Long ago, the world was kept in balance by a fragile peace, between the 4 earthly powers. The Demons, the Angels, the Mortals and the Dragons. Each race kept to their realms, content on living out their existences as they had for eons before. But, as with all things, change must come to pass. The Dragons, led by a one Aldramax Carrion, entered into the Material world and laid seige to the human, elven, and Dwarven kingdoms. Aldramax himself led his vast host upon the Imperial City of Maraz, slaughtering the armies of the Human King Joseph Ironbrow and his allies.
The Demons and Angels, deceived by the Dragons until the dawn of that catastrophic battle, were outraged that the Dragonfolk had so broken their vows of peace, and led their forces onto the Material Plane to aid the brave and wounded King Ironbrow. THe Dragons were eventually beaten back, but not before many a beautiful Angel, powerful Demon and noble Human Knight, Mage, Ranger and Priest had been slain on the field of Battle. The King himself was mortally wounded by Carrion. He died soon after, and thus did the fragile treaties begin to smolder. With no heir, Ironbrow's proud kingdom devolved into infighting for the throne, the grand Imperial city collapsing in upon its own ideals through assassinations, murder and treason.
The Angels and Demons did their best to help their allies, until they found themselves the scapegoats and they soon fled the Mortal World. WIth no one left to guide them, the Human Kingdom of Maraz split into two factions. Those who stayed in the Chaos of the ruined Imperial city, and those who left its walls for the uncertain dangers of a world at war.
In the absence of Knights, Angels and Demons to guard its borders, Hedon knew for the first time a slow invasion by foul forces of Orcs and bandits. Raiders sacked village after village, with no hope of revenge or justice. The Imperial City would not help, so enraptured in politics and strife, for none had claimed the throne as of yet. So the Commoners, calling themselves the True Hedonites, banded together into a united front to defend themselves.
As the world stands today, things look bleak. It has been over a 100 years since the Dragon War, and chaos still ravages the land. WHat is worse, there have been again sightings of Dragons in the mountains far to the North, villages found burned to ash or melted by acid in great paths of destruction. This age is a dark one, and in need of true heroes to take up the challenge to defend their beloved home.
Racial Backgrounds:
Human: Humans are the most popular race in Hedon, comprising over 80% of the population of the country, whether they live in the Imperial City or as a member of the True Hedonites. The two groups see each other as traitors to their origins, share the same gods and occupations but only differ in the location. Also, Hedonites are slightly more durable to the hardships of the world, while Imperials are more skilled in intrigue and interaction.
Elf: The elves of Hedon come from the Eastern and Western Forests. There is little to no difference between the two tribes, merely differing opinouns on certain matters. Elves are seen as friends by all Humans, and share a gruding respect with the Dwarves.
Dwarf: The Dwarves of Hammerfell Mount and Icewater Valley are a dour, hardry folk, bred for strength and endurance with a knack for the crafting of glorious weapons. They are respected by all races for their skill in crafting and battle, and have been known to train others in their ways, for the right deal.
Halflings: Halflings live peacefully alongside the Humans in the Common lands, or in the Forests with the Elves. THey are a light-hearted folk but stout and driven to the core. Overall, they are a peaceful race, not one seen to be taken seriously by most others, despite their courage and skill. The right hero from these brave people may just turn the eyes of favor upon his or her people.
Half-Angels (Ashy): Before the mistake of driving them away, many Angels found solace and companionship among the human and elven races of Hedon, and thus, many half-celestial children were born and flourished during the reign of Ironbrow. They are a just and honorable people with strict moral codes and have the closest connection to whatever gods truly exist.
Half-Fiends (Roak): Like Angels, Demons were often seen taking Human and Elven mates, more out of the need for companionship than love, but nevertheless, many of their progeny still exist in the world today. Unlike their half-angel bretheren, most Half-Demons are bitter towards humans and the world in general, and while not evil at heart, they begrudge the Imperials driving them from the Material Plane.
Half-Dragons (Drakon): Before the Great Dragon Wars, some humans were lucky enough to be chosen to become life-mates to the all powerful dragons. The children born from these unions are among the most powerful in the world. Sadly, many of these majestic warriors and sorcerers were wiped out in the post-war raids on the Drakon people, leading them to become all but recluses in their home plane. Those that remain have had years to refine their strength and cunning, but their attitudes vary towards Humans and their Draconic ancestors. Many of their breed share a wish to restore their good name in the eyes of the Gods.
Racial Appearances:
Humans: With the most diversity, humankind varies tremendously in appearance, with hair color ranging from black to the lightest shade of silver-blond. Their eye color is mostly brown, with variants including blue, green, hazel, grey and sometimes purple or black. Imperials tend to have lighter colored skin, fairer hair and lankier builds, however this vary by profession. Hedonites, meanwhile, are best described as mutts among humans. Most of the Hedonite Commoners have ruddy, tanned skin from hard work, stockier builds and a thicker accent, but overall there are few differences between the two ethnic groups.
