba raised to prominence for helping House Nalzarc and the other noble houses win against House Gurunas two years into the war. The government then shifts from despotic monarchy to constitutional monarchy, with the Valendian National Council, or Parliament, formed to assist the King. Valendia was known as the New Valendian Kingdom. House Bardorba became a strong and influential voice in the rulings of the Parliament. The kingdom's capital city is Valnain, an elegant Parisian city where the King's Palace, the Parliament building and the Valendia Knights of the Peace, or VKP, headquarters are located.

Valendia is a small continent southeast of Ordallia separated by an ocean from Ivalice. The climate is rather warm most of the year with very short but cold winters.

Setting Notes

The continent of Ikkoku is a diverse place with many secrets and mysteries to be uncovered. This section will explore subjects of interest that a game master should keep in mind when running Final Fantasy Tactics campaigns.

The Ajoran Calendar

The Birth of St. Ajora Glabados marks the beginning of the Ajoran Calendar, which over the centuries has become the standard for historian accounts. The years prior to the beginning of the Ajoran Calendar are marked 'Before Ajora' or BA and the following year to the calendar creation are ‘After Ajora’ or AA. For simplicity's sake, the FFT campaign uses a modified version of the standard Gregorian calendar. The Ajoran Calendar is made up of twelve months (January, February, March, April, May, June, July, August, September, October, November, and December) that break down to five weeks that last six days for a total of thirty days a month. Thus a year lasts 360 days.

Although it bears Ajora's name, the Ajoran Calendar has been in use since the Ronkan Empire colonized Ikkoku by the Pharam Clergy. The Pharites of Romanda & Ordallia use a similar calendar, but retain the original dates. The Pharite Calendar starts at the equivalent of 1351 BA. In most cases, you can get Pharite Calendar's date by adding 1351 to the year. For instance, the Fifty Year War ended in 1003 AA or 2354 FC (1351 + 1003 = 2354). This may be of importance for those GMs that are setting their games in either Ordallia or Romanda.

Magic

Magic is an important element in the lives of many people in Ikkoku. While not all people use it, magic is not uncommon either. Prior to the Fifty Year War, the use of magic was often the realm of the privileged nobles, adventurers, and the clergy. The successful use of magic in the Fifty Year War has changed this. Nearly all armies of Ikkoku's three kingdoms now populate their troops with mages in numerous support roles from Black Mages that specialize in using earth magic in siege tactics to White Mages that act to heal wounded troops. There are a number of different mage units that emerged during the Fifty Year War that made a name for themselves such as Tomas' Hammers of Ordallia that wreaked havoc on the strongest fortresses in Zeltennia or St. Mary's Mercy who were always in the bloodiest battles trying to save those soldiers in the war who could be saved. Since mages get paid well for a soldier, most of the three continents are rarely unable to find a fresh supply of magic talent. Most large cities have at least one academy for magic related studies and capital cities such as Lesalia Capitol City in Ivalice may support as many as three to six academies devoted solely to arcane studies. Most soldiers that make fighting as their occupation often dabble into the arts at some point in their career either during their training or during their later years provided they live long enough.

Nobles and Commoner

One common thread throughout Ikkoku's three nations is the status given to the nobility of each country. This trend goes back to the Ronkan Empire and the Pharam Church's belief that the noble families are descended from the sons of the mother of creation, Pharam. This belief is particularly strong in the modern nations that still practice the Pharam religion. The rise of the Glabados Church, despite replacing the Pharam Church in Ivalice, changed this popular belief little beyond setting up a new set of nobles that were 'blessed by god' or had served St. Ajora during its rise to power.

For the commoner seeking advancement in power, there are several possibilities. The easiest is entering a noble family through marriage. How effective this is depends largely on the family involved and what type of reputation the person has achieved for himself or herself. Obviously, it would look poorly for a noble family if one of them married a common wench from the local pub. However, a Knight of exceptional reputation that becomes famous in battle being offered the hand of a lesser noble lady is far from unheard of. Another venue is through the government administration. Like any real government, there is always the bureaucracy that goes around it and as much as nobles wish otherwise, there aren't enough minor nobles to stick them with some of the more menial jobs. Ivalice, in particular, likes to give the common people the illusion that they have some say in how their taxes are spent. Each town in Ivalice has its own mayor, for instance, who answers in turn to the local noble house. The populace elects him or her (female mayors are rare, but not completely unheard of) just like in modern times and they in turn acts as their representatives for the town or city. In addition to the administration, let's not forget the knights and army. As mentioned earlier, it is not unheard of for a distinguished general or particularly valiant knight to be granted marriage into a noble house, land, or a minor title for their family. More than one of the current Greater Houses was once a lesser house that earned their status through blood and sword.
Technology

Although the Ronkan Empire had airships and other elements of high technology, most of this technology was lost in catastrophe that resulted in its demise. Although some of the technology from the Ronkan Empire survived it, most of it was lost during the wars and battles over the fifteen hundred years the former Ronkan Empire's people have lived on Ikkoku. What remains is too sophisticated for the people of the present to duplicate in any degree although there have been numerous attempts to try. In recent years firearms and primitive explosives have come into existence based on ancient models used by the Ronkan Empire. These guns, however, are very rare and expensive to boot. They are still a long way from replacing bows and swords as the standard weapons of any of the Three Kingdoms.

Post-Lion War technology: the use of technology will be in an upswing due to the growing frequency of gun use in the military. Other technology elements might pop up in post-Lion War games pending on how long after the campaign takes place. Very early advances into technologies such as the steam engine and electricity would not be out of the question seventy-five to one hundred years after the Lion War. There is also the question of how stable the world is in terms of warfare. It's hard to develop something like mass-produced firearms when your country has enlisted its finest thinkers as soldiers or other similar roles that support the country's military such as doctors or siege engineers. Functional airships are out of the question for at least one hundred to two hundred or so years.


