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In ages past there was a golden age of Menara where the Elder Kings bearing the shards of Timerion ruled over the nations of Menara. As time passed the Elder Kings passed on by natural (or unnatural causes) the shards passing to their descendants.
But then came the Dragonlords who craved the power of the shards, slaying the last of the Elder Kings and claiming the shards as their own. Marking them with their own runes the Dragonlords became stronger than They sought to conquer and rule over the lesser races. Some sought to move their way into society through trade and alliance while others sought control through conquest and enslavement. The Dragonlords wielded awesome strength, power and magical knowledge never seen upon the face of Menara. In time the Dragonlords formed to factions. To the north, the foul Magarth Coalition, to the south the Korina Alliance. War was evitable and the world shuttered as the great Dragon Wars began. Margath’s forces strengthened by monstrous races and his foul minions the Dragonborn struck victory after victory, razing the great city of Thelsvar and the seat of power of Korina. Korina forced to put aside her pride made a grand alliance with the elves, dwarves, humans and orcs, teaching them the secrets of Runecraft and draconic sorceries and with her new allies struck back at Margath and his allies. In a final conflict Korina and Margath slew one another in an epic duel The souls of the Dragonlords were imprisoned in Runestones and taken by the Elves, the eldest of the lesser races where they would be guarded for all time. The aftermath of the war was apparent, as there was great destruction throughout the world from the Dragon Wars as entire nations were razed many great heroes fell and many ancient artifacts were lost, some for all time.
Over the years the races slowly rebuilt their place in the world, but of all the races Humanity has prospered the most. Mankind became the dominant rulers of the cities in the lands of Central Terrinoth, Torue Albes, Ishiem and Al-Kalim. For the other races, the Elves withdrew into their homeland to live as they wished although this was only a portion of the Elven Race for the Frost Elves continued their lives in Isheim as they have for countless generations. The dwarves made their own lives in the mountain strongholds, engaging in trade with the free cities. As for the Orcs, they remained stout allies of the humans with bonds that remained strong after fighting side by side in the Dragon Wars. While savage Orc marauders still raided and plundered, they would often times find themselves fighting their own kind as the more civilized Orcs would work as warriors and mercenaries for the free cities. As for the Halflings and gnomes they maintained their neutrality as they have in the past but remain on good terms with the humans, welcome among the cities as any other traveller.
Mennara is still a place with many threat and conflicts, without and within three hundred years have passed and no conflict has ever matched even an inkling of the scale the Dragon Wars brought upon the world. The scars of the Dragonwars are still felt, but while the Dragonlords have been defeated, the lands still have its share of troubles. The savage and foul beastmen still make wars on the civilized world. Numerous monsters eldritch, beast and humanoid make war. The threats of the undead lands of Waiqar and the Demon Worshiping Uthuk Y’llan are as prevalant as ever. And in the world there is always ambition of evil forces, a constant trend in the history of the world.
As for the adventure, it begins in the city of Riverwatch in the lands of Terrinoth, also known as the City of Trade. The city is built on a major trading route and with two rivers flowing through it is a place that gets a lot of travelers from all over the world. The Great Market is famous throughout the world as a place where goods throughout the world can be found and the streets are lined with stalls, shops, traders and merchants. A lot of wealth flows into the city and hence it is the merchants who are the true power in Riverwatch. Riverwatch does not have a royal family or an official class system unlike many other cities. Instead it is ruled by the Merchant Princes where the strongest and most influential family holds the title as Grand Commodore. Currently the city is ruled by the Rydelor family and the Grant Commodore is Edmond Rydelor, possibly the wealthiest man in Riverwatch, for in Riverwatch he who has the gold, makes the rules. Still Riverwatch is a law abiding city and does have a competent force of guardsmen and mercenaries upholding the law. While much is allowed in the city, there are restrictions of course on the sale of certain kinds of goods, but of course there is a black market for these kinds of goods.
Character Creation
Stats: 20 Point Buy
Classes: All Pathfinder Classes are available. Mennara is a renaissance level of technology, including some machines including airships and blackpowder weapons such as firearms and cannons.
Races: Most pathfinder races are playable in this setting. Races that may not be played are: Drow, Kobold, Tengu, Merfolk, Ratfolk, Kitsune and Catfolk.
Race Changes: While Orcs are essentially the same species some Orcs have lived generations in the cities and thus have lost some of their savageness but are generally more intelligent than their ancestors. City Orcs have the following modifiers. Players can chose to take either a Savage Orc (using the normal Orc rules) or the City Orc race.
Stats: +2 Strength, +2 Constitution, -2 Charisma. City Orcs are strong and resilient but are generally hideous looking and lacking in social graces seen in other races.
Darkvision 30 FT: City Orcs have adapted to life in the sun. Their eyes are not as accustomed to the dark as their ancestors but are still efficient. They do not suffer the Light Blindness racial trait.
Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
City-Raised: City Orcs with this trait are more accustomed to living in a large city. City-raised Orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Gods of Menara
Merlindia : Goddess of farming, fields and agriculture. (Neutral Good)
Faradon : God of Justice, protection, nobility and honor. (Lawful Good)
Kellos : God of Fire, Sun and Light, The Scourge of Evil. (Neutral Good)
Harken : God of Music and the arts. (Neutral Good)
Moradin : God of Craft, smiths and building. (Lawful Good)
Lyandar : Goddess of Love and passion. (Chaotic Good)
Cerradin : Goddess of the Moon, protector of the night. (Chaotic Good)
Deities of Neutrality
Elion : God of Judgement, mediation and balance. (Lawful Neutral)
Chalnier : God of War, Battle and Strength. (Chaotic Neutral)
Veranus : God of knowledge, skill and prophecy. (True Neutral)
Elderan : God of the Fey, patron of beauty. (True Neutral)
Cardistra : Goddess of the sea, oceans and the waves. (Chaotic Neutral)
Vaal : God of Nature, forests and animals (Chaotic Neutral)
Erathis : Goddess of civilization and development. (Lawful Neutral)
Alvareon : Goddess of Fate and Destiny. (True Neutral)
Drakavar : God of Death, lord of endings, ferryman of the dead. (True Neutral)
Deities of Evil
Tiamat : Goddess of wealth, greed and envy. (Lawful Evil)
Hextor : God of Tyranny, enslavement and conquest. (Lawful Evil)
Zorek : God of Darkness, Despair and Oblivion. (Neutral Evil)
Zebom : Goddess of Storms, Weather and Wind (Chaotic Evil)
Kelnov : God of Chaos, Wrath and madness (Chaotic Evil)
Morgheim : God of Disease, plague and pestilence. (Neutral Evil)
Myzekil : Goddess of Murder, Vengeance and Poison. (Neutral Evil)
Demigods
Shylya: Goddess of Healing (Lawful Good)
Ranald: God of Luck and Fortune (True Neutral)
Carthoi: Goddess of Blood (Neutral Evil)
Vurlog ): God of Competition, Patron of the Orcs (Chaotic Neutral
Glim Grungold: God of trickery and illusion, Patron of Halflings (Neutral Good)
Dergrim: God of Necromancy and the Undead (Neutral Evil)
(There are numerous other Demigods that may be revealed)

