Champions of the Era

Game Master Mr. Nomington

The rough tundra covers much of the land. A cloudy sky hangs over a gloomy landscape. A soft wind that tickles the grass graces your neck as you make your way just over a rise. On the other side lies a small farming hamlet, the would be perfect place for a nights rest after a long treck on this unforgiving earth. You remember your own home and as you play the scene of it in your head, screams are heard within the town. As you look up past the houses you see a group of 3 brigands closing in on the hamlet, "A champion of the era... protecting sheep and cattle." you think sarcastically to yourself as you draw your weapon while watching a farmer try and spear a brigand with a pitchfork, but clearly struggling. "Alright boys!" You shout aloud to the others behind you. "Our brothers started early!" You finish as your group of brigands begin to charge down the hill.



Character concepts using E6 format, Using a tweaked Elite ability score system.

Races: Human

Starting Classes are:

Commoner: 20gp, Peasant outfit, 1 simple weapon
Aristocrat: 50gp, Courtiers outfit, 2 simple weapons or 1 martial weapon
Warrior: 30gp, Travelers outfit, 1 simple weapon, 1 martial weapon
Expert: 40gp, any outfit of 10gp or less, 1 simple weapon or 1 martial weapon

Classes available upon leveling:

Fighter
Rogue
Ranger (Skirmisher)
Swashbuckler
Brawler
Slayer
Cavalier

Some arctypes may not be accessible due to being un thematic. Pease consult me on such matters.

There are also hidden classes and or hidden abilities the players may choose from should a particular situation arise.


I have also made a new class called the Eldritch. By the name you can probably guess that this is the caster class. However magic in CotE works much differently, the effects of the spells are still the same however casting time and how you cast are greatly different. All casting requires a focus of some form. Your hand and weapons can be used, but you run the risk of... well not having it if you screw up... That is why casting is primarily done with Wands, Rods, and Staves.

These items are not magical, they are simply (most often) masterfully crafted items that can focus the magic available in the world. These focuses or foci, are almost exclusively made out of wood, with the exceptions of the heads of rods or staves which generally have a gem or jewel set on its casting end. The straighter the grain and higher quality the wood, the better the foci.

When casting a spell, a number of Eldritch Symbols appear parallel to each other, perpendicular to the point of your foci equal to the spell level +1. This is and unfortunate give away of the power of spell you are casting. This also represents the minimum number of rounds it will take to cast a spell. You are allowed a number of failures equal to half the number of symbols that first appear at the time of casting rounded down. Upon meeting the DC of the spell a symbol shifts and morphs to a clearer brighter symbol before combining with your foci.

Wands are for spell levels 0-1, rods are for 0-2, and staves are for 1-3. Casting spells outside of a foci's spell zone will give a penalty to your roll. Failing to cast a spell results in the spell fizzling out with no side affects, causing harm to the caster, or unwanted effects. When casting, you roll 1d20+ your int score+any bonus or penalty the foci you are using bestows. Compare this number to a DC of 20+5 times the level of the spell. Rolling a 1 is a automatic failed roll even if you would still meet the DC. On a natural 20. A auto success on that symbol occurs, if it was the last symbol to mold when the natural 20 was made, the spell becomes stronger. (Exact effects are determined by GM)

Alternatively a Eldritch may create a Eldritch symbol upon the ground that is roughly a meter wide per spell level. This circle requires a succesful (Craft: Eldritch Ritual Circle) check, the DC is 5 times the spell level. Generally used for spell levels above 3. They take a hour and 500gp per spell level to craft. Though in doing so, you may reduce the DC of the spell you would cast whilst standing in it by 2 per spell level. Even with this it may prove difficult to cast without aid from other Eldritch's chanting the spell incantation from the edge of the circle. (Aid another action DC equals half (rounded up) of the original unmodified DC.) The exact specifications of the Eldritch Ritual Circle depend on the spell being cast. Two different spells cannot be cast on the same circle and if the Eldritch wants to cast the spell again. Another hour must be spent to replenish and re-prepare the circle.

More to come soon hopefully. :)


Houses, Factions, Tribes, Societies

Houses:

There are 6 Main noble houses that rule over the main six cities. Many other noble houses exist and may very well be trying to seek power.

The House of ÁSBJORN: Sigil is of a Golden Bear Head (Con). This noble house is located in the Northern city of Urs and are known for their armor smithing. The Ursidae people as they are called are a hardy folk with strong backs and stronger women. In fact the city is ran by such a woman. Jarl Gerda Ásbjorn. Not the prettiest of the noble women, but certainly the last any man would ever slight. Her Great Grandmother wrestled a Golden Blond Bear the size of a small carriage to death when she was pregnant with her only son. It is said the spirit of the bear now watches over the family line as repentance.

The House of EYVINDR: Sigil is of a Bronze Ship at Sea (Int). This noble house is located on the Bronze Isles who's people excel as Master Shipwrights and Sailors. The bronze tanned skin of its people are a instant give away of their island heritage, for they have a tropical climate. Though 20 or so islands make up the Bronze Isles, every noble owned island looks to Jarl Mual Eyvindr for guidance. For the old sage has poured countless years into his library, which doubles as his estate. Seeking long lost or forgotten texts, it is customary to gift the Jarl with a book or some form of text to seek audience with him.

