Midgard Homebrew: Power of Freedom (Inactive)

Game Master Nightskies

The Free City of Salzbach is under siege.


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Silver Crusade

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Campaign Introduction
We begin in the Free City of Salzbach, the only city in the world controlled by non-nobles with access to a powerful gate to the Shadow Roads. The gate, protected by the Imperatrix, is a gift to the brave citizens of Salzbach for defending their city against the great siege of abominations generations ago. With it, the guilds of Salzbach derive great wealth. Not only do these roads provide a fast, affordable and safe means of travel and communication with the rest of the Grand Duchy of Dornig, but under the care of the guilds, provides an ideal place to move contraband, people or information virtually anywhere in the world. As most of the great houses Dornig plot to gain control of the throne and use the gates with care, Salzbach continues gaining unchecked power.

For 150 years since the noble Salzbachs of the Red Tower died fighting the abominations, the gate has functioned without fail. It was only a matter of time until it suddenly falters. It is not the first instance of such in Dornig, and the defenses in place to keep the worse denizens of the shadow realm emerging from the gate hold with the effort of the strongest of Salzbach. It comes as a surprise to few when abominations start to gather to take advantage of the situation, and refugees from the region flood into the city.

Enter the player characters. Learn who to trust and who to put to the sword. Discover the secrets just beneath the surface, to preserve them or expose them. Destroy the true enemies of Salzbach to grasp its great wealth and power. Save the city from corruption or suffer the same.

Character Creation:
  • Starting Level: 2

  • Attributes: Rolling two sets, roll 3d4+4, 6 times, and choose one set, replacing a single '1' die result with a '4'. Apply to attributes of choice, then use 10 points using point-buy as you please. To get an 18, for example, spend 10 points to a roll of 15 to make 18.
    _ * Alternatively, forgo the rolling and use a raw 15 point buy and get a mystery bonus early in the campaign. Depending on backstory and roleplay, this may be anything from a magic item to a Mythic tier, and depends in part what the other party members are.

  • Races allowed: Human, Dwarf, Halfling, Oread, Slyph, Tiefling, Half-elf, Elf*, Gearforged*
    _ * If you select this race, you must be familiar with the Midgard campaign setting.

  • Alignments: May not be Chaotic Evil. If you are evil due to a sadistic nature, it must be contained. If you are good, there must be tolerance- Dornig does not long suffer extreme fanaticism. Midgard is a realm of faded black and shaded whites.

  • Classes: Anything with Gunsmithing, Monks, Alchemists and Synthesists will be prohibited. Druids, witches, rangers and barbarians must be at home in a city. Summoners, witches, and ninja may not be good aligned.

  • Starting Wealth: Roll as per class + 400 gold

  • Hit points will be max 1st level, and 2d(x) per level. x=1/2 your hit die. For example, wizards get 2d3, fighters get 2d5.
  • 2 traits may be selected.

  • Source material allowed: Core, APG, Ultimate Combat, Ultimate Magic, Ultimate Equipment, Bestiary 1-3 and Bonus Bestiary. If there's something you really want from another source, ask!

  • Hero Points: If you are a faithful follower of one of the listed deities, you start with 2 hero points, but start with 200 less gold. If you have a positive relation with one or are a faithful follower of a different god, you start with 1 hero point. Otherwise, you start with 0 and gaining points is harder, but get an extra trait. You may be of opposed alignment and still have a positive relation with one.

Excerpt: The Grand Duchy of Dornig:
The Grand Duchy of Dornig, also known as the Domains of the Princes, is the one true successor state to the power that once was Arbonesse and Thorn. It is evident in their shadow roads. It is evident in their hoarding of the lost knowledge of the elves (and others). Most of all, it is evident in their ruler. Upon the Copper Sphinx Throne of Dornig sits one of the few elves who remembers the Age of Glory, before the Great Retreat, and before the despoliations of the Great Mage Wars. She is the Beloved Imperatrix Regia Moonthorn Kalthania-Reln vann Dornig, and all of this land’s lesser rulers, by blood and by marriage, are her children. Gifted with the presence of a singular respected ruler, Dornig should be a land of peace and prosperity, unlike the human kingdoms that squat on the ruins of elven Valera. Instead, however, it is a land of continual political intrigue, as the three most powerful branches of Kalthania’s descendants—and a host of minor cadet branches—plot and conspire against each other. When the Imperatrix is awake and aware, she rules fairly and justly. However, she is now in her fifth century, venerable even by elven standards, and she often nods and leaves the duties to her descendants.

And this creates problems among the Domains.

Excerpt: The Free City of Salzbach:
Salzbach is considered a Free City in Dornig, largely independent of the various houses and owing fealty only to the crown. Its various guilds elect a lord guildmaster who reports to the Imperial Court. No member of a noble household can be made guildmaster, and the lord guildmaster is held personally responsible for what happens in Salzbach. Lord guildmaster is a position usually taken by an individual seeking to clean up the city, or a scoundrel seeking to grab as much as he or she can before being caught.