Nimbl |

I must admit my interest is peaked... I have played a couple PbP games with friends only and on private forums; so I am comfortable with the concept of how it works but the specific ins and outs of how you want internal/external dialog or body language to be displayed would be simple adjustments.
1) Max health at level 1 or should we roll it?
2) Starting gold, average or roll?
3) Progression speed, are you hoping to do 1-2 posts a day and maintain a fairly moderate pace?
I would likely choose something of a martial nature (rogue being my favorite but I would like to try a gunslinger, or even alchemist if it fits into your story).

Nimbl |

Fair enough thanks for answering the questions! I would like to officially enter my name :) I will report for duty when I get home from the office and dust off my dice. For anyone else who is coming up with player concepts I am likely going with an alchemist, providing buffs/debuff/poisons.
Scampers off with thought bubbles everywhere

Einar Gunnarson |

would like to submit Kraxus. Love Runboun played all the expansions. Are you looking for a character background? I will wright one up and finish spending gold later. Thanks for consideration. Kraxus will be taking a level or two of Barbarian. Will stay away from slumber hex unless you are ok with it. even then won't be picking it up till level 3. What level do you see the game going too?

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I do not know how high the game will go. As it is not an established adventure path it depends on how long players are willing to play and when events occur that will lead you to the final encounter. I would not mind some character background for your character just to give me an better idea of what you're playing.

