K01 (Kingdoms of the Seven Continents) (Inactive)

Game Master stardust

The Continent of Flangrica
Kingdoms of Flangrica


The Continent of Flangrica
Kingdoms of Flangrica
Domains of Wizardry

Cast of Characters

Torcan Starcloak:

Torcan Starcloak
Male elf cavalier 2 / summoner 1
CG Medium humanoid (elf)
Init +2; Senses low-light vision, Perception +1
-----DEFENSES-----
AC 21; touch 13; flat-footed 18
hp 23 (2d10+1d8-3)
Fort +3; Ref +5; Will +1 (+2 vs. enchantments)
Immune sleep
-----OFFENSE-----
Speed 40 ft.
Melee fire-and-frost-forged steel longsword +6 (1d8+3, crit. 20/x2)
Ranged mwk composite (+2) longbow +6 (1d8+4, crit. 20/x2)
Spell Like Abilities (CL 1st, concentration +2)
4/day - Summon Monster I (1 min duration)
Special Attacks Challenge, Life Link, Summon Monster I
-----STATISTICS-----
Str 18, Dex 14, Con 8, Int 14, Wis 8, Cha 12
Base Atk +2; CMB +6; CMD 18
Feats Power Attack, Cleave
Skills ???
Languages Common, Elven, +2
Traits ??? (2 total)
SQ low-light vision, weapon familiarity, keen senses, elven magic, elven immunities
Gear fire-and-frost-forged steel longsword (1445 gp), composite (+2) longbow (336 gp), breastplate (224 gp), heavy wooden shield (8 gp), fishing kit (6 sp), cavaliers kit (26 gp),
blue book (6 gp), book of letters (56 gp), gear maintenance kit (6 gp), common gamblers kit (84 gp), decorated hip-flask (1 gp), journal (11 gp), inkpen (3) (3 sp), ink bottles (2) (18 gp),
string (100 ft.) (2 cp), shaving kit, shovel (2 gp), signet ring (6 gp), mug (2 cp),
banner, bandolier (6 sp), portable alchemists laboratory (84 gp)
-----FEATS AND SPECIAL ABILITIES-----
Aid Allies (Ex) Whenever Torcan aids another as an action, the bonus granted is +3 instead of +2.
Challenge (Ex) Once per day, Torcan can challenge a foe to combat, as a swift action, choosing one target in sight. Melee attacks against this
opponent have +2 damage, but Torcan has a -2 on AC until his opponent is disabled or combat ends. As a member of the Order of the Dragon, Torcan also
attacks his opponent at +1 to hit.
Cleave (Feat) As a standard action, Torcan can make a single attack with his full base attack bonus on a foe within reach. If this hits, he deals
damage normally and can make an additional attack against a foe that is adjacent to the original target.
Life Link (Ex) Whenever Torcan's eidolon takes enough damage to send it back to its home plane, Torcan can sacrifice his own hitpoints to prevent
the same amount of damage to the eidolon.
Mount (Ex) Torcan has a mount as an animal companion, as the druid's ability.
Power Attack (Feat) Torcan may take -1 to hit when making a melee attack, and inflict an additional +2 damage instead.
Summon Monster I (Sp) Torcan may summon a monster as a spelllike ability, up to four times a day, as the spell summon monster I. The duration is one minute per caster level,
instead of one round per caster level.
Tactician (Ex) Torcan gains a teamwork feat as a bonus feat. As a standard action, he can grant this feat to all allies within 30 feet who can see and hear him. Allies retain
this bonus feat for 4 rounds.

Minor Characters
Lord Havellin
Paleira

You stand before the doors leading to the great Assembly Chamber of the Consel of Regents, the imperial senate of the Lin~Sharel empire (known also as Luna Silver colloquially and though it is frowned upon by the governors of Lin~Sharel, also as the Silver Empire) On either side of the doors, the great banners of Lin~Sharel wave boldly, one white, one black, both with an artisan's beautiful rendition of a round silver shield with sapphire, emerald, ruby, citrine, and a diamond in the center.

You notice there are others standing outside the Assembly Chamber as well, and that they have likely also been summoned. Why, however, is anyone's guess.