Hi, I've lurked the forum a bit, but just signed up so I could put my name in for the campaign. I'd love to do a summoner or maybe a Dark knight, if the party decided to be evil. As for the name I guess I'd prefer War of the Beast.


I'll look this over and pop a character up at some point. Want to see what aliases I have that can be refitted. Kind of want to go for the old wandering gunslinger type character delivering jsutice through twin barrels of righteousness.

Of course if we want to go "Black hat" an Anti-Paladin works jsut fine to me.

Dark Archive

TarkXT have you chosen a campaign?

Of course if we want to go "Black hat" an Anti-Paladin works just fine to me.

It is workable just remember engineers in this setting (gunslingers) are people dedicated to restore ancient technology (guns & other things) so you could still be the wondering gunslinger perfectly well with no problems in this setting, just be ready to be identified as an engineer since that is the name of the class in this setting to be able to fit it in.

You are welcome ZenDragoon to join in

War of the Saints 1
War of the Beasts 2

will post the classes details now just so you guys now ^^

Classes

Spoiler:

If you use the Ikkoku Campaign Setting option, you will have characters of classes not native to this setting. While several classes adapt well to this setting, a few are undoubtedly in need of changes. Magic items from Golarion work function the same way so do all spell-like abilities and spellcasting. What follows are the changes to classes.

Alchemist
In Ikkoku Campaign Setting, the alchemists are known as Chemists. Character from Golarion using this base class follow their normal progression for the alchemist class.

Barbarian
In Ikkoku Campaign Setting, the barbarians are known as Berserkers. Characters from Golarion using this base class follow their normal progression for the barbarian class.

Bard
Bards suffer no changes from their counterparts in Golarion.

Caller
In Ikkoku Campaign Setting, the callers are the Golarion version of the Master Summoner Archetype. Characters from Golarion using this base class follow their normal progression for the master summoner archetype class.

Cavalier
Cavaliers suffer no changes from their counterparts in Golarion.

Cleric
In Ikkoku Campaign Setting, the clerics are known as White Mages. Character from Golarion using this base class must follow the Cloistered Cleric Archetype.

Druid
In Ikkoku Campaign Setting, the druid is known as Blue Mage. Characters from Golarion using this base class follow their normal progression for the druid class.

Fighter
Fighters suffer no changes from their counterparts in Golarion.

Gunslinger
In Ikkoku Campaign Setting, the gunslinger is known as Engineer. Characters from Golarion using this base class follow their normal progression for the gunslingerclass.

Inquisitor
Inquisitors suffer no changes from their counterparts in Golarion.

Magus
In Ikkoku Campaign Setting, the magus is known as Red Mages. Characters from Golarion using this base class follow their normal progression for the magus class.

Monk
Monks suffer no changes from their counterparts in Golarion.

Ninja
Ninjas suffer no changes from their counterparts in Golarion.

Oracle
In Ikkoku Campaign Setting, the oracles are known as Mystic. Characters from Golarion using this base class follow their normal progression for the oracle class.

Paladin
Paladins suffer no changes from their counterparts in Golarion.

Ranger
In Ikkoku Campaign Setting, the rangers are known as Hunter. Characters from Golarion using this base class follow their normal progression for the ranger class.

Rogue
In Ikkoku Campaign Setting, the rogues are known as Thief. Characters from Golarion using this base class follow their normal progression for the rogue class.

Samurai
In Ikkoku Campaign Setting, the samurais are known as Knights. Characters from Golarion using this base class follow their normal progression for the samurai class.

Sorcerer
Sorcerers suffer no changes from their counterparts in Golarion.

Summoner
Summoners suffer no changes from their counterparts in Golarion.

Templar
In Ikkoku Campaign Setting, the templars are the Golarion version of the cleric. Characters from Golarion using this base class follow their normal progression for the cleric class, except they can cast one more domain spell and one less spell of their daily allotment.

Witch
Witch suffers no changes from their counterparts in Golarion.

Wizard
In Ikkoku Campaign Setting, the wizards are known accordingly to their Arcane Schools. For example a wizard of the Universal School is called Black Mage, while a wizard of the Time Sub School would be called Time Mage. The most commonly encountered are the Black Mages since they can serve a broader role in the world of Ikkoku. Characters from Golarion using this base class follow their normal progression for the wizard class.


In Ikkoku Campaign Setting, the gunslinger is known as Engineer. Characters from Golarion using this base class follow their normal progression for the magus class.

Confused on the wording here. What does this mean?

Dark Archive

Must be a typo of mine it should say gunslinger sorry ffor that I just made it really fast for reference so there might be some typos I'm changing now.


Deiros wrote:


Classes** spoiler omitted **...

Y'know... It might save you some document space to throw in a paragraph like "Unless otherwise noted, classes in Ikkoku are identical to the PF counterparts except in name." The make a table: one column "Golarion," the other column "Ikkoku". With the Caller, call it a Summoner* and leave a foot note saying "use the master summoner archetype." Same for the White Mage (Cleric*).

On the other hand, there might be more to the page than you have shown. Curse my reflexive proofreading.


Throwing in a vote for war of the saints.

Dark Archive

That classes thing barely takes a page by itself ^^ as it is, so it's not a big deal.

Prestige classes take 2 or 3 pages each. bestiary takes quite a bit...

So does the kingdoms fluff and history+setting+character creation the zodiac signs there is a lot of stuff ^^ in there mate.

War of the Saints 2
War of the Beasts 2

We have a nice tie and the minimum players required it is time to release more info for character creation then ^^

Common tongue is what is in reality merchant tongue which is used in all the world + each country common's tongue. don't choose a country yet since there is a "tie" I will have to brake it choosing one of them unless another player comes by and votes then he will override mine.