Einar Gunnarson |


drbuzzard |

OK, simple one here.
Fred the teamster
Born to a quiet family of city orcs, Fred is an inquisitive, unassuming young orc. He has a stable job as a teamster. His inquisitiveness generally leads him to ask a lot of questions about his cargoes, his employers, and the locations he visits. He got his rather atypical name from the fact that his parents like ago decided that their children would try to fit in with humanity since it was clear where the world was going. He has siblings, Bob and Mary. Yes, this really didn't do him any favors with the other children, but he got by on brawn. Being bigger and tougher than all the other kids goes a long way. Since he has a fairly happy go lucky attitude, he wasn't bothered much at all. His easy approach to the work has continued through his employment. While his initial impressions often put people off (a hulking orc can be intimidating), once he gets to asking questions people usually stop worrying that he'll rip their heads off.
Stats
Fred the teamster
City Orc Fighter (Lore Warden) 1
N Medium Humanoid
Init +2; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +1
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Offense
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Speed 30 ft.
Melee Whip +6 (1d3+4/x2)
Special Attacks ferocity
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Statistics
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Str 18, Dex 14, Con 14, Int 13, Wis 10, Cha 8
Base Atk +1; CMB +5; CMD 17
Feats Power Attack -1/+2, Weapon Focus (Whip)
Traits Indomitable Faith, Seeker
Skills Acrobatics +1, Climb +3, Escape Artist +1, Fly +1, Handle Animal +3, Knowledge (geography) +5, Knowledge (local) +5, Perception +5, Profession (driver) +4, Ride +5, Stealth +1, Swim +3
Languages Common, Orc
Other Gear Studded leather armor, Whip, 149 GP
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Special Abilities
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Darkvision (30 feet) You can see in the dark (black and white vision only).
Ferocity (Ex) Fight without penalty even while disabled or dying.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

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It looks like the City Orc is pretty appealing to players. I hope I made the race balanced enough with the Savage Orc. I essentially gave them a half-orc racial ability instead of the Orc Weapon Familiarity and replaced their normal mods with the +2, +2, -2 as City Orcs are not universally as strong as Savage Orcs but have better mental faculties as they have been accustomed to city life. They also have a weaker Darkvision as they've operated in daylight for generations (but likewise don't get light blindness) Still most don't hold high ranking positions, instead they're more labourers and mercenaries due to their natural brawn and they still are somewhat uncouth and belligerent (Hence the -2 charisma modifier).

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A Scarred Witch Doctor is fine to play as some orcs still maintain some tribal spiritual beliefs. There will be some new races in this game although many won't be playable. There is a Dragon-Hybrid race in this setting (Also called the Dragonborn) but they are far too powerful to be a PC race and not in large numbers. I'll probably use the Dragonlance rules for Dragonspawn for their stats as essentially they were originally humans transformed by Dragon Magic into draconic abominations. I also got to come up with stats for Beastmen, Wendigo, Ferrox, Drakes (Frost and Carrion), Arachyura, Merriod and Lava Beetles. Deep Elves will just use the Drow racial stats (although they're Grey Skinned instead of Black skinned). Other creatures can easily be represented by just using existing monster stats. Kobolds for instance will be identical stat wise to the pathfinder kobold except they're small furry creatures rather than lizards.

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I have an elf wizard as well, but I would have to do some major tweaking. All in all, it wouldn't be to hard though to just come up with a all new character. It really all depends on what we have. So far we are light on healing so I could do a cleric. Would you like me to build him and post him up as well, then have you decide which would be a better fit?

Mrdarknlight |

Here is my Submission for the game. If any questions please ask, I took fiendish heritage feat so going to roll for the ability table see what I get. If the feat is an issue just tell me I can change it out.
First Roll:1d100 ⇒ 9
Second Roll:1d100 ⇒ 13
Third Roll:1d100 ⇒ 54
I will take the 54 and gain the DR.

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You can take that feat if you wish. In fact I would only allow the Variant Tiefling Abilities by taking that feat. By spending the feat you're paying for the extra power. There are Tieflings in the setting, very common among the foul Uthuk Y’llan, a savage group of human barbarions, infernal sorcerers and demon worshipers who have a strong tradition of cross-breeding with demons. Tieflings are also somewhat more prevalent in the Dark City of Nerekhall where dark magic thrives. Outside of that Tieflings are rare and much like other settings are rather despised. Indeed you'ed have trouble getting into the Holy City of Vyvelvale being a Tiefling. Fortunately Riverwatch is a Melting Pot and is generally open to most races for trade (Although exceptions do exist).