The House of ÍVARR: Sigil is of A Black Bow & Arrow (Dex). This noble house is located to the far West in the city of Darkwall. Surrounded by swampy forests. The black waters of the surrounding swamp have stained the walls of this city a dark greenish black, hence the name. Though the surrounding swampy trees have absorbed some type of nutrients from the swamp and make them tough yet flexible. It's no wonder the city of Darkwall uses such wood for bowcrafting. They are masters at the craft. Jarl Narzel Ívar holds the city of Darkwall, though rumors have spread recently, that he par takes in other matters that seem, uncouth with house Randolfr who they trade commonly with.

The House of RANDOLFR: Sigil is of a White and Black Wolf Head (Wis). This noble house presides over the city/fort known as Fort Wolf. This relatively new city was built no more than 30 years ago during the Berzerker War. The fort is in a strategic location and soon after the wars ended the ruler of the fort during the wars was named Jarl to commemorate his bravery by unanimous decision. Jarl Kovlack Rondolfr now aged past his prime but still a better fighter than most other Jarls; now spends most of his days in the court yard inspecting every shield that is to be sold to another house. If he disproves of a shield he gets rid of it. Needless to say not many reach his standards. Those that do however, are highly prized and sought after. Many are usually bought by the noble house Ívar.

The House of TRYGGR: Sigil is of Two Hands Interlocked in a Handshake (Cha). This noble House resides in the trade city of Karsiesly. The city is a central trading hub of all surrounding cities and is also know for its Cerberus Pit where all future Cerberus's must win 3 matches to prove their combat prowess. A culturally and literal rich city, Karsiesly is also home to the most crime and underground market trades and forbidden alchemy markets in all the realm. It is said even the ruler of the city, Jarl Geed Tryggr gained his power though deception, money, alchemy and blood. But since he took over some 7 years ago, crime seemed to recede for the most part.

The House of VOLUNDR: Sigil is of a Sword, Axe and Spear all criss-crossing (Str). The noble family that holds this city also holds almost all the weapon market. Every house can smith their own weapons, but the craftsmanship and the master smiths who make the weapon here must know some secret in forging such masterful weapons. Almost every weapon produced from the city is given a name after its construction by Jarl Vedeirn Volundr. The only weapons not named by him are ones he gives away as gifts, letting the first man or woman to draw it in battle have the honor. Though Vedeirn is highly respected among the nobles; their are rumors he is just a coward with a false sense of security.

Factions:

Tribes:

There are 3 Main Beserker/Barbarian Tribes. Many smaller tribes exist but don't appear as much as the following 3.

The Tribe of ÓÐINN: In the past this tribe of people of 1000 strong were traded with. And fought along side the other houses to push back other tribes that would encroach on thier land. However the expanding of settlments over the course of 20 or so years have made relations with them almost non-existant. However, they are still the only tribe willing to trade with settlers.

The ORMR: A ritualistic tribe of 2000 strong. Scaring, sacrificing and martyring themselves for thier beleifs in their serpent god JÖRMUNGANDR. These people, if left to thier own devices would surly cause great turmoil acrossed the land. A boy or girl wishing to reach adulthood, must undergo a ritual in which their tongue is split, hair burnt off by a special acid and then undergo a 10 hour long tattooing ceremony. That inlays scales with the same, but more potent form of the acid, from the base of the chin up and over the head and down the back.

The FENRISÚLFUR: Overly large men and women make up this tribe, most never standing below 6 feet tall. Only 300 strong. They wear the tanned hides of the stongest creatures they have personally defeated. Wearing it as a cape and cowl. Usually these hides consists of wolves due to the tribes coming of age ceremony. However the most prized and prestigeous capes and cowls arent from wild animals. Killing and wearing the skin of a Cerberus, this is what truly will strike fear and respect in the hearts of men.

You may discuss character ideas and concepts, but don't set things in stone or get to attached to a character idea. Things are ever changing things and character creation is gonna be a custom rp session. :)


Dot.


Eldritch's have no Spellbook or similar script holding spells. Instead a Eldritch has a number of spells know equal to there int modifier + their level, this represents the complexity of their own minds. You choose 1 new spell every level gained. These spells are drawn from the Sorcerer/Wizard as well as the Magus spell list. You are not restricted on the level of spells you know. But choosing to cast a level 3 fireball spell at 1st level results in a 1d6 fireball at a unmodified DC of 35 if you do actually have a staff to cast such a spell. You may also make custom spells, or attempt to cast spells you don't know but have observed being cast. The DC for such spells increases by 3 per spell level. (GM gets final say on parameters of custom spells) Should you gain temporary int, no changes of spells known are made. Gaining int through stat boost through leveling however, acts as if the character receives a epiphany of knowledge that was just out of his reach before hand.

A Eldritch can cast their int modifier + their Eldritch level in spell levels per day. 0 level spells count as 1/2 spell levels. She must also rest 8 hours per day in order to regain the ability to cast. Any left over spell levels not cast are reset after resting the required time. If sufficient rest was not obtained. The Eldritch's spell levels don't reset and stay as they are.

Also I forgot to mention you need to make a number of successes of the DC of casting a spell equal to the number of rings that appear when casting the spell. If that wasn't already implied. :)

They're are also spells that cannot be cast, simply because they are un thematic, or the material components simply don't exist in this world therefore their concept doesn't exist, such as the spell infernal healing, there are no devils to give blood and there is no unholy water. Blessed by evil priest sure... still just stagnant water. *thumbs up*

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