Northern Lannithir

Game Master TheIronGiant6

A custom campaign in the setting of a large, feudal world populated by several intelligent races, and many monstrous creatures. BASIC Known World Map. Human and Dwarven Deities.


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Welcome, and please dot! When you post, please post a short description of the class you'd like to use. We are starting at level 7, 9, or 10. Post your opinions on that as well.


I'm interested in a half orc paladin of Sarenrae or a human transmuter depending on the needs of the group.

I am inclined toward 7th level.

Sczarni

Male Human

Hello, and thank you for the opportunity!

I am more interested in the campaign idea and its success than I am on a single class. I have been a GM for almost 10 years now with time as a player being few and far between. I just really want to play in this campaign!

That being said, I am leaning heavily toward paladin or other such specialized damage dealer whose main role is support and tank.

I would prefer 9th or 10th level to start simply because mid-game is my favorite. :)

EDIT: Ninja'd by GoatToucher! I do not need to play a paladin. I am happy conforming to the needs of the group. I also enjoy rogues and monks a great deal.


Couple things that I decided in the other campaign:
Custom deities. Check the full description for some, and the short description for some other things.

The Recent History and Nobility in Lannithir

The year is 4329. While the kingdoms of man are constantly expanding their walls, large areas remain crawling with many monstrous creatures. Quite a few of them have learned to adapt, to live among the citizens. Many guilds have been established to hunt these monstrosities, but the problem is increasing as each day passes. Every man and woman that has established their fighting skills is being asked to help fight the onslaught.
The current major lords and kings of the kingdoms of man include Lord Zetas of Uostas, King Vergas VI of the Fog, and King Myres III of Lamira. In the last 200 years, the kingdoms of man have not experienced any major conflicts. A bit over a century ago, the previous lord of Cetat (the capital of Lamira), attempted to overthrow King Myres. He successfully killed the king, but was captured, and died in prison. This has caused an extreme increase in security around the king, and heavily decreased the power of lords in Lamira. The consequences of this are that the streets are rather bare of guards in the capital, and lords of smaller cities are consistently in danger, with very few soldiers.
Otherwise, human kingdoms are currently fighting off the hordes of creatures that emerge from the northern kingdoms. While expeditions have been made, no one area seems to be the cause for the monsters. Ancient magical artifacts have been found, however, and they likely have something to do with them.

Racial Changes

Humans:
Elves, fey, tengu, and other intelligent races from the Evergreen are automatically one step more unfriendly towards you. However, you gain +2 intimidate when dealing with slaves.

Elves:
Alternate racial trait: +2 Strength +2 Intelligence -2 Constitution. This can only be selected if you were a runaway slave.
Humans from the Fog will be treated as Hostile towards all elves.
Most humans will automatically be one step more unfriendly towards you.

Dwarves:
Dwarves are automatically one step friendlier towards you. All other underground races are automatically one step more unfriendly towards you.

Tengu:
Alternate racial trait: +2 Strength +2 Wisdom -2 Constitution. Must take the Claw Attack racial trait.
This can only be selected if you were a runaway slave.
Humans from the Fog will be treated as Hostile towards all tengu.
Most humans will automatically be one step more unfriendly towards you.

Halflings:
+2 to diplomacy. Must take the fleet of foot alternate trait.

Gnomes:
Must take the explorer alternate racial trait.

Half-orcs:
Alternate racial trait: +2 Strength +2 Intelligence -2 Wisdom. This only applies to half-orcs raised by the Steam Legion.
Alternate racial trait: +2 Strength +2 Constitution -2 Intelligence. This only applies to half-orcs raised by feral orcs.
They must take the Bestial alternate trait, but it is free. Every race besides orcs are automatically one step more unfriendly towards you.

Half-Elves:
Every race is automatically one step more unfriendly, but receive the Pass For Human trait for free, and ignore the downside when successfully disguised.

Exceptions exist!

Races of Lannithir: A brief history.

Humans:
Humans arrived to Lannithir millenia ago. It is unknown where they came from, but they share qualities with primates, but also with the other races of Lannithir. They are tall, slender, and full of anger. Humans prefer the comfort of cities and are thus a race of steel. Long ago, the kingdom of man was established, a large empire located in the northern half of the continent. However, the humans of that time waged wars on the elvenkind of the south, and succesfully maintained an empire larger than any empire before. However, many leaders emerged, and the gigantic empire could not be managed by one ruler. Thus, several large provinces were created. They did not last long, as each province argued over rules and power. A civil war larger than any before divided the empire into the individual provinces, the four kingdoms of man. The north, formerly known as Neox, was now vulnerable, and was swiftly invaded from below. Though each tribe has a different story, the most likely event was the invasion of the Steam Legion.