Character Creation Guidelines
1) All characters start at 3rd level, unless using an exotic character race, then you start as a 1st level character. Hitpoints are max at 1st level, and rolled or averaged at each other level. (If you roll for hitpoints, you must take the roll, and may NOT reroll if you roll low for hitdice.)
2) Ability Scores. The focus/foible method from Way of the Wicked is recommended and preferred: Choose a Focus, an ability score at which you excel. You receive an 18 in that score. Choose a Foible, an ability score that is your weakness. You receive an 8 in that score. The other four, roll 1d10+7 four times in order. There are no rerolls or moving of ability scores. If you don't like the result of this method, use the 25-point buy.
3) Races: The common races of Flangrica are elves, half-elves, humans, and samsaran. The grippli and daylord goblins are uncommon races. Exotic races are lesser satyr (modified, original 3.5) and boggard. Other options are available, but exotic and rare. PM if you want to play some other race, and we'll discuss it. There is a kingdom of dark elves, but they are generally not allowed in the Silver Empire.
4) Most classes will be allowed except gunslinger. Monks have special rules as there are only a few kingdoms of Flangrica where hand to hand martial arts are taught. Some other classes have special rules (the wizard and druid for example).
5) I would prefer a non-evil alignment. (It makes things much easier to DM), but if you must play evil, that option is available to you.
6) Two traits, one of which may be regional)
7) Max starting money plus 1d20% (Coin flows easily in the Silver Empire). Cost of equipment, however, is higher by 2d10 ⇒ (5, 7) = 12%, due to coin inflation. Further away from the capital, the cost of equipment only has 1d10 ⇒ 7% increased price.
8) Trevailaura, the capital of Lin~Sharel will be the starting location, so initial back-story should have the characters being born or finding their way there.
9) I like stories about normal well-meaning folks who get thrust into the business of being heroes or are bored with their routine and seek adventure. If your backstory is something like 'Dingus is a shadowy character born in a dark place full of dark deeds. He had to kill or be killed as evidenced by his black clothes, numerous daggers, nasty scars and cold scowl.' I'll assume your character is a sociopath and NPCs might think so too. If that's the case, be prepared to be treated accordingly.
10) I'm looking for four or five players (possibly 6 if there's enough interest).

Schools of Wizardry Rules for the Schools of Wizardry as Domain Wizards are posted HERE. Please note the Unbent Magic rule below.

High Wizardry: (Requires Intelligence 16). This is the Wizardry of manipulating directly pure magical forces, without channeling it into an elemental or energetic form. Understanding such complex rhythms and patterns makes High Wizards slightly more intelligent than other Wizards. High Wizardry opposes Dark Wizardry.

Dark Wizardry: Dark Wizards channel raw, unrefined magical forces, often using blood to do so. Dark Wizards can cast some spells (with blood) even if they do not have the intelligence to cast them. This has a tendency to corrupt magic and curses the land. Dark Wizardry opposes High Wizardry.

Amber magic

The Lore of Beasts is the most feral of sorceries. It is the magic of animals and primal savagery. It is based on manipulation of Ghur, the Brown Wind of Magic. Wizards of this lore are known as Amber Wizards and they cleave to the wild places that are the source of their strength. As they gain in power, Amber Wizards grow ever more aloof and restless with human society - their thickly sprouting hair, ragged nails and pointed teeth mirroring the wild nature of their souls

Amethyst magic

The Lore of Death is the magic of mortality, endings, and the passage of time. It is based on manipulation of Shyish, the Purple Wind of Magic. Wizards of this lore are known as Amethyst Wizards and they are rightly farced. While often conflated with Necromancers, Amethyst Wizards are quite distinct. They embrace the natural ending of all things, whereas Necromancers seek to conquer death with the darkest of magics. As they grow in power, Amethyst Wizards grow more silent, though not grim. The breath of the grave follows them, and even the fattest turns to lean; however they retain a wicked wit and respect for life.

Bright magic

The Lore of Fire, or Pyromancy as it is sometimes known, is the most aggressive school of magic. It is based on manipulation of Aqshy, the Red Wind of Magic. Wizards of this lore are known as Bright Wizards and are frequently found on the battlefield, since they command an array of impressively destructive spells. As they grow in power, Bright Wizards grow ever more quick tempered and hyperactive. Their hair and eyebrows turn to flaming red and flicker in an unseen breeze. They are quick to take offense, and quick to feel the cold. Bright Wizards often take on facial tattoos as they progress in ability.

Celestial magic

The Lore of the Heavens is the magic of the sky and stars, of portents, fate, and the movement of heavenly bodies. More commonly known as Astromancy, it is based on manipulation of Azyr, the Blue Wind of Magic. Wizards of this lore are known as Celestial Wizards and they are famed oracles, diviners, and masters of the skies and stars.

As they grow in power, Celestial Wizards grow ever more unearthly and dreamlike. Heir eyes turn to a glowing blue, and their hair tends towards white. Full of slow, graceful movements, Celestial Wizards seldom hurry anywhere.

Jade magic (Requires Wisdom 10)

The Lore of Life is the magic of nature, the growing earth, and the seasons. It is based on manipulation of Ghyran, the Green Wind of Magic. Wizards of this lore are known as Jade Wizards and they are most at home in the countryside. They visit cities when they must, but prefer to be surrounded by the majesty and power of the wild.

Powerful Jade Wizards go barefoot, that they might be in constant contact with the earth. As they progress in their Order they take on aspects of the seasons, growing fired in Winter, somber in Autumn, excited in Spring and vibrant in Summer. Their hair and fingernails grow very fast, and they seldom suffer from illness.