Human

Spoiler:

Human Racial Traits

Average Height: 4´12˝–6´6˝
Average Weight: 140 – 185 lb.
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Adaptive Learning: Humans can designate any one-class skill as an adaptive skill. This skill is treated as a class skill in all respects for all classes that characters has levels in.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common (Kingdom) and Common. Humans with high Intelligence scores can choose any language.

Now this is the human of FFT it's almost the same as usual except for a think or maybe 2.

Now for alignments I want you guys to be any alignment except NE or CE rest are fair game.

Now we have to roll Brave and Faith.

Faith

Spoiler:

The overall measure of the character's faith in both themselves and the creator. Faith comes into play often when magic is involved. A character with a lower faith will take less damage from magic but faces a lower chance of success of being revived or healed by magic. Vice versa, a character with a high faith faces the prospect of being hurt more by magic but has a much better chance for revival and being cured more effectively. Players should roll 3d6 to get their starting Faith and determine their bonus or penalty. Faith affects casters spells DC, touch attack spells and loose or gain one dice from damage or healing spells accordingly (this effect is only if a character has Faith 20). Warriors with low Faith have a bonus to their saves against spells and take one less dice of healing or damage spells (this effect is only if the character has Faith 3).

Examples:
Moreve a wizard is about to determine her starting faith and rolls 3d6 = 3,7,2 for a total of 12, Moreve has a +1 bonus to her Spell DC, +1 when delivering a touch attack but gets no extra dice because her faith is not strong enough, the downside of this is that Moreve receives a -1 penalty to her saves to resist spells and her Faith is not low enough to take one dice of spells targeting her.

Wilard a Fighter is going to determine his starting faith and rolls 3d6 = 1,5,2 for a total of 8, Wilard has a -1 penalty to his Spell DC, -1 to deliver his touch attacks and no extra dice since his Faith is too low even if he has no spells this would affect him if he would a ulticlass to a caster class, the good side of this is that Wilard gets a +1 bonus to his save to resist spells and his Faith is not low enough to take one dice of spells targeting him.

Brave

Spoiler:

The overall measure of the character's brave in themselves and their skills at arms. Brave comes into play often when battle is involved. A character with a lower brave will do less damage from attacks; less chances to strike accurately and faces a higher chance of success in skill checks. Vice versa, a character with a high brave faces the prospect of doing more damage, a much better chance for striking down his enemies and being more ineffective at skill checks. Players should roll 3d6 to get their starting Brave and determine their bonus or penalty. Brave affects warriors weapon damage rolls, attack rolls and loose or gain one dice from critical multiplier accordingly (this effect is only if a character has Brave 20). Casters with low brave have a bonus to their skills based on Intelligence, Wisdom and Charisma, and AC.

Examples:
Lossarot a barbarian is about to determine her starting brave and rolls 3d6 = 3,7,2 for a total of 12, Lossarot has a +1 bonus to his weapon damage rolls, +1 attack rolls and since his Brave is not high enough he gets no dice for his critical multiplier, the downside of this is that Lossarot receives a -1 penalty to his skills and his AC,

Liza a sorcerer is going to determine her starting brave and rolls 3d6 = 1,5,2 for a total of 8, Liza has a -1 penalty to her weapon damage rolls, attack rolls and no extra dice for her critical multiplier since her brave is too low, the good side of this is that Liza gets a +1 bonus to her skills and AC.

I added some examples for you guys to know how it works, remember this is a playtest for all this things ^^. There is also the option to take 10 and 11 as the "average".

After rolling your brave or faith you can choose were you want to have the best/worst score and say which is faith or brave to suit your character better.

Then Please choose a Zodiac sign and I will give you further information of your character. Zodiac signs are basically like alignment to a certain extent but it is also tied to faith and brave.

You have Hero Points also.

IF someone wants to play a Time Mage they are an archetype of Wizard.

There is also a new evolution for Summoners that want to have Summons of small or medium size to keep them competent against the regular large/huge eidolons.

In case someone needs a name for their character

Spoiler:

Sample male names: Alaire, Beneger, Isleton, Gerland, Eldred, Hewrey, Chartain, Fiebras, Ladislas, Jeger, Kennard, Raffe, Turstin, Ulric, Vannes, Wilfrid, Sevrin, Piers, Osric, Zerig, Ywani, Neale, Morys.

Sample female names: Avelin, Cicely, Dominy, Braya, Jeanne, Elynor, Glenda, Felice, Hester, Imedia, Sarra, Theda, Ursula, Vrsela, Wenyld, Rosalind, Katelyn, Lora, Olyffe, Minerva, Pelinne, Niza, Ysmeina.


Just to be clear...do we just choose a zodiac and get given our character's information/personality? Or do we pick a zodiac that fits the character first? That seems to hedge in a lot of options if you imagine your character one way and the zodiac contradicts it if the prior (Example: Want to play a noble samurai but your zodiac says you love freedom, etc). Or am I misreading the above?

I've worked out a couple different concepts, though most of the information on the prestige classes I was interested in is incomplete or been revised from the thread. So far have hashed out the basics on a Magus (goal of going Samurai PrC eventually), Templar (goal of going Holy Knight PrC eventually), and Paladin (same as the Templar). If we have someone else doing Paladin/Gunslinger though I'll probably avoid that.


Are dragoons an actual organization in this setting? Is it a martial arts thing, like Dragon Kung-fu?

Just need to know how much it might figure in a backstory. I suppose it might vary by country too.

I'll admit, most of my FF knowledge comes from 10 and FFTA. Guess I should read up a bit.

Dark Archive

Dragoons were never an organization in FFT just a job (prestige class in this case)

There is already a gunslinger themed guy going on Aleron.

Just choose your zodiac first since it is what will make you win/lose brave and faith before creating characters, concepts shouldn't be based on your zodiac thing you are thinking more of the character as a whole not the concept (which to me is just a class you might want to play or archetype) not his behavior and stuff like that.