Elves:
Elves are descendants of ancient fey, and are heavily attached to nature. They are prone to squabbling, as they do not see life as valuable due to their extremely long lifespans. The oldest elf in mythology lived to see humankind emerge, go to war with the elves, and then fall. Elves live in relative peace, and much has not hapened in elven history since the war with humankind. They are among the races of nature.

Dwarves:
The dwarven kingdom has existed for longer than any other race. The kingdom of Henhold expands underground thousands of miles, across the entire continent and beyond. Incredibly large cities, hundreds of miles in diameter, dot the stone landscape, and are surrounded in patterns by smaller cities and strongholds. They are a race of steel. The dwarven empire has been united for millenia, and has never argued. The reason for this is a common enemy under the world, the various monsters that have burrowed into the ground. Kobold, goblins, feral orcs, Wormkin, and other creatures consistently terrorize the dwarves.

Orcs:
Orcs are descendants of giants, and are extremely tall and muscular. However, they also share characteristics with the ancient fey, and are quite intelligent. This intelligence, unfortunately, has created the Steam Legion, the largest empire of orcs in Lannithir. The Steam Legion is a gigantic group of hovering cities created in the mountains. Large, mile high constructs cause earthquakes with each step, and the Steam Legion leaves eternal darkness in their wake, the smoke and steam blocking out the sun. They are thus a race of steel, and a force to be reckoned with. In recent history, the Steam Legion has destroyed the large kingdom of Neox, and has settled, for now, along the northern coasts. Any attempts made to defeat them have failed miserably.

Halflings and Gnomes:
It is unknown where halflings and gnomes came from, as they share characteristics with the fey, humankind, dwarvenkind, and elvenkind. Thus, their history is often considered elven history, and some humans do not even know of the existence of gnomes. Halflings, however, are extremely nomadic, and, in recent history, have made names for themselves across the globe. Surprisingly, areas like the Fog and Lamira treat them similarly to humans, with the exception of enslaving them if they commit any crime, whatsoever. Likeable and extremely short, both of these races fit in with both the races of nature, and the races of steel. Depends on who they're talking to, I suppose.


Dot, dot and dot! Thanks for the opportunity gm! I'm interested in going for 10th level, and I still like the idea of an Arcane Archer playing back line support and damage. This being set in Northern Lannister, are there any specific character creation guidelines you'd like us to follow other than the previously mentioned ones? I really like the dusk and snow elf racial archetypes, would either of those fit? Seeing as how we have a potential paladin and rogue up there (hey guys!) it looks like we're pretty rounded.


Bantamweight wrote:
Dot, dot and dot! Thanks for the opportunity gm! I'm interested in going for 7th level, and I still like the idea of an Arcane Archer playing back line support and damage. This being set in Northern Lannister, are there any specific character creation guidelines you'd like us to follow other than the previously mentioned ones? I really like the dusk and snow elf racial archetypes, would either of those fit?

Excuse me sir the continent is named Lannithir not Lannister, what do you think this is, a medieval fantasy world? Geesh.

Anyway, no, elves have the Slave racial trait or the base traits. You can take the racial traits like resist cold, but otherwise, no. Elves worship two gods, the brothers Bos and Macht, gods of the natural and the supernatural, respectively. Otherwise, they worship human or dwarven gods. The fey and other races of the evergreen have deities, but they aren't playable, so we shant focus on them.

Here is an outline for all of you to use.

Name:
Race:
Alternate Racial Scores (If Any):
Alignment:
Height, Weight, Looks and Gender:
Class(es):
Kingdom and/or Tribe of Birth:
Deity:
Traits:
Combat Style: (Frontline Tank, Frontline Damage, Frontline Speed, Frontline Support, and the Midline and Backline versions of those.)
Out-Of-Combat Style: (Face, Scout, etc. This is much more general.)
Roleplay/Combat Ratio Preferred: (For example, 30/70 is focused on combat)
Background: (At least two long paragraphs, please.)


Haha, I'm posting on my phone and the dawned autocorrect got me :)

Ok, got it. The racial archetypes were only for flavour, I think I'll stick with vanilla elves then! I'll aim to get the character background info done asap, when is our start date?