There have been seven lord guildmasters in the past 10 years. Two were assassinated in office, three were found guilty of corruption and executed, one retired for health reasons and moved to Courlandia, and one disappeared on the fey roads along with a powerful artifact from Roatgard (a forest infested with abominations). The current office-holder, Borin the Weaver, is considered to be of the “scoundrel” type, and he seeks to gain as much information and money as possible before he too disappears.

Salzbach is an open city where the hand of the Imperatrix rests lightly. Dirty deals are made here and dark secrets are kept. The city has a Lorekeeper’s Association that is little more than a Thieves’ Guild that traffics in old artifacts from across Midgard. As a result, Salzbach is under continual observation by agents of the Lords Arcane, who wish to know what goes where (and perhaps to take it for themselves). Sudden deaths and mysterious disappearances are common, and anyone of note keeps a house outside the heavy city walls and a handful of capable and well-paid mercenaries to act as bodyguards. Visitors to the city are advised to keep a careful eye on their belongings, their investments, and their relatives when in town.

Excripts of the deities of Salzbach:
The deities of Midgard commune with mortals often, literally drawing strength from the faith of their followers.

  • Ninkash: Mother of Beer. Good goddess of dwarves.
    Ninkash represents morale, and she encourages pleasing self and family in small, daily things— kindnesses and shared fellowship, dining and drinking and hospitality. She is the goddess of inward desires and the demands of flesh and kinship, expressing oneself and questioning the laws and authority and clan rules. The Beer domain is available to those who have access to it.

  • Lada: The Golden Goddess of Dawn. Good goddess of healing and love.
    Cure all the sick who ask. Defend lovers from all dangers and trials. Show mercy to those who ask it. All her faithful must defend and protect mothers and children, and none may turn away from poverty and want without a kind word and an offer of help, whether that takes the form of wisdom, food, clothing, a song, or shelter for the night.

  • Loki: Shapeshifting God of Cunning, Mischief and Malice. Chaotic god of trickery.
    Loki has few temples and his name is more often a curse than a prayer. The trickster demands nothing from his followers: “Do what you think would amuse me” is all the guidance he gives, inspiring japes and trickery, as well as fires and foolishness. His worshipers have learned to serve him while maintaining an outwardly respectable demeanor. Their aim is to place themselves in the same position among mortals that Loki is among the gods—renowned for skill and cleverness rather than strength; sometimes unwanted, but always indispensable.

  • Rava: The Gear Goddess. Lawful goddess of artifice and clockwork.
    Rava demands her followers be wise and hard-working. Learning and scholarship are prized among her followers, and so too is the discovery and the making of new things. As a goddess of both novelty and fate, she demands her followers seek out new learning and steer the world’s fate to peace and plenty. Rava despises sloth and luxury. The Clockwork domain is available to those who have access to it.

  • Volund: Master of Fire and Anvil. Neutral god of earth and fire.
    Volund demands his followers craft great works in his name and harness stone, metal and fire to their will. Humans call him Svarog and add mastery of riding to his divine demands. His priesthood and many of his worshipers marry young, a sacred act which represents building a family and forging links with their community.

Excerpt: The Shadow Roads:
Much of the countryside of Dornig is forbidding for the traveler. Two ancient forests dominate the land—the Arbonesse and the Tomierran— but the rest of the countryside consists of smaller but no-less deep forests of younger vintage, high moors, and deep, tree-covered valleys. Merchant caravans lurch along ancient roads that were first laid by dwarves working for their elven masters. The rivers all flow north to the icy peril of the Nieder Strait, plagued by Viking reavers. How, then, does the Imperatrix keep her Grand Duchy together? The answer is another legacy of the old Elven Empire—the fey roads. The fey roads are also called shadow roads, and they are nothing less than passages tunneled through the transitive plane of shadow...

In the Shadow Realm, the roads cross and recross. A skilled wizard or experienced shadow lord might move from place to place within the plane and between the planes, if he or she knows the correct passages. Dornig makes extensive use of the fey roads, though not in the way they were originally intended.

Miscellaneous information:
This takes place in the Midgard Campaign Setting. Looking for about 5 players. It will be PbP, here. Please use a statblock format similar to this. Rich backgrounds are appreciated. I'd ask that each player be able to post at least 6 times a week. My intent is for this to go to 5th level, with potential for continuation. Submissions are open through March 10th, the choices will be made on the 11th, and those chosen have until March 13th to make final changes. Coordinating your story with one or two others will increase your chance of being chosen.

In Dornig, like many places in Midgard, good and evil characters have to at least avoid disrupting each other to survive. I expect the same from the party. Opponents will to overpower on even ground with strength, will be wise and exploit your weaknesses with patience, be intelligent and put you at a disadvantage with insidious traps, and charismatic, turning your associates against you with deception. You will need skill, tactics, diplomacy and prowess to survive. Only characters experienced enough to understand this will be accepted. In other words, no lone wolves.

I'll track encumbrance and mundane resources, make secret rolls for characters, and will use some kind of map program- the mapping system is TBD.