So pick yer poison... er... zodiac sign

So noble samurais live freedom that doesn't mean you are CN and behave like a barbarian. It's like stating or paladins should act stupid good which is not the case.


So rolling for fatih and brave now. The information you give doesnt exactly give any reference of scale other then high and low.

3d6 ⇒ (1, 2, 4) = 7 Faith

3d6 ⇒ (4, 3, 3) = 10 Brave

I'll just grab scorpio since that's the one im most familiar with.

Dark Archive

TarkXT wrote:

So rolling for fatih and brave now. The information you give doesnt exactly give any reference of scale other then high and low.

3d6 Faith

3d6 Brave

I'll just grab scorpio since that's the one im most familiar with.

You can take a 10 on faith if you want so you start ok ^^

TarkXT only SCORPIO

Spoiler:

AC October 23rd to November 21st; FC Scorpio 1st to Scorpio 30th
“The Fanatic”

Easily motivated and headstrong, Scorpios approach just about every situation in their day to day life with a strong sense of conviction. Once they become aware of their goal, they relentlessly pursue it with little regard for costs that might be incurred by doing so. Scorpions have long memories, and do not easily forgive or forget if they’ve been wronged. They tend to conceal their anger, so that when it finally does erupt, it is a full and furious rage.

Gain Brave anytime unrelentingly pursues a dangerous plan to completion; he or she gains +1 Brave. If your plan fails you -1 Brave.

Gain Faith whenever a Scorpio exacts revenge, or otherwise “rights a wrong” against him or herself; he or she gains +1 Faith. If you fail to do so -1 Faith.

Note: This doesn't force you to always have to take a dangerous plan or right a wrong someone made you it is only IF you attempt such actions.

Compatible with Pisces & Cancer. Non-compatible Aquarius & Leo. Best opposite sex/worst same sex Taurus

Compatible Zodiac signs give a +2 bonus on all rolls when working together or against each other. Neutral Zodiac signs give no special bonuses or penalties. Non-compatible zodiac signs give a –2 penalty on all rolls when working together or against each other. In the case of the worst and best compatible signs works Just as the compatible and non-compatible signs, but the bonus and penalty applied is increased to +4 or –4 respectably.


Okay dice, don't fail me now...

Faith: 4
Brave: 15

...Hm. All right then.

I'll use Virgo as a sign.


@Deiros:...that is strangely appropriate to the character I had in mind.

So how does starting gold and hp work?

Dark Archive

HP and gold start at maximum you are all level 2 for this campaign.

VIRGO overchill only ^^

Spoiler:

AC August 23rd to September 22nd; FC Virgo 1st to Virgo 30th
“Reason”

Quiet and soft-spoken, Virgos see more of the world around them then they let on. They are industrious, always working towards perfection, tends to make them susceptible to stress. They’re very critical of both themselves and those around them, even if they don’t mention it to anyone.

Gain Brave whenever a dangerous plan involving others work exactly as planned, seamlessly and successfully; he or she gains +1 Brave. If not you get -1 Brave.

Gain Faith when speaking up, pointing out critical flaws in a plan proposed by someone else, possibly preventing a catastrophic end; he or she gains +1 Faith. If not you get -1 Faith.

Note: Even tho this situation can occur you are not forced to take command or attempt to goad everyone to achieve your +something so just use it when you think you have a chance of success.

Now when the other are done picking their zodiac, I will give more information regarding the campaign we are going to play. I vote for War of the Beast that is set in Romanda.

I might DMNPC a character if asked to, to have a party of 5 since it is the optimum size to play all the campaigns.

Glad you liked your zodiac sign, zodiac sign are just an extra motivation to role character on certain ways not mandatory.


Deiros wrote:

HP and gold start at maximum you are all level 2 for this campaign.

Now when you say "maximum gold," does that mean maximum typical starting gold (e.g. 5d6 x10 -> 300), or the 1000 gold on the Wealth by Level chart?

Any guidelines or restrictions on traits? I remember seeing a rule somewhere that said two traits can be from the same category. Does that apply?

Though I hate to risk opening the debate, how do you prefer Vital Strike interacts with Spring Attack?

Dark Archive

overchill42 wrote:
Deiros wrote:

HP and gold start at maximum you are all level 2 for this campaign.

Now when you say "maximum gold," does that mean maximum typical starting gold (e.g. 5d6 x10 -> 300), or the 1000 gold on the Wealth by Level chart?

Any guidelines or restrictions on traits? I remember seeing a rule somewhere that said two traits can be from the same category. Does that apply?

Though I hate to risk opening the debate, how do you prefer Vital Strike interacts with Spring Attack?

I mean maximum starting gold not by level, my mistake ^^

Yes normal rules for traits apply only one of each category, I still have to give away the campaign traits and region traits for you to choose from and other tidbits regarding the area were the campaign is taking place ^^

SO its 2 traits (religions, combat, etc...) 2 campaign traits and 1 region trait.

I added more religious traits that are in line with this campaign but we will move to that part when the other ones finish doing fait+brave and zodiac sign.

overchill did you like your zodiac?


Thanks for clearing up the gold thing.

Yeah, Virgo is pretty good. Sounds a bit like me, actually, but I'm a Leo. Haha


Hm when you likened zodiac to alignment I got the wrong impression. I like it as you explained.

I know about the gunslinger guy, that is why I said I would avoid paladin (since he is dipping into paladin for his first level) probably heh.

First attempt at rolling dice on the forums:
Set One: 3d6 ⇒ (2, 4, 6) = 12
Set Two: 3d6 ⇒ (2, 6, 6) = 14

Not sure which I'll set to which yet, still deciding on the character.

I'll take Leo for my Zodiac sign please.