Bantamweight wrote:

Haha, I'm posting on my phone and the dawned autocorrect got me :)

Ok, got it. The racial archetypes were only for flavour, I think I'll stick with vanilla elves then! I'll aim to get the character background info done asap, when is our start date?

Whenever every player's ready.


Cool beans. I don't suppose you could post the character generation guidelines in this thread?


25 point buy, HP is full first, then rolls. You have the normal amount of gold for a level 7. Two traits, no drawbacks. PoW is allowed, as well as everything that PFS allows. 1-2 posts a day per player. Otherwise, put all your character info on your alias, so I can keep tabs on you.


Awesome, I'll get started straight after work!

Sczarni

Male Human

So we're going with level 7?


Darksmokepuncher wrote:

So we're going with level 7?

I was hoping level 9 but it seems that all of ya want to play level 7, so yep.


I was thinking of either a half-elf or half-orc bard (archaeologist archetype). Alternately, I think a alchemist could be fun.

Either way, I would aim for skills, support casting, and trap finding.

I'd be good with any of the levels, but I lean towards 9 or 10


The GM of Lannithir said wrote:
The story of half-breeds is a short one. They are not allowed in most societies, and enslaved in the Fog and Lamira. Istorija is the only kingdom that officially allows half-breeds, but they are heavily segregated, and some are killed in the streets. Thus, most half-breeds are found in hiding, or in the north, among the tribes. Half-elves have the ability to cut portions of their ear and attempt to pass as human, but other half-breeds are not able to disguise themselves so easily.

Constantly forget to mention this. Anyway, half-breeds are alright up north but in Lamira and even Istorija, you could be killed on the streets.


I thought I posted for level 10? 9 suits me just sweet, at seventh I haven't even got a level in Arcane Archer yet. So my concept is an escaped slave elf, ranger(wild stalker) with a dip into sorc to get to Arcane Archer. I know wild stalker is an odd choice, but it suits the fluff of my idea perfectly


Bantamweight wrote:
I thought I posted for level 10? 9 suits me just sweet, at seventh I haven't even got a level in Arcane Archer yet. So my concept is an escaped slave elf, ranger(wild stalker) with a dip into sorc to get to Arcane Archer. I know wild stalker is an odd choice, but it suits the fluff of my idea perfectly

Oh, sorry, thought you said 7. Would level 9 or 10 be okay with everyone? I've been itching to play mid-level stuff.


I'll cast a vote for 10th, good sir


Where in the north is the campaign going to start? Are we supposed to be an established group, or just meeting each other? Any guidance on what we're going to be doing?

Sczarni

Male Human

I also vote 10.


hp: 4d10 + 3d6 + 2d10 ⇒ (7, 8, 3, 3) + (3, 6, 3) + (8, 7) = 48 here are my hp rolls for 4 levels of ranger, 3 of sorc and 2 of Arcane Archer. I'm about to start my stat block, I'll adjust if we end up playing lower than 10th level


The campaign begins at that city in the north-eastern corner, in the northern part of the peninsula. You can choose whether you know each other or not.


RETIRED

Bantam here on my partially complete alias. Under what circumstances do we find ourselves in this city? A summons? Or are we to include this information in our backstory?


You have found your way there through chance, most likely. I'd like you to say how you got there near the end of your backstory. also, if you're going for level 10, I'd like around 3 paragraphs of backstory at least, since you'd have to explain your previous adventures.


RETIRED

I'll make sure to include a reason for being there in my story. Does this city have a name yet? Also, in my backstory I've assumed that marauders from the fog raid the evergreen kingdoms on slaving runs, is that a fair call to make?


'Criminals and pirates' will often raid from the southern sea, stealing elven men, women, and children. So yeah. The city you will be meeting in will be named Kelhold, and is one of the northern cities that is an entrance to the Dwarven kingdom. Otherwise, every race is allowed inside.


RETIRED

Awesome, that's handy to know. How flexible are you with us making up names for smaller settlements within our story? Also, are we using standard or background skill rules for character creation? I am so excited for this, I can't thank you enough for the opportunity to explore Lannithir!


Garavath, The Red Death wrote:
Awesome, that's handy to know. How flexible are you with us making up names for smaller settlements within our story? Also, are we using standard or background skill rules for character creation? I am so excited for this, I can't thank you enough for the opportunity to explore Lannithir!