Lantern Lodge

Bump for the sake of it and good luck


I'm completely unfamiliar with the Midgard campaign setting, but this seems like an interesting story. I'd be game to try it.

I'm thinking maybe a human fighter or a human illusionist wizard. Is there a city militia/guard the fighter could belong to? Is there any organization or guild that a wizard would belong to or have been trained by?


Doomed Hero here-

I have the basic mechanics done for my concept, but before I work on the background, I was hoping ot get some help.

Hadrian is essentially an Inquisitor-like Paladin. He's a zealous detective working to ferret out enemies of the state and put them to justice. There doesn't seem to be any appropriate god listed, so I think I might be one of those paladins dedicated to a concept rather than a deity. Is there a god of judgement in Midgard?

He's not a shining beacon of goodness and light. He's more like Batman or Moon Knight. I think of him as a Knight of the Shadow Road who travels around like one of the Frontier Judges in the old west, hearing people's grievances and investigating wrongs.

He's young but talented. I'm thinking that he did something rather impressive and got the attention of someone with some clout who put him on the path of investigating the troubles the game will address.

He has a definite "light and shadow" theme going that I plan to play up in the game.

His major weakness right now is that I opted for the 15 point buy (because I am a sucker for GM cookies and plot hooks), and he's a rather MAD character, so his attributes are not very impressive. I think I can still make it work.

I didn't see if you mentioned Traits or not. I really hope they are because the two I picked are pretty important to the character.

Please let me know what you think so far. With some feedback I'll start working on a background.


what about an aegis? eorking its eay to metaforge from psionics expanded?


Do we roll for stats on the thread or does it matter? Will you accept a Cutpurse rouge who works for one of these guilds? If you do accept can i get some more information on the guilds so i can attempt a backstory.

Silver Crusade

To all - If you wish, you may use simple 20 point buy instead of the above methods.

TL:DNR of excerpts:
The old elven 'queen' is feeling her age, and the Duchy's nobles plot against each other. Salzbach remains apart from the plotting, but engages in its own corrupt power-grabbing, using the gate to the Shadow Roads unchecked. The city is prosperous, but dangerous.

Wildebob:
Yes and yes. The city guard trains and pays warriors and fighters, as would the guilds and more wealthy individuals. See below for more information on the guilds. There are a few independent and wealthy mages who would have an apprentice, and the guilds would hire mages as well, though they lack the means to train them.

Hadrain:
There are two traits allowed. A Batman sort of paladin, eh? We can do this. Meet Horus, the Vigilant. A god rising in strength of the southern lands, far from Dornig. "The Code of Horus separates noble nomad from uncouth barbarian; obey it always. Battle and slay ancient abominations and their cults. Carry yourself in an upright manner, whether great king or lowly peasant. Treat others with hospitality and honor. Kill enemies who threaten your homeland, and enslave their kin. Be princes among men and Horus will watch over you." Horus could have sent you (personally or otherwise) to champion the fight against the abominations here in Salzbach and earn wealth, power, and possibly earn some friends in the powerful Grand Duchy of Dornig. He is lenient in how you do this. Alternatively, there is a more sinister goddess of the Shadow Realms, if you'd like to consider her.

little uke:
Because of 3.5, psionics make me a bit nervous, but at a glance, the Aegis looks OK. I've long been a fan of flexibility. Go for it!

brad water:
I would ask that you roll on the thread itself, as with all rolls. A cutpurse rogue would do well.

The Guilds of Salzbach (If you want to know):
Four guilds make honest trade, dealing with local exports, and five have more shady dealings.

  • Brewers of Salzbach: They love their beer to a fault, but it also makes them the richest.
  • Salters: For the modest, honest sort, salt is a major export of Salzbach.

  • Metal Arts Guild: The law-abiding fine metal guild and the smallest, they also produce some of the finest weapons of Dornig.

  • Common Mercers Union: The largest guild deals with a wide variety of merchants.

  • League of Adventurers: More a mercenary organization, their opportunistic ways fall on both sides of the law.

  • Goldworker's Guild: The larger of the two fine metal guilds employs questionable methods of labor, rumored to engage in slave trade.

  • Loremaster's Association: Primarily concerned with artifacts and antiques, they operate more like a thieve's guild, though few locals do not know so.

  • Treasure Hunter's Guild: True to the name, the treasure hunters brook restraints in the pursuit of "unclaimed" wealth.

  • Red Tower Protectorate: The official military arm of Salzbach operates with tax money, but has developed a taste for profit.


well they are versitile in fighting roles stealthy strong or tough but no weapon or shield unless you buy it or multiclass a soul knife as aegis at mid level i can weild 4 items or 2 2 handed items and as a soul knife i summon some basic weaposn or shields metaforge their achetype put together slows down versitility but not what i just describedi hope i can still but i wouldnt feel rihtif i didnt tell u first


Yo Nightskies, if you still got room, can i propose a choice of three Gauntlet-Witch archetypes from KQ#23 using two variants as described on the KQ blog and one from my homebrew thread?