Aleron wrote:

Hm when you likened zodiac to alignment I got the wrong impression. I like it as you explained.

I know about the gunslinger guy, that is why I said I would avoid paladin (since he is dipping into paladin for his first level) probably heh.

First attempt at rolling dice on the forums:
Set One: 3d6
Set Two: 3d6

Not sure which I'll set to which yet, still deciding on the character.

I'll take Leo for my Zodiac sign please.

You got it backwards I'm dipping gunslinger and then going paladin the rest of the way.


Whoops, then yeah definitely passing on Paladin since we have one.

I do have a quick question, is there a specific pantheon I should be looking at or that is favoured for this campaign? I see one good option under both the Pharam and Glabados churches that fit the character I have in mind (Pharam slightly moreso), though sadly I know next to nothing about the prior option.

Also, what is the actual number for starting gold? I'm looking and want to make sure I have it right. Is it 1000 gp flat? *edit* After rereading I think I had this wrong and it is the maximized number for starting gold yes? (4d6x10=240 for cleric/templar)

Lastly, are archetypes allowed?


Leaning towards blue mage(druid) or summoner I think, had been looking at geomancer but it kinda looks broken. I'll go cancer (hoping I understand how compatibility work)

Roll 1:3d6 ⇒ (3, 6, 2) = 11(Brave)
Roll 2:3d6 ⇒ (4, 5, 5) = 14(Faith)

Dark Archive

LEO

Spoiler:

AC July 23rd to August 22nd; FC Leo 1st to Leo 30th
“The Hero”

Leos are natural born leaders, inclined to stand strong in the face of adversity. They tend to be proud, and always look to partake in the best things in life. They are loyal and open-minded, both trusting and trustworthy. Their trusting nature sometimes makes them gullible. Their natural inclination to see the best in things makes them poor judges of character. They tend to take any problem personally, and are often over-sensitive.

Gain Brave anytime courageously and successfully makes a stand against an overwhelming or superior force, defeating that force or causing it to withdraw/retreat; he or she gains +1 Bravery.

Gain Faith if implicitly trust a stranger, seeing the potential for good in them, for better or worse; he or she gains +1 Faith.

Note: Don't have to force your self to do them every time a chance presents itself.

CANCER

Spoiler:

AC June 21st to July 22nd; FC Cancer 1st to Cancer 30th
“The Child”

Full of energy and imagination, Cancers are governed by their emotion and intuition. Surprisingly, characters of the sign are often fonts of wisdom, and have something of a flair for dramatic. Unfortunately they sometimes tend to let their emotions rule themselves too much, and can sometimes be moody, or are often given to wallow in self-pity and suffer through bouts of insecurity.

Gain Brave when he or she can goad another individual into initiating a battle without first initiating battle themselves gains +1 Brave.

Gain Faith if a Cancer follows through on a self-made impulsive plan that places them in danger and the plan turns out to be successful; he or she then gains +1 Faith.

Will post the Pharam pantheon tomorrow since it is the one you will be using for the War of the beasts campaign and the Shiranai also.


Sweet! Leo is perfect for what I had in mind for the character.

If the Pharam pantheon is the same as what you posted in the other thread setting up I have a pretty good idea which I want to follow. Will double check it all works out in any case. Any more background, history, and the like would be hugely beneficial.

Thanks for the quick reply!

Liberty's Edge

If possible I'd be willing to play a Redmage (Arcane Duelist Bard or Magus?). I've been interested in you're discussions for a while.

Even though, I love War of Lions, I'm still partial to Tactics Advanced.

Regardless...have a great game/playtest.

As far as signs go....I'm partial to Scorpio.

adding die rolls for faith and brave...just incase I hit the sack before we talk.

Brave 3d6 ⇒ (6, 1, 4) = 11
Faith 3d6 ⇒ (5, 6, 5) = 16


Didn't realize there was a dice roller built into the boards. Sweet deal. I just did it on my desk. I'll go ahead and re-roll for consistency.

Faith: 3d6 ⇒ (6, 3, 2) = 11
Brave: 3d6 ⇒ (4, 5, 5) = 14

If we are using Hero Points, would it be okay if I took the Anti-Hero option?


Scorpio has been taken I believe...not sure if we can have the same signs though, will have to wait for Deiros to say or not.

Can you link me the anti-hero hero point option? Never heard of that (or point me toward the right place at least). *edit* Found it, nevermind. Took quite a bit of digging though!

Liberty's Edge

Hmm in that case Ares or Gemini.

Dark Archive

You are more than welcome to play one Gravefiller check scorpion sign I have already posted it for another player ^^

There is nothing wrong with taking the same sign if you still want it Gravefiller.

Sorry there Aleron forgot to mention were it was he! xD

No anti-hero options for this one ^^ sorry

So far we have:

Engineer/Paladin (TarkXT)
Red Mage (Gravefiller)
Blue Mage (ZenDragoon)
??????? (Aleron)
?????? (overchill)

The Exchange

this looks like it could be a lot of fun, did you already meet your player max? If so, I'd be happy to be an alternate.

Dark Archive

Zerombr wrote:
this looks like it could be a lot of fun, did you already meet your player max? If so, I'd be happy to be an alternate.

Is there such a thing nowadays like a player max?

Yer more than welcome to join the carnage er... fun!

remember to vote for a campaign that goes for you to Gravefiller, since now there is 2 more players and my vote is not needed unless there is a tie again ^^

After consulting with my evil blue book of NPC's and bestiary I will have to give you boys 30pt buy instead of 25 that is all, don't ask why it will be that good.


Deiros wrote:

You are more than welcome to play one Gravefiller check scorpion sign I have already posted it for another player ^^

There is nothing wrong with taking the same sign if you still want it Gravefiller.