Many Life spells require natural earth to function. This means the areas specified must consist of dirt or even mud and can't be covered with wood, stone, flooring, cobbling, etc. Essentially, such spells can't be cast inside buildings unless they have dirt floors.

Light magic (Requires Wisdom 10)

The Lore of Light is the magic of physical and mental illumination. Based on manipulation of Hysh, the White Wind of Magic, this lore is about truth, wisdom, radiant power, and life-giving energy. Wizards of this lore are known as Light Wizards and they are wise philosophers, potent healers, and fearless banishers of the undead and evil outsiders.

As these Wizards grow in power, they tend towards dry intellectualism and wit, rather than humor. The color leeches out of their skin and hair, growing lighter ant semi-transparent in some cases, whilst the eyes tend towards whiteness or a golden luminescence. Most spend their spare time reading or in solemn contemplation.

Gold Magic

The Lore of Metal is the magic of transmutation, logic, applied knowledge, empirical investigation and experimentation. More commonly known as alchemy, it is based on manipulation of Chamon, the Yellow Wind of Magic. Wizards of this lore are known as Gold Wizards or Alchemists and they are amongst the most learned folk of the Empire. Alchemists make frequent use of ritual magic and their most legendary transmutations are spells of this type. As they grow in power, Gold Wizards become more conservative in their attitudes, preferring to deal with tangible, pragmatic, measurable things, rather than fancy new ideas.

Mirroring this consolidation, their bodies grow ever slower and stiffer, the joints seizing and the skin growing thick and calloused with a goldish hue. Many elder Wizards resort to contraptions to get their frozen bodies about.

Grey Magic

The Lore of Shadow is the magic of concealment, illusion, confusion, and occasionally unseen death. It is based on manipulation of Ulgu, the Grey Wind of Magic. Wizards of this lore are known as Grey Wizards and they are an enigmatic lot. They are so cloaked in deception that their true feelings and agendas are rarely known. Grey Wizards are sometimes known as illusionists or trickster Wizards. As Grey Wizards grow in power, they take on an enigmatic presence and a wolfish look to them. With long wiry grey hair and a lean, light-footed stance they begin to seem almost roguish, but for their storm grey eyes. Even with these distinctive features, folk find it hard to describe a powerful Shadow Wizard, as their faces seem to grow vague and indistinct. Some claim they subtly change to fit their surroundings, but this seems too far-fetched.

Universal Planar Rules
These rules apply across the plane (All Seven Continents), for good or ill.

Unbent Magic The spells that are learned by arcane spell casters who prepare their spells from spellbooks face a difficulty on this plane that other arcane spellcasters do not. Magic does not bend easily to compliance on paper. As a result of this rule, arcane scrolls and the recording of spells in spellbooks have double their normal costs. Such spells also use double the number of pages required. The blood of intelligent mortal humanoids can be used to scribe scrolls of Dark Magic (or record spells in spellbooks) at normal cost and normal page requirements. Qhaysh crystal powders can be used to scribe scrolls of High Magic (or record spells in spellbooks) at normal cost and normal page requirements. All other spellcasters use dragonsblood ink (a rare and costly plant) to scribe spell scrolls or record spells in spellbooks to reduce the cost and page requirements to normal.

Unscrupulous merchants might sell vials of human, elf, or dwarf blood, or even the blood of aasimar or other races as spell scribing components. If intelligent mortal humanoid blood is used to scribe a non-Dark, non-High spell, the scroll will allow a spell to be cast from it twice, but at -1 Caster Level before it disintegrates. If Qhaysh crystal powders are used to scribe a non-Dark, non-High spell, the scroll can be used to cast either the spell recorded on the scroll, or to dispel a spell of the same level. Qhaysh crystal powders have not been used to record or scribe Dark spells since ancient times, but it is not advised. If intelligent mortal humanoid blood is used to scribe a High spell, the scroll immediately catches on fire and deals 2d6+2 fire damage to its scriber. After that, the fire is extinguished and can be used as normal.

The Three Moons
Unlike other worlds, the Seven Continents have three moons that have a strange mystical effect on the various ways that spells work. Usually only the druids know them all, as studying the moons' movements is part of their normal rituals and teachings.

Basically, there is a 1 in 6 chance for any day to have a strange trilunar effect on magic. If there is something unusual, it depends on the locations of the three moons. The DM rolls 1d4 for each moon to determine how close or how far away they are from the sun, from the perspective of the people of the Seven Continents. (1 indicates eclipsing, 4 indicates far away). If all three of the moons are eclipsing the sun, there is a major magical event in one of the Seven Continents. Even if only one of the moons is eclipsing the sun, there is some type of effect, but not as strong as one as if all three were. If all three moons are in the same position (whether or not they are eclipsing the sun), this usually indicates an event somewhere based on the conjunction's astrological influences. (Very complex stuff, mostly just for the DM to worry about).