Caelmarathi-in exile Tiefling
Demonhand Witch

Elven or elf-marked Dornig courtier
Filigreed Gauntlet Witch

Itinerant Ishadi adventuring Aasimar
Skysoul Witch

Don't mind if she's evil or neutral, 15 pt buy with bonus sounds fun...


Dotting for interest. Love Midgard. I'll throw something together today.

Silver Crusade

There definitely is room, as you'll be the 5th to show interest, Ocean.

Gauntlet Witch Variants:
The Demonhand Witch will be tentatively allowed- I'm quite interested the back story you've got in mind. The League of Adventurers and Treasure Hunter's Guild are the most tolerant employers in Salzbach in this homebrew. Its dangerously close to an abomination in appearance and behavior, but with the right allies...

Filigreed Gauntlet Witch will be allowed.

The aasimar are not one of the approved races, but will allow you to apply it to an Oread or Slyph. In this case you can be good aligned.


I'm not familiar with the Midguard setting but this campaign seems pretty neat. I'll try to dig up some info on the setting and if I like it I'll toss up a character later today.


K, I'll try to submit my Red Tower Protectorate fighter later today. I'm thinking he'll be nephew to a lieutenant or general who was chosen (clearly due to nepotism) to investigate the threat to the city and the gate.

Anybody wanna buddy up their submission with my fighter? I'd love a tie-in.


Spoiler:

Set 1
3d4 + 4 ⇒ (3, 2, 3) + 4 = 12
3d4 + 4 ⇒ (4, 2, 2) + 4 = 12
3d4 + 4 ⇒ (2, 2, 3) + 4 = 11
3d4 + 4 ⇒ (3, 1, 2) + 4 = 10
3d4 + 4 ⇒ (3, 3, 3) + 4 = 13
3d4 + 4 ⇒ (3, 2, 1) + 4 = 10

Set 2
3d4 + 4 ⇒ (1, 2, 2) + 4 = 9 Replace 1 = 12
3d4 + 4 ⇒ (4, 2, 4) + 4 = 14
3d4 + 4 ⇒ (3, 3, 1) + 4 = 11
3d4 + 4 ⇒ (3, 4, 3) + 4 = 14
3d4 + 4 ⇒ (3, 3, 4) + 4 = 14
3d4 + 4 ⇒ (1, 3, 3) + 4 = 11

I think I'm going to work up an elven cleric of some kind. I'll be back for more later.


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i will type up back story later today but the character is this

sistra swan
gearforged aegis1 soulknife1
nuetral medium humanoid construct
init +2 perception +3

deffense

astral skin and no armor
ac13 touch13 flat-footed10

astral armor with mind shield (+2)
ac20 touch12 flat-footed18

astral juggernaut with mind shield (+2)
ac21 touch11 flat-footed20

offense

movement 30 ft (40 ft astral skin)
melee 2 handed +3 (2d6) 1 handed +5 (1d8) light +5 (1d6)
ranged +5 (1d6)

stat

str 17 dex 16 con 15 int 13 wis 12 cha 10
bab +2 cmb 5 cmd 18

feats

two weapon fighting, toughness, wild talent, extra blade skill

skills

+2 acrobatics +1 appraise +1 autohypnosis +5 climb +3 craft +3 escape artist +3 fly +1 kn psionics +3 perception +1 sense motive +1 spellcraft +5 stealth +1 survival +5 swim +1 use magic device


I glanced over the Midgard setting a few months back, but never really read through it. You can put me down as not knowing much about the setting. This is my first time signing up for a PbP on the messageboards, but I am pretty experienced with PbPs in general. Posting once a day or two should not be a problem for me. Another thing to note is that for the next few weeks, I'll be stuck on an iPad as my only computer, which is how I'm making this post right now.

I took the 15 point buy and intend to make a Female Sylph Bard (Geisha)

= Some required rolls =
2nd Level HP: 2d4 ⇒ (3, 1) = 4
Starting Wealth: 3d610 + 400 ⇒ (595, 306, 168) + 400 = 1469


Dotting and rolling for interest.

Rolls:

1st set:
3d4 + 4 ⇒ (1, 1, 2) + 4 = 8
3d4 + 4 ⇒ (4, 3, 1) + 4 = 12
3d4 + 4 ⇒ (2, 1, 3) + 4 = 10
3d4 + 4 ⇒ (2, 4, 3) + 4 = 13
3d4 + 4 ⇒ (4, 4, 4) + 4 = 16
3d4 + 4 ⇒ (4, 4, 3) + 4 = 15

2nd set:
3d4 + 4 ⇒ (2, 4, 2) + 4 = 12
3d4 + 4 ⇒ (3, 2, 3) + 4 = 12
3d4 + 4 ⇒ (1, 2, 2) + 4 = 9
3d4 + 4 ⇒ (2, 4, 2) + 4 = 12
3d4 + 4 ⇒ (4, 1, 1) + 4 = 10
3d4 + 4 ⇒ (4, 4, 4) + 4 = 16

Choosing 1st set, changing the 1 in the 2nd roll to a 4.
Stats to distribute: 16, 15, 15, 13, 10, 8.