Sorry there Aleron forgot to mention were it was he! xD

No anti-hero options for this one ^^ sorry

So far we have:

Engineer/Paladin (TarkXT)
Red Mage (Gravefiller)
Blue Mage (ZenDragoon)
??????? (Aleron)
?????? (overchill)

I'm going with Fighter, no archetypes.

Also: 30 point-buy and 6 players? Yikes. Hope my character is up to snuff.

Dark Archive

Pick a zodiac sign, roll faith and brave + pick a campign to play those that haven't done it yet.


Everything is good to go except the new traits and buying equipment.

Dark Archive

Well I shall continue then and wait for Zerombr to catch up with us.

Pharam Pantheon

Spoiler:

Pharam Pantheon/ Alignment Domains Weapons
Pharam “Mother of Creation” CG Knowledge, Magic, Artifice, Protection Warhammer
Umoth “The Forgotten” N Animal, Plant, Strength, Rune Unarmed Strike
Yulath “Master of the Sea & Sky” LG Air, Water, Weather, Travel Trident
Ortai “Ruler of the Earth” LE Earth, Darkness, Strength, Protection Earth Breaker
Faia “Lady of the Flame & Sun” NG Sun, Fire, Glory, Nobility, Good Longsword
Adest “The Spirit Lord” LN Repose, Death, Law, Knowledge Bastard Sword
Cirra “The Fallen” NE Trickery, Madness, Charm, Evil Dagger
Eijar “The Destroyer” CE Destruction, Chaos, Evil, Death Greataxe

Shiranai Shamanism

Spoiler:

The Shiranai Shamanism encompasses the belief that shamans are intermediaries or messengers between the human world and the spirit worlds. Shamans are said to treat ailments/illness by mending the soul. Alleviating traumas affecting the soul/spirit restores the physical body of the individual to balance and wholeness. The shaman also enters supernatural realms or dimensions to obtain solutions to problems afflicting the community. Shamans may visit other worlds/dimensions to bring guidance to misguided souls and to ameliorate illnesses of the human soul caused by foreign elements. The shaman operates primarily within the spiritual world, which in turn affects the human world. The restoration of balance results in the elimination of the ailment. Many shamans operate alone, although some take on an apprentice. Shamans can gather into associations were they dispute their rivalries and give rites of passage to their apprentices to become shamans themselves. All Shiranai Tribes have their own ancestor spirits and animal spirits that they feel a strong bond with, but they all share a certain amount of common heroes and greater spirits.

THIS is your kingdom common lore

Spoiler:
The kingdom of Romanda is divided in two, to the east are the Shiranai Tribes. The Lands of the Shiranai have no central government to speak of. Instead it is a series of smaller kingdoms united by their common heritage. Each of these smaller kingdoms is based around a single large town and led by a Chieftain. The Shiranai Chieftains are leaders of legend with each king being a powerful warrior equal to the mightiest heroes of any other land. To claim the title of Chieftain an applicant must defeat a creature worthy of respect in single combat. This incredibly difficult challenge ensures that only the mightiest warriors ever become Chieftains. The only other way to become a Chieftain is if you defeat in the current Chieftain in ritual combat. Within their domains the Shiranai have complete authority over their subjects. Conflicts between these small tribes are commonplace but are not usually settled with wars. The actual number of Shiranai Chieftains has varied over the centuries but at the moment consists of four.

The Kingdom of Romanda covers the western part of Romanda. Romanda is a nation that has suffered from a plague outbreak in recent times, decimating close to half the population forcing them to retreat from certain victory during the Fifty Year War. As a result, the Romandan army had to return to quell any uprisings and help to control the plague.

If someone wants more information like capital cities or important landmarks I will give them out no problem.

Typical romandan people appearance

Spoiler:

Romanda: Romandans are of strong built, tall, fair-skinned folk with eyes of blue or steely gray. Those who dwell among the south are largely fair-haired, with blond hair predominating over red and light brown. Those who dwell on the east part are more prone to raven-black hair.

Campaign Traits

Spoiler:

Ancient Nobility: You come from an aristocratic family, though your family has long since lost any power or prestige it once had. You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp your “birthright,” such as it is.

Aspiring Knight: Your family has a long tradition of service in the Knightly Orders, and your strict upbringing and training have given you a forceful aura of command. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

Artifact Hunter: You know the legends of Ikkoku and the places where great treasures were rumored to have fallen. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (history) checks, and one of them is always a class skill for you.

Bastard: One of your parents was a member of one of the great families of Ikkoku, perhaps even of the line of Raithwall itself. Yet you have no substantive proof of your nobility, and you’ve learned that claiming nobility without evidence makes you as good as a liar. You take a –1 penalty on all Charisma-based skill checks made when dealing with members of your kingdom nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality.

Brigand: You dedicated your life to thievery since you had no other means to make a living or it was simply something that came easy for you. For whatever reason you to start a new life, run away from a problem you had or simple faith to correct your wrong doings. You start the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus to Bluff, Diplomacy, Intimidate and Sense Motive checks when dealing with brigands, thieves, bandits and their ilk.

Caravan Guard: You are accustomed to the traveler’s life as a caravan guard, but the job while it paid well, gave you little chance to scratch the adventuring itch. You gain a +1 trait bonus on Survival checks, and Survival becomes a class skill for you.

Chivalrous: You were raised on tales of heroic knights and benevolent wizards from the Kingdom Golden Age, and try to emulate their great deeds. You gain a +1 trait bonus on Diplomacy and Knowledge (history) checks.
Deceptive: You see through deception and lies since you know them all too well. You gain a +1 trait bonus on opposed checks against the Bluff and Disguise skills and a +1 trait bonus on Bluff and Disguise skills.

Historian: Your parents were scholars of history, whether genealogists of your own family tree, sages on the subject of ancient empires, or simply hobbyists with a deep and abiding love for the past. You gain a +1 trait bonus on Knowledge (history) checks and bardic knowledge checks, and Knowledge (history) is always a class skill for you.