No problem, I hope to make it a living, breathing world over time! Anyway, small settlement names are fine to make up :P We are using the background skills. Thanks for showing so much interest!


DarkSmokePuncher, you can take the paladin spot if you like.

So we have a paladin, a ranger/arcane archer and what else? I am willing to suit the needs of the party. Who hasn't piped up?

Level 10 is fine with me.


RETIRED

Sounds like exciting times ahead :) I'm an Arcane Archer goat, at this stage I'm a ranged damage dealer with competent melee and limited situational arcane support outside of damage dealing. I plan to work on obtaining wands and scrolls to improve my versatility later on


How does one roll dice in a post?

I am inclined toward either wizard (transmuter) or cleric. Who is our fourth?


GoatToucher wrote:

How does one roll dice in a post?

I am inclined toward either wizard (transmuter) or cleric. Who is our fourth?

[ dice = HP ] 1d10+5 [ / dice ]

Our fourth is JoshB, look for his post.


There he is!

Paladin, arcane archer with a side of melee, and a bard or alchemist.

So, we have a kind of healer and a kind of arcane. Should I fill the arcane slot or the healer slot? Half orc either way. A Steam Legion wizard or a half feral cleric.


Whichever way you think you'll have the most fun.

We will have at least a couple of characters that can use healing wands for out of combat healing, so don't feel like you have to make a healer.


Alright then: Steam Legion Transmuter it is.


Any rules on pre-game crafting?


You buy it, you buy it


I'm confused by that last.

Also, what of Bonded Items?


GoatToucher wrote:

I'm confused by that last.

Also, what of Bonded Items?

Was a joke on the 'you break it, you buy it' phrase. If you buy it with your starting gold... you bought it. Anyway, bonded items for wizards are allowed. I'd suggest a familiar though, since if a bonded item is destroyed, casting becomes a chore.


RETIRED

So here is a basic run-down of my backstory, I just thought I'd give you an idea of what I'm aiming for before I formalise is. Let me know if it doesn't sit with the setting and I'll adjust it.

Garavath was captured as a child, and spent his early years as a slave e. He escaped into the wilds, and as he came of age he began skirmishing with small bands of travelling slavers. Eventually he earned a reputation as "The Red Death" (due to the fine red scales which cover his skin, a throwback to his draconic blood).

After a few decades, he ended up escaping the fog on a pirate vessel, spending a few years at sea working with some freebooters who fought to take out slaving ships. He also spent time in the mountains, training himself to focus his powers of sorcery.

I imagine he has come to Kelhold after another stint at sea, I just need to figure out exactly why he is there...


I'm working on the mechanics and backstory for my character.

I'm imagining him as a half-elf rogue/thief/spy that is a master of disguise.

He's known by different names in different kingdoms and has spent his life playing each side off against the others.

The human kingdoms where he works think he is a human and so do the dwarves. The elves think he is one of them and the orcs of the steam legion think he's one of the more civilized feral orcs.

He'll have recently stolen some information on the state of defenses in Lamira acting as an informant for Fog and then sold that information to others as well. He'll be in Kelhold because he negotiated a deal to pass the same information off to an agent of the dwarves.

I'm also thinking there should be an enemy in his backstory. Probably a bounty-hunter that's on his trail who is the only person who has put together the fact that this mysterious spy in different cities in really the same person.

Hitpoints: 9d8 ⇒ (5, 1, 8, 3, 7, 5, 7, 1, 1) = 38

Not appreciating all of those ones ...

Sczarni

Male Human

Just got back from an unexpected weekend away with no interwebs. Sorry friends.

So I am paladin! Woot.

@ The GM of Lannithir: Is the Leadership feat allowed? I am hoping to have A) A student/disciple learning from me and acting as squire, or B) A very interesting companion/mount built using the advanced race guide.


HP: 9d6 ⇒ (6, 5, 6, 3, 5, 3, 4, 1, 2) = 35 + 10 for lvl 1 fighter, + 20 for con for a total of 65.


Yowch! Building my spell book cost 23,800 by itself! Wizardry is expensive.


Mogar:
Name: Mogar the Mystic

Race: Half Orc

Alternate Racial Scores (If Any): Steam Legion - +2 Str, +2 Int, -2 Wis

Alignment: NG

Height, Weight, Looks and Gender:
6’3, 200 lbs, Well-muscled, with ruddy brown skin, a jutting lower jaw, and covered in cryptic tattoos. Male.