Potentially spread the points make the first two an 18 and 16, but I'll decide on that as my concept is fleshed out.

Initial thoughts are for a Summoner or Wizard of some type.

I know effectivly nothing about the Midgard setting. Is that all right? It might make things difficult for writing an appropriate background.


[EDIT] LINK to the Midgard Campaign Setting here at Paizo, you can find the Free Midgard Preview PDF on the same page. It has two awesome short stories and a bunch of Midgard lore and even crunch...

@Nightskies. Gotcha! Thanks for the flexibility! Here's my thinking:

Either the tiefling demonhand witch or a sylph skysoul witch, depending on which way Hadrian goes with his deity/concept, and whether you want grimdark and/or inter party fracas. I'm totally cool either way - here are the more fleshed out concepts:

Tiefling demonhand witch, a scion of ancient noble and scattered/defunct Caelmarathi family - kinda darque princess with attendant family heirloom fiendflesh gauntlet, searching for lost lore and relics of subdered Caelmarath. Has the following alternate racial traits from ARG: claw (can we give the gauntlet some bonus rather than gain two claw attacks?) scaled skin and prehensile tail. So she's a very "true-blooded" demoniac. Not so good if Hadrian follows Horus or you don't want such a freakshow, but may fit nicely if Hadrian follows the sinister Shadow option.

Sylph Skysoul Witch from far Ishadia, militant pilgrim priestess in training - born and raised in Shuruppak, stationed and saw service at Mardas Adamat, became disillusioned with endless war with Mharoti and is now hunting for lore, redemption and adventure in the barbaric "north". Her soul bastion is a legacy relic of her holy-militia cadre. Has the following alternate racial traits from ARG - breeze-kissed and like the wind. So this concept is much lighter in tone, is quick and dedicated and would more likely complement Hadrian's Horus inquisitor concept, Horus being a southern god and this lass hailing from the south. Could even worship Horus.

P.S. Thanks for the inspiration! As a contributor to Journeys to the West, Legends of Midgard and Midgard Tales this is a fantastic opportunity to dwell in Midgard...
I also took the opportunity to brew up an Oread gauntlet witch variant that I'll post to my homebrew thread soon...


I'm also in the 'not familiar with Midgard setting' camp, but this sounds like it could be very cool.

So, at the least, dotting, and will do some rolls to see what they look like to start thinking on possibilities.

Rolls:
First Set:
3d4 + 4 ⇒ (4, 4, 2) + 4 = 14
3d4 + 4 ⇒ (1, 4, 4) + 4 = 13
3d4 + 4 ⇒ (1, 2, 3) + 4 = 10
3d4 + 4 ⇒ (3, 3, 3) + 4 = 13
3d4 + 4 ⇒ (1, 4, 2) + 4 = 11
3d4 + 4 ⇒ (2, 1, 3) + 4 = 10

Second Set:
3d4 + 4 ⇒ (1, 4, 4) + 4 = 13
3d4 + 4 ⇒ (1, 2, 2) + 4 = 9
3d4 + 4 ⇒ (4, 2, 2) + 4 = 12
3d4 + 4 ⇒ (1, 4, 2) + 4 = 11
3d4 + 4 ⇒ (2, 4, 4) + 4 = 14
3d4 + 4 ⇒ (3, 4, 2) + 4 = 13

Hmm... okay, gonna go with the second set I think, and replace the 1 in the 13 to get a 16 for:
16, 14, 13, 12, 11, 9

These seem like they could make a nice Magus. Combat-focused Summoner could do too, or perhaps an Oracle. Pretty well rounded for a hybrid type of character, so probably will go with something like that.

Okay, I'm thinking some kind of martial/caster mix would be my go-to with these. Gravitating toward Summoner or Magus, I think.

May I ask why Summoners are not able to be good-aligned? It's not a problem, because if I went with one, I'm thinking LE with a devilish Eidolon could be interesting, but am curious about the flavor behind it.

If I go with the Summoner, Goldworker's Guild and Redtower Protectorate sound like they might work well. If I go with a Magus, I'm thinking Treasure Hunter's Guild or League of Adventurers (alignment is feeling fairly neutral on him... but I could see him following Loki perhaps).

This is all assuming of course that the lack of Midgard knowledge wouldn't be detrimental however?

Also @ OSW: Thanks for the link. That'll probably be helpful.


Fixed starting gold roll.

2d6 ⇒ (5, 1) = 6 x 10 + 400 = 460 GP

Silver Crusade

about backstories and Midgard as a whole:
Given that the character works with the excerpts above, most back stories should fit. If it doesn't, I'll help make it fit. Salzbach is rather like central Europe in medieval times.