Ikkoku Noble: You are a scion of one of the warring noble houses of your kingdom, and are well versed in maneuvering though the cutthroat world of politics. You gain a +1 trait bonus on Knowledge (nobility) and Sense Motive checks, and start with an extra 100 gp as it’s natural to have more than the common ravel.

Knightly Order Ancestry: At least one of your parents was a Knight, and you see the orders as the embodiment of virtue. You gain a +2 trait bonus on Diplomacy checks to influence the chosen Knightly Order and a +2 trait bonus on Intimidate checks to influence enemies of the Knightly Order.

Machine Trader: Your time among the engineers in a Machine City has led to an extensive knowledge of engineer and ready connections in the trade. You gain a +2 trait bonus on all Craft (Firearms) checks.

Magic Academy Graduate: You graduated from one of the justly famous magic academies, and the rigorous program of study has honed your mind. You gain a +2 trait bonus on concentration checks when casting arcane spells. If you choose this trait you cannot be a magic academy student.

Magic Academy Student: You studied under one of the masters of the Magic Academy. You gain a +1 trait bonus on Knowledge (Arcana) checks and a +1 trait bonus on Spellcraft checks to recognize spells. If you choose this trait you cannot be a magic academy graduate.

Master’s Demeanor: As a proud Nobleborn, you are confident that members of inferior birth will obey you, quickly. You gain a +3 trait bonus on Intimidate checks against low-born or commoners.

Merchant: You grew up among the market stalls of the greatest trading post in the entire world, and can almost smell the value of an item before you touch it. You gain a +1 trait bonus to Appraise checks, and Appraise is always a class skill for you.

Military Academy Student: You studied under one of the masters of the Military Academy School. You gain a +1 trait bonus on Knowledge (History) checks and a +1 trait bonus on Intimidate, Ride, or Survival checks. Knowledge History is always considered a Class Skill for you. If you choose this trait you cannot be a Military academy graduate.

Military Academy Graduate: You graduated from one of the justly famous military academies, and the rigorous program of martial study has honed your body. You gain a +2 trait bonus to resist one combat maneuver (Sunder, Grapple, etc…). If you choose this trait you cannot be a Military academy student.

Pioneer: You are a survivor and able to take on the challenges of nature to find what you are searching for, be it your ancestral homeland, fertile lands or some other thing. You gain a +1 trait bonus on Survival and Knowledge (Nature). Survival or Knowledge (Nature) is always a Class Skill for you.

New religion traits

Spoiler:

Church Influence: Your family boasts ties that may go as far as the “Unification War” and much deeper. You gain a +2 trait bonus on Diplomacy checks when dealing with the Church.

Divine Warrior: From an early age, you were trained by militaristic order of the church. You are devoted both to the teachings and to spreading those teachings by force. Your divine spells gain a +1 trait bonus to melee weapon damage.

Holy Schemer: You are well versed in the arts of misdirection, plotting and intrigue, and you know how to recognize them when used against you. You earn a +1 trait bonus on Sense Motive, and it becomes a class skill for you.

Purity of Faith: Your soul is clean, and you are deeply committed to fulfilling your duties to the church. You take +1 trait bonus on all Will saves and a +1 bonus on all saving throws made against spells and effects originating from worshipers of other faiths.

Strength of Faith: Having anchored yourself in your faith and your knowledge of yourself, you make it difficult for others to dominate you. You gain a +1 trait bonus on saves against charms and compulsions, and the DC of any attempts to use the Intimidate skill on you increases by +1.

Kingdom Traits

Spoiler:

Romanda Kingdom Traits:

Glory of Old: In your veins flows the blood of heroes of old. You receive a +1 trait bonus on saving throws against spells and spell-like abilities.

Romandan War Chanter: You were trained by the keepers of the oral tradition of Romanda, studying the aspect of war. You gain a +1 trait bonus on Knowledge checks related to romandan history, construction, and so on) and a +1 trait bonus on Fortitude saves in any round in which you use bardic performance ability. You cannot pick any Shiranai traits if you pick this trait.

Romandan Warrior: You tower above most other humans and possess a physique of hard, corded muscle. You gain a +1 trait bonus on Intimidate checks and a +1 trait bonus on your CMB because of your great size. You must be at least 6 feet tall. You cannot pick any Shiranai traits if you pick this trait.

Shiranai Traits:

Frostborn: Long nights in the frigid winters of the north have inured you to cold. You gain a +4 trait bonus on any savings throws made to resist the effects of cold environments, as well as a +1 trait bonus on all saving throws against cold effects.

Shiranai Hunter: The wild places are your home, and provide everything you need to be happy. You gain a +1 trait bonus on all Survival checks, and it becomes a class skill for you. You cannot pick any Romandan traits if you pick this trait.

Shiranai Tribesman: You were born or adopted into a Shiranai tribe. Choose one of the following skills: Climb, Survival, or Swim. You gain a +1 trait bonus on this skill, and it is always a class skill for you. You cannot pick any Romandan traits if you pick this trait.


No worries, my mistake. Bit busy but will go through this all in more depth later.

Going to play a LG Templar (Cleric) of Adest (reminds me a bit of Kelemvor unless I miss my guess) with the domains of law (can I use the subdomain of archon?) and repose. If I understand right we are Romandan or Shiranai? The Pharam pantheon belongs to which/both? Sorry just trying to get this all straight in my head while working on the character.

I see a ton of info on the Shiranai but much less on the Romandan kingdom itself.

Great stuff so far! Looks like it will be very fun.

Dark Archive

Little extra on the kingdom then:

Spoiler:

This region mostly consists of the vast woodlands and a mountain range that serves as a wall against the frozen north. Once a race predominately made up of hunters, called the elves live here and had high value for their ties to the forest by protecting it even though the thick foliage leaves them vulnerable to sneak attacks by enemies who lurk in its shadows. Now this tradition is well kept for the reasons of survival more than love of nature and respect or fear for the forest inhabitants.