Elves: While they appear mostly human, elves are indeed creatures of a different sort and origin. Their bodies are willowly and supple, their long faces angular and most often compared to hawks, with almond shaped eyes, long pointed ears and a mysterious air about them. Their hair ranges from pure black to actual silver, no matter the age, while their eyes are most often forest tones of green, brown, blue and also yellow. Eastern and Western Elves both appear the same, the only difference being in the Clan symbols on their clothes, armor and weapons.
Dwarves: If one took a Hedonite Commoner, or even two, squashed them together and shrunk them down, one might be confronted with a likeness most like a Dwarf's. Theirs is a stolid and steady race, barely ever reaching above 4 feet tall but as wide as two humans from shoulder to shoulder in most cases, no matter their profession. Their hardyness is iconic among the Dwarf Race, as is their reputed wisdom and, of course, their magnificent beards, which range from black, to red, to blond to brown, while their eyes are either brown or blue. Dwarves are among the greatest craftsmen in the world, as well as fearsome warriors, and they all dwell together in the mountain stronghold of Hammerfell.
Halflings: One of the oddest races in Hedon, Halflings are a gregarious, ever-laughing and surprisingly solid folk for their size, known for their disproportionate bravery as well as their appetites. Most Halflings stand at barely 3 feet tall, with sometimes eccentric hairstyles, most resembling children to most others. Their hair varies as widely as humans, while their eyes, strangely, are most similar in their spectrum of colors to those of Elves, and it is often wondered if the two races have something in common in terms of their ancestry. Halflings have a definite place in the world of Hedon, however unlikely the idea seems to the larger folk.
Half-Angels (Ashy): The Ashy, no matter their ethnic background among their Mortal half, all appear mostly the same. Their bodies are tall and well formed, male or female, their faces unearthly beautiful and full of calm serenity or vicious and righteous anger, depending on their mood. Their hair is most often a bright, literally shining blond, their eyes glowing with golden hues like miniature suns. From their backs sprout magnificent feathery wings of snow-white feathers. In truth, they seem most like their mortal half, but perfected in every way, and even in these dark times they find it easy to sooth the fears of those they meet, theirs a natural aura of peace and good intentions. Both the Ashy and the Roak are able to live substantially long lives, some reputed to have survived since the founding of Hedon over 1000 years ago.
Half-Demons (Roak): Like their Ashy cousins, the Roak most resemble the mortals with which their ever-living parents mated with years before, only made perfect in mind and body. However, unlike their Angelicly descended brethern, the Roak's appearance is, most often, frightening at first glance. Their skin is most often a dark, ruddy red color, with patches of scales dotting their shoulders, abdomens, arms and legs, as well as all across the membranes of their bat-like wings. Their faces are naturally feral, with inhumanly sharp-looking teeth, burning red eyes and a small pair of horns growing from their brow. Their hair varies in color as widely as humans, but most often it is a deep, blood-hued chrome. Like the Ashy, they are tall, charismatic and inhumanly beautiful, but while the Half-Angels possess a natural aura of good will, most who stand too close to a Roak tends to feel ill at ease. Like their Demonic parents, the Roak are mysteries to all in their intent, and while not evil, their motives are their own at all times.
Half-Dragons (Drakon): While the Ashy and Roak mostly resemble their human halves, the same cannot be said of the Drakon, a mysterious and powerful race of warriors and inherently powerful sorcerers. Standing well over the average height of any human and indeed most Ashy or Roak, the Drakon are immense. Their faces are not at all human, with wide, often distended muzzles, flaring nostrils, thickly scaled skin, which ranges from every color of the rainbow, horns and powerful fangs. Their cat-like eyes vary from bright yellow to blazing red depending on their mood, and perpetual smoke drifts from their nostrils. Hunted, hated and feared by most of the country, most Drakon have become refugees in their own homeland, most blameless in the hate of others, but almost all resentful. A Drakon possesses many dragonish qualities, the thick armor-like scales that protect their skin as easily as crafted metal, the sharp rending fangs and talons, and powerful wings with which they can fly at impressive speed for their size. Drakon are naturally stronger, hardier and fiercer than most of the other races, but their souls remain mostly virtuous and noble, no matter their disposition towards the rest of the world and how they are treated.
Dueling:
First of all, I use a new and entirely custom system for those heroic Duels you see in Movies and games and such where the Heroes and the Villains go Mono-a-Total Bono in epic combat that oft ends in tragedy or awesomeness. Either that or one hit KO. Ha ha
For those who are interested, Duels in my game do not use Initiative Rolls.