Midgard as a whole is a high fantasy setting, with kingdoms (not individual mortals) powerful enough to subdue and kill gods, and terrors aplenty. It is somewhat similar to the Warhammer Fantasy world, only much of the land is the territory of intelligent people and there are no forces of Chaos. The elves were the benevolent overlords of most the land hundreds of years ago, before most of them left the lesser races (accurately so) to their own devices, and many who remain are closer to fey than humans. Elements from most mythologies are found somewhere in the world, and most flavors of medieval society exists.

about alignment:
Summoners and witches may not be good by default as such would-be benefactors now have a great distrust of humans and those who would live among them. Like the elves, the forces of good have withdrawn to great extent. Aside from the grace of the gods, not many forces would lend aid. There are exceptions, but not in Salzbach. A PC from this world may become good aligned, however.

As for ninjas, anyone willing to teach poison use around here isn't going to teach someone with good-aligned morals. Similarly, they can become good aligned, but shouldn't begin so.

These are specific to this setting, at Salzbach. Its not insight to my own sense of good/evil. That said, alignment isn't as critical in this setting as others- there are not as many holy hunters and scions of evil, as compared to Golarion, and the gods are a lot more forgiving with regards to alignment.

More about internal party issues:
Its worth saying again-

In Dornig, like many places in Midgard, good and evil characters have to at least avoid disrupting each other to survive. I expect the same from the party. Opponents will to overpower on even ground with strength, will be wise and exploit your weaknesses with patience, be intelligent and put you at a disadvantage with insidious traps, and charismatic, turning your associates against you with deception. You will need skill, tactics, diplomacy and prowess to survive. Only characters experienced enough to understand this will be accepted. In other words, no lone wolves.

That said, a perfectly harmonious party is a boring group if you ask me. Quarrel a bit, so long as your characters are bickering, and not the players. What I don't want to see is a jerk rogue expecting to hide half the loot simply because he wasn't seen and can bluff or a paladin crying over necessary brutality. On the other hand, a suave rogue who's successfully gained the trust of the party then secretly getting a bigger cut would be well played. Or a paladin persuading a trigger-happy wizard to redeem himself would net extra godly favor.


Hi guys. Just checking to see if you still have an opening? Im not familiar with Midgard, but am an experienced Pathfinder player. Ive never done pbp but id love to learn and play with new players. Ive never used the forums before, so please be patient with me. Cant wait to hear something!

Silver Crusade

Feel free to make a character- as of yet, there are no complete characters, and I'm looking for at least five. If there are enough good submissions, six may be accepted. I'll work with you on whatever you've a question with.


If you dont mind me asking, how does play by post work? And can you give me more info on dwarves in this setting?


And more info about the Loremaster Association and Treasure Hunters Guild would be welcome. I have a few different ideas I'd like to throw your way after having more info on this organizations. Also, I'd be interested in tying my story together with anyone who is interested for a more complex and intriguing tale over all.

Could anyone help with rolling stats on the thread? I'm unsure how to do so and would love to get an idea of stats to better cement some ideas.


@Shadoven: Here for PbP help


IejirIsk wrote:
@Shadoven: Here for PbP help

Thank you for the help good sir or madam :)

@Nightskies Do you want me to post complete character, plus backstory, here on the thread? Or should I message the story to you? There may be some parts which I would want kept between myself, the DM, and anyone who was involved with my story.

Ignore my previous question about keeping backstory hidden Nightskies. After reading that helpful post that IejirIsk referred me to, I realize that wouldn't be helpful. Now if I can just figure out how to roll dice on here...


@Shadoven - see my post upthread with a link to the Free Preview PDF download of the Midgard Campaign setting.

As for dice rolling, you'll see below the post box a formatting help box.

To randomly generate dice, format it like this [dice]1dx[@dice]
where the x in "1dx" is replaced by the dice you want (so 1d4 etc) (and you can write 1d4+7 etc) and the @ in "[@dice]" is replaced by a "/" or forward slash. I can't actually write it without it making a dice roll, and then you won't see it...

So to make a d20+6 it's:

[dice]1d20+6[@dice]

and just replace the @ with /.

Hope that's clear... ;)

(EDIT: oh and you can always hit Preview to see if it formatted properly...)


Dot for interest

Silver Crusade

Yes, please do post backstory and character statblock, including rolls. You could put them in your profile and say you've done so, as well, but do make the rolls here.

Thanks for the interest so far, I am excited about where this might go.


Set 1 3d4 + 4 ⇒ (1, 1, 2) + 4 = 8 3d4 + 4 ⇒ (4, 1, 4) + 4 = 13 3d4 + 4 ⇒ (1, 1, 4) + 4 = 10 3d4 + 4 ⇒ (3, 4, 2) + 4 = 13 3d4 + 4 ⇒ (3, 4, 3) + 4 = 14 3d4 + 4 ⇒ (2, 3, 2) + 4 = 11