When the Romanda was at its peak, the knights would lead patrols through the trees, maintaining peace throughout the land. But now, the weakening wolf of Romanda no longer has the power to assure the safety of those who travel through the forest.

IF you want to read the history of HOW Romanda came to be

Spoiler:

Ordallia and Romanda, both newborns struggling to find their place, stumbled and crawled along their way to establishing their kingdoms. The Romandans suffered similar problems in their first years, but had a better source of construction material as many of the boats used to flee Ivalice were taken apart in order to build new homes. As the Romandans expanded into several small towns over the following fourteen years, the Shiranai Tribes discovered that the invaders who had stolen their homeland from their ancestors had arrived upon their land. This came to the attention to the Romandans in 172AA when explorers sent out to seek hospitable areas for future expansion were not returning.

On December 3rd of that year, the town of Songbird was assaulted by a war party of three hundred mounted Shiranai warriors. The fighting was brutal for both sides, but the Shiranai were definitely defeated. Of the three hundred warriors, only thirty of them had survived and several died later of their wounds. The behavior of the defeated warriors puzzled the Romandans as they did not speak the Ikkoku language and the once frenzied warriors had become rather docile in captivity. The task of deciphering their language was given to the Pharam Clergy, who was able in time to do so with some success as well as teach the Shiranai the Ikkoku language.
As the attacks by the Shiranai became larger and more desperate for both sides, the King and the Clergy came up with a desperate plot- several of the priests that had become proficient as speaking would be allowed to be captured. Until this point, none of Romandans had been captured alive and this offered them a chance, however bleak, of a peace settlement. The plan worked, to a degree, and has inspired some of the Romanda's most interesting stories. In almost all the cases, the Shiranai were extremely spooked to see an invader speaking their language with a degree of fluency. Some were slain outright while the sly one can be thanked for Romanda's continued existence. The most two famous stories involve Mikhail Penchenkin, Hadrian Levitsky, and Freya Abelev. Mikhail was nearly skewered by his captors until he brought his talents as a Black Mage to their forefront. Wreathed in flames and turning their spears into cinders, Mikhail tricked the tribe into believing he was an earthly incarnation of Faia, the Shiranai God of Fire. Mikhail would later marry a chieftain’s daughter and become Chieftain of their tribe. Hadrian managed to duck and dance around his attackers to a degree that it amused his captors to keep alive. In a series of jokes and schemes that have endured centuries later, Hadrian is praised by many Shiranai boys for teaching them tricks that had been previously unknown. Reduced to a slave by the standards of the Shiranai, he would accomplish every feat put in front of him.

But the most important Romandan-Shiranai development came from Freya, a young priestess captured by a young son of a Shiranai chieftain Hasim. Married to her captor through Shiranai rites, she was forced to do choirs for her husband. Secretly among the other women of the tribe, she made them aware of her ability to speak their language as well as her abilities as a White Mage. Once, as the story goes, Freya was summoned to help with a pregnant woman who was having a difficult birth. The mother and child may have both died had Freya not intervened and put her magic to good use. Although some had been scared to see this in effect, the fact that both child and mother were healthy put Freya in their good graces. The story of Freya also has its amusing parts as neither she nor her husband got along very well. Never satisfied with her work, Hasim would frequently insult her using the Shiranai language and she would counter him in Ikkoku. In one particularly hot argument, he slapped her and she introduced several new forms of profanity and insults to the Shiranai language. From there, their relationship took a softer tone. Three months later, she found to her surprise that she carried Hasim's first child. The women of the tribe were even more surprised and the Chieftain even more so. It seems that Hasim was specifically told by his father to use the foreigner only as a slave and not to impregnate her. The Chieftain order Hasim to kill her and refuses as the other women of tribe come to Freya's defense. Enraged, the Chieftain challenged his son to a duel for the chief hood of the Tribe and the two fought the Shiranai style with spears. In the end, Hasim became the tribe's chief at the expense of his father's life. With these developments, many of the Shiranai Tribes begin to wonder if their attacks were necessary. Some argued that the invaders could be reasoned with -- that both sides could prosper. Others felt that their ancestors had been merciful (daresay, weak) and in turn had been forced from their own homelands. In the end, the coalition that held together the numerous tribes together broke apart. Most of the warriors returned to their homes further north, but one tribe, the Black Wind, would not be deterred. A thousand warriors strong, they attacked the town of Songbird with a fury not seen by many Romandans since. The town's ravaged defenses would have been torn apart by the Black Wind had it not been for the Silver Wolves Tribe, led by Freya's husband Hassim, had come to the town's defense. With the looming threat of losing the remains of their kingdom, the Romandans were given the room to expand without immediate retaliation by the Shiranai. The war with the Shiranai Tribes would not be the first as many other attempts to destroy the Romandans, but the future attempts would be easily defeated by the increasingly well defended Romandan towns and cities. Regardless, the Shiranai culture has had a large effect upon the development of Romanda. Inter-marriage between the former residents of Fovoham and the Shiranai historically is not uncommon and the entry of a full-blood Shiranai into a family even in modern times is considered a good sign. Physical strength is highly thought of among the Shiranai and the Romandans have adopted this trait to an extent. Romandan nobles or celebrities that are physically, mentally, or spiritually strong are more likely to be popular among the citizens.

Basically Shiranai and romandans coexists with each other respecting their customs and laws (to each hi own) but come as one when it comes to war and serving the country.

Yes you may take the subdomain if it is for character fluff reasons not for mechanical ones to boost, I love characters that keep their fluff about them in what feats/powers they choose instead of the more super specialized/optimized ones but that is just me.

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