Classes:
Fighter 1/ Wizard (Transmuter) 9
Opposition Schools: Necromancy, Enchantment

Kingdom and/or Tribe of Birth: Steam Legion

Deity: Nethys

Traits:
Transmuter of Korada, Eyes and Ears of the City

Combat Style:
(Backline Support, Backline Debuff, Backline Damage.)

Out-Of-Combat Style: (Sage.)

Roleplay/Combat Ratio Preferred: (70/30)

Background: (At least two long paragraphs, please.)

Mogar was born among the Steam Legion to two half orcish parents of some standing in the ranks of the Legion military. He was raised his entire youth in preparation for military service. He displayed an acute mind from an early age, and this was thought to be a ticket to an officer’s rank and, perhaps, eventual service as a high official in the Legion (who are, with few exceptions, former military officers. He excelled in basic training, and was well known for his ability to anticipate his foes actions and respond accordingly.

This changed during a routine test conducted by the Legion’s Mage Corps. A scarred and wizened orc of some years observed as his underlings administered a test for magical aptitude to small groups of recruits. Mogar was able to Levitate a dagger two feet above a wooden table with only an hour of rudimentary training. The destiny so many foresaw for the young orc was wiped clean as the powerful and influential Master Flimtar took him on as an apprentice for his elite and tactically important Mage’s Corps.

Mage corps training was as grueling mentally as his military training was physically, but Mogar’s keen mind saw him through. Bred from his earliest days to serve and obey, mogar devoted himself to his studies, and saw a great deal of action in the field during the Legion’s latest campaign of conquest. After Neox was subjugated, Mogar was assigned to a company that was rooting out a particularly effective band of resistance fighters. They were located and captured in short order, and Mogar was recalled to the capitol with the same caravan that was bringing the rebel leader to the Office of the Inquisitor for questioning.

The entire trip, the leader railed at Mogar in favor of freedom and against oppression and conquest. He decried Mogar’s slavish, almost mindless service to the Legion. Mogar absorbed his prisoner’s words without comment until arrival at the Legion’s capital in Neox. He took his prisoner to the Office of the Inquisitor, then promptly left the city and the Legion behind.
Since then he has wandered. As he passed from the Legion’s lands, he discovered how the people of other lands hated and feared Mogar and his kind. He was powerful enough to either cow any angry locals into silence, or defeat any who moved against him, but he found the angry epithets and arguments leveled against him instructive. All this, he took in silence. Mogar hasn’t settled his mind on a course of action as yet, but he has decided that he cares neither for unthinking obedience or slavery, and that the Steam Legion’s ongoing conquest should stop, one way or another.

https://www.pinterest.com/pin/423268064949602338/


JoshB, The Steam Legion employs heavy magic, as well as machine, to root out any moles. You would not be able to infiltrate it. Everything else you mentioned is fine though. Also, you get one reroll for hitpoints, all of you.

Darksmoke, it is allowed, but has been changed. It isn't worth the feat until a rather high level, so I'd suggest against it for now. As well, not all races from the ARG exist, so that is a no as well.

For Mogar's character, I really like it. I'll have to discuss some details with you in private, but the main fixes are:
1) Custom Deities. As stated, the core deities do not exist. Check the description for human and dwarven deities. As well, orcs worship an ideal rather than a pantheon. Think of it like worshiping Manifest Destiny. Some can worship other deities, but are killed if discovered.

2) A soldier, especially one of such talent, leaving the Legion is a HUGE deal. You will be hunted down if you enter their current lands, and if they begin traveling once again, you should stay out of their way. While the Steam Legion will attack members of other races, they will capture, torture, and then [OMITTED]. Let me know if this would be an issue.


Mogar would worship a variation of that ideal: Manifest Destiny tempered with reason and mercy. He still firmly believes in aggressive personal agency, but less so in trampling the lives and freedoms of others to get it (he's still getting a handle on it).

As for being on the run from the Legion, I suppose that depends on whether you intended us to spend a significant portion of our time in Legion lands. Either way, a Legion PC would -have- to have left the Legion at some point, so that's the price to be paid, I suppose.


Quote:
Also, you get one reroll for hitpoints, all of you.

Meaning we re-roll one die or re-roll the whole set?


RETIRED

HD reroll: 1d10 ⇒ 7 cool, this if for my 3rd d10, which was originally a 3


Sorry, it's a total reroll. And you only get it ONCE. You can choose the higher roll total.

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