Set 2 3d4 + 4 ⇒ (4, 1, 3) + 4 = 12 3d4 + 4 ⇒ (4, 2, 3) + 4 = 13 3d4 + 4 ⇒ (2, 1, 3) + 4 = 10 3d4 + 4 ⇒ (2, 2, 1) + 4 = 9 3d4 + 4 ⇒ (4, 4, 3) + 4 = 15 3d4 + 4 ⇒ (4, 2, 4) + 4 = 14


i will type up back story later today but the character is this

sistra swan gearforged aegis1 soulknife1 nuetral medium humanoid construct init +4 perception +2

deffense

astral skin ac16 touch16 flat-footed10

astral armor with mind shield (+2) ac20 touch12 flat-footed18

astral juggernaut with mind shield (+2) ac21 touch11 flat-footed20

offense

movement 30 ft (40 ft astral skin) melee 2 handed +3 (2d6) 1 handed 5 (1d8) light +5 (1d6) ranged +5 (1d6)

stat

str 17 dex 18 con 18 int 12 wis 10 cha 9 bab +2 cmb 5 cmd 18

feats

two weapon fighting, toughness, wild talent, extra blade skill

skills

+6 acrobatics +2 appraise +2 autohypnosis +5 climb +4 craft +5 escape artist +4 fly +2 kn psionics +2 perception +1 spellcraft +6 stealth +5 swim +1 use magic device


Dotting and rolling here. Fleshing to follow.

Set1:
3d4 + 4 ⇒ (3, 4, 3) + 4 = 14
3d4 + 4 ⇒ (2, 3, 2) + 4 = 11
3d4 + 4 ⇒ (2, 2, 3) + 4 = 11
3d4 + 4 ⇒ (4, 4, 1) + 4 = 13
3d4 + 4 ⇒ (4, 1, 4) + 4 = 13
3d4 + 4 ⇒ (3, 3, 2) + 4 = 12

Set 2:
3d4 + 4 ⇒ (4, 4, 1) + 4 = 13
3d4 + 4 ⇒ (2, 2, 2) + 4 = 10
3d4 + 4 ⇒ (4, 2, 4) + 4 = 14
3d4 + 4 ⇒ (1, 3, 1) + 4 = 9
3d4 + 4 ⇒ (1, 4, 1) + 4 = 10
3d4 + 4 ⇒ (1, 3, 2) + 4 = 10

Point buy calcs:
Going with the first set, one of my 13's becomes a 16. Plus ten point buy: 16(+3)=17, 14(+2)(+3)=16, 13(+2)=14. My elementary school math teacher is crying somewhere. Now we've got:
17, 16, 14, 12, 11, 11.


I am also interested in joining, and feel free to lump me into the unfamiliar group, I am thinking of taking up Wildebob on his offer of a tie-in; I am thinking Human Rouge with 15 point-buy. And as for Backstory, Wildebob and I could pm each other ideas until we settle on one and then take it to you for approval...

4d6 ⇒ (6, 3, 4, 5) = 18

18x10=180+400=580

2d4 ⇒ (2, 4) = 6


[threadjack] Just by the by, here's the Oread Earthborne variant Gauntlet Witch.[/threadjack]

I'm STILL undecided which way to go, good sylph or grim tiefling. Perhaps I should let the dice decide.

Good= even
Grim= odd

1d1001 ⇒ 282

Hey, no fair! I typed in d129500!!! I guess d1001 is the max.

Anyway, Sylph Ishadi Skysoul Witch it is. 15 point buy. I'll stat'nstory her up tonight...


Sylph Skysoul Witch for your consideration and review.

@Nightskies, can you check the traits I chose from Players Guide to the Dragon Empire to see that you are okay with them - I reskinned one slightly. I was thinking the Legacy trait could refer to the soul bastion, but it could just as easily be a temple or family heirloom or a warrior-sect badge she picked up during her service.

Anyway, let me know if you have any queries, comments tweaks.

Now some rolls:

Hit Points:

2d3 ⇒ (2, 1) = 3 to add to 6.

Coin:

3d610 ⇒ (291, 377, 554) = 1222 to add to 200. (As a faithful adherent of the triple goddess Isis-Astarte-Hathor a Mask of Lada I'm opting for the halved gold and 2 hero points.)


Ok. Let's try it this way:

3d6 ⇒ (5, 5, 5) = 15

15x10=150
+200
=350 gp.


i will type up back story later today but the character is this and sorry bout the redos

sistra swan gearforged aegis1 soulknife1 nuetral medium humanoid construct init +2 perception +2

deffense
hp 17
astral skin ac13 touch13 flat-footed10

astral armor with mind shield (+2) ac20 touch12 flat-footed18

astral juggernaut with mind shield (+2) ac21 touch11 flat-footed20

offense

movement 30 ft (40 ft astral skin) melee 2 handed +3 (2d6) 1 handed +5 (1d8) light +5 (1d6) ranged +4 (1d6)

stat

str 16 dex 14 int 14 wis 10 cha 10 bab +2 cmb 5 cmd 17

feats

two weapon fighting, toughness, wild talent, extra blade skill, dual-minded, stability

skills

+4 acrobatics +2 appraise +2 autohypnosis +5 climb +2 craft +2 escape artist +2 fly +2 kn psionics +2 perception +4 stealth +5 swim +1 use magic device


will post backstory when asked


I have some questions to help flesh out my concept.