DUELS:
1st Round: Intimidation as the Battle-Ring forms, both heroes clash their weapons, glare Achilles-style, pace about each other and hurl insults, each attempting to beat the others score.
2nd Round: Intimidation Continues. Whoever wins for a second time ACTS FIRST, often by charging. If both are at a stalemate, Intimiddation proceeds to Round 3.
Round 3 (If Intimidation Continues): Imdimidation again until a victor in the 2 of 3 rolls is chosen. If Not...
MELEE DUELING COMBAT:
Each Round, each hero is given 2 actions per turn, to select one of the few choices available per round.
Attacking: You strike at your opponent with your melee weapon/s with the sole purpose of cutting off his ficking head or brutally killing him in whatever grisly or artistic manner you roll. Only 1 Attack is allowed per round of combat, multiple attacks may not be taken unless the Hero possesses a +6 BAB. If the Hero naturally has 2 attacks because of BAB or a (Weapon)x2, they can attempt both and then use one of the other Duel techniques.
Feinting: As the Bluff Skill type, the target is considered Flat-Footed if succeeded. The DC is 10+Sense Motive Skill level plus 1/2 Class Level. This may be done either after or before the Attack or Move Action, and lasts until the end of your next turn, if Hero Acts 2nd, or until the beginning of your next turn, if Hero Acts 1st.
Maneuvering: You attempt to force your opponent to shift while still remaining within striking distance, or if using a reach weapon, to step back and to use your weapon. In either case, you can attempt to slide the opponent, or yourself, one square (5ft.) in any chosen square that still allows you reach of your enemy. EX. To gain Higher Ground, force your opponent into Rough Terrain, etc. The Hero may use Maneuvering either before or after the Attack, Feint or Bash actions, and also twice in a round. A 2nd Maneuver draws an AOO
Bashing: A custom rule, and inspired by the baddie head-butting the noble hero or kicking him in the nether regions. The Hero performs an Unarmed attack with the normal -4 Penalty to deal the normal 1d3+str nonlethal damage, but this attack also does something else. If it hits, the other Hero may not attack in his next action (reeling in pain, clutching his head) If the attack fails, the other hero is allowed an immediate Bash attempt of his own to prevent your Attack that round before he goes. A Bash attempt must be performed before the Attack action. The Hero can only use Bash once every other Round of Combat.
Combat Manuever: This functions like any of the other Combat Manuevers, with CMB versus CMD to Trip, Disarm, Bullrush or ETC. These may only be used with Attack, Maneuvering or Feinting, and only once per round.
MAGICAL DUELING COMBAT:
Magical Duels function much like Melee Duels, if any of you have seen Harry Potter/LOTR/or read Eragon, you know what I mean by Wizard Duals.
The Caster may take 2 Actions per turn by choosing one each of a set of different Techniques.
Attack Spell: Unlike actually casting Spells with Normal Casting Types, Caster Duals in my game function by extending the raw force of your mind and attempting to Blast through your Opponent's Defences with the force of your entire magical power (color varies by Player's preference and Alignment. EX. CE most often has blood-red, while LG often has Blue or Gold. ETC. The Color Means nothing beyond cosmetics. The Roll is adding your Class Level plus INT to Hit their Magical Defense, which is determined by 10 + DEX + DEFLECTION + WILL SAVE
The Damage from such is determined by Class Level/2 per 1d4, min. 1. EX. Level 4 Wizard does 2d4 plus INT modifier in Magical Attack. Only 1 Magical Attack Spell may be used per turn, depending on BAB. If the Caster has +6 BAB they are allowed 2 Attack Spells per turn plus 1 other action.
Raise Shield Spell: Raising a Shield to defend yourself is most often a good idea in Mage Combat. It functions as a Sustained ability that persists until dismissed that adds Class Level to your Magical Defense. The Shield can take a maximum of HD/Class Levelx10 Damage before being destroyed and must be given 1 round per damage over the maximum to recover. A Mage may not use an Attack Spell and the Shield in the same turn.
Maneuvering: This functions as Melee Dueling, see above. You must remain within Melee Reach of your Opponent to use this. Using this twice per turn draws a MELEE AOO.
Melee Attack: The Caster uses his Academy trained weapon to attack his foes when blasting them with their Raw Will seems not so much a good idea. The Attack action may only be taken once per BAB, +6BAB earning a 2nd Attack etc. The Caster may not use the Attack Spell, or Raise Shield spell in the same turn as a Melee Attack.
Melee Bash: This functions as Melee Dueling, see above.
Combat Maneuver: This functions as Melee Dueling, see above. A tripped Mage suffers the Flat-Footed penalty versus Magical Attacks.
In the end of the Duel, when one is dead the other beaten the hell up or calmly standing there without a scratch, the opposing side, having lost their leader, must make a High level Will save or run the fick away! the DC depends on the HD of the Duelist.