Question 1: What are these abominations like (or at least what is known about them)? I tried google, but the results seem to refer to city-to-continent sized ones that folk live on now.

Question 2: Assuming there are also smaller varieties, prior to the defeat of the abominations (or now that they are returning), were there people that tried/succeeded in controlling them? Or perhaps did any abominations defect to the other side?

I ask as, while thinking about the Summoner, I was contemplating a giger-esque eidolon. That kind of look seems to go hand-in-hand with Dark tapestry, Old Ones, Elder Gods, etc. and their minions, but I obviously wouldn't want to be working for them (character would probably be LN).


Horus sounds like a pretty good fit for Hadrian, but I wouldn't mind hearing about the other goddess. As long as she isn't actually evil she might work, especially if she's shadow themed somehow.


Here are the bare bones of my Elven Cleric. I'll be curling up with the Midgard book tonight to get my concept straight.

Spoiler:

Elven Cleric
Elf Cleric 1
NG Medium Humanoid (elf)
Init +3; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +3, Will +5; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 30 ft.
Spell-Like Abilities Comprehend Languages (1/day), Detect Magic (1/day), Detect Poison (1/day), Read Magic (1/day)
Cleric Spells Prepared (CL 1):
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 16, Wis 16, Cha 12
Base Atk +0; CMB +1; CMD 14
Feats
Skills Diplomacy +5, Knowledge (history) +7, Knowledge (nobility) +7, Knowledge (religion) +7, Perception +5, Sense Motive +7, Spellcraft +7
Languages Common, Elven
SQ aura, cleric channel positive energy 1d6 (4/day) (dc 11), spontaneous casting
Other Gear 150 GP
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (4/day) (DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Comprehend Languages (Envoy) (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Detect Magic (Envoy) (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (Envoy) (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Read Magic (Envoy) (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Silver Crusade

Dark Netwerk:
Question 1: What are these abominations like (or at least what is known about them)? I tried google, but the results seem to refer to city-to-continent sized ones that folk live on now.

The types include aberrations, constructs, magical beasts and monstrous humanoids. Many went into hiding in the environs after the siege 150 years ago. Some examples include mandragoras, wood golems and chelicerae. Theses are known to the people of Salzbach, though what exactly many of the creatures were remain a mystery, forgotten by the humans.

Question 2: Assuming there are also smaller varieties, prior to the defeat of the abominations (or now that they are returning), were there people that tried/succeeded in controlling them? Or perhaps did any abominations defect to the other side?

Limited attempts at controlling them took place during the siege, and those attempting it died. They are no more resistant to subjugation than most creatures, and it may be that some who remained have been. Any such attempts have been kept secret. They are utterly unwilling to defect otherwise. What is commonly known is that they came from the dangerous Roatgard Forest, well within the Wasted West.

An eidolon associated with the Wasted West is good to go. The Loremaster's Association would be interested in the character.

A little more about the Treasure Hunter's Guild, the League of Adventurers, and Loremaster's Association:
When it comes to artifacts and antiques, few humans east of the Wasted West know better than them.

The Loremaster's Association wishes to turn the artifact business into a monopoly, and Loremistress Michoda Swanne directs the guild with cruel efficiency to that end. They primarily employ humans and half elves. Much to their ire, they represent the second most powerful of the guilds after the Brewers of Salzbach. No other guild employs as much arcane as they do, and have many ties to criminal elements.

The Treasure Hunter's Guild has a high turnover rate of members, as they undertake the most dangerous leads to powerful artifacts and treasure. This often takes them to the Wasted West and to barter with the dust goblins that live there. While they make an effort to be on the right side of the law, they are ultimately more driven by profit that can be scarce at times. They will employ anyone who doesn't have too big a criminal record.

The League of Adventurers was formed hundreds of years ago by a member of a foreign noble house. As the house had fallen and its lands become an independent state, some now call them the Stross Mercenaries. Turning its loyalties to the highest bidder, the League of Adventurers makes use of any talents to widen its horizons. From time to time, they still undertake expeditions to the Wasted West in an attempt to find lost gems of the mageocracies.

Hadrain, I'll PM you about the Goddess of Magic and Night.


Alright, here's Kyall the oread tactician. Had a bit too much fun writing her backstory (the teal deer in question is posted in her profile) but that's Nightskies' problem.


Hp and wealth rolls:
Hit point roll:2d5 ⇒ (5, 3) = 8
Gold roll:5d6 ⇒ (5, 2, 6, 1, 6) = 20 x10 = 200, + 400 starting wealth = 600gp


Will have my crunch posted in a couple hours, I am taking the 15 point buy and no God for the extra trait.


Kyall Kolziddotter wrote:
Alright, here's Kyall the oread tactician. Had a bit too much fun writing her backstory (the teal deer in question is posted in her profile) but that's Nightskies' problem.

Nice backstory psychopomp! "Braid amputation" is priceless...


Background up!

Please let me know what you think. Any suggestions or additions are very welcome.

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