Adventures in Mulhorand -- Forgotten Realms Recruitment (PF1)


Recruitment


Mulhorand, ancient kingdom in the Bronze Age. It has stood the test of time for over three thousand years. Since the Mulan came over from their homeworld (Cough Earth Cough) by way of the Imaskari three thousand years ago. They brought with them their gods, overthrew the Imaskari, and set up a government with the Pharaoh as the head. The empire declined twice and was set up again. Now the old empire resembles the eighteenth Dynasty of New Kingdom Egypt.

The Year is 1369 DR.

You are visitors to an ancient kingdom. You may have come from the Dalelands, Cormyr, or Agralond. You may have come from any other part of the Realms. You are visiting an ancient kingdom, with a lot of ancient history and ancient magic. You are seen as barbarians by the Mulans, whether or not you actually are one. They have a different language, different customs, different fashion, and different attitudes. They are also building an army, in hopes of conquering Thay and Unther. The current Pharaoh is Amenohotep.

You will need:

* The Pathfinder Core Rulebook.
* Ed Greenwood Presents: Elminster's Forgotten Realms and/or The Forgotten Realms Campaign Setting for 3e. The Grand History of the Realms is informative, but not necessary.
* Old Empires (2e) at least. Since this describes the culture of Mulhorand. Also helpful are the following 3e sources: Lost Empires and the Unapproachable East. All three of these books are available from Drivethru.
* GURPS Egypt for GURPS 3rd Edition can also be helpful. This book is available from Drivethru, Warehouse 23, and Amazon.
* The Advanced Player's Guide for Pathfinder.
* The Advanced Race Guide for Pathfinder.

What I'd like to Run
I'm inspired by the Conan the Barbarian short stories by Robert E. Howard. Although the Realms were inspired by Lord of the Rings (just ask Ed Greenwood), Conan fits there as well. R.A. Salvatore wrote his first novels based on Heroic Fantasy. I primarily run Heroic Fantasy campaigns. Some of my campaigns are Epic Fantasy (see my other Forgotten Realms campaign). I'm not looking to run a Power Game. If I did, I would be advertising a game where you fight the gods.

Character Creation Details:
Race
You may choose from the following races:
Conventional Races
* Human (there are different regions from which a human can come from. This is discussed in the 3e FRCS with regional feats)
* Dwarf (There are different sub-races of dwarves, see the FRCS)
* Elf (There are different sub-races of Elves, including drow, see the FRCS)
* Gnome (There are different sub-races of gnomes)
* Half-Elf
* Half-Orc
* Halfling (there are different sub-races of halflings, see the FRCS)

Exotics
* Tiefling (Yes, there are different Tieflings. See Blood of Fiends to make yours).
* Aasimar (There are different Aasimars too, see Blood of Angels).
* Dragonborn (Dragonborn are rare in the realms, I'm allowing only one dragonborn).
* Genasi (These are descendants of Mortal + Genie pairings.)

Classes
The Realms have different aspects of technology. But the median technology is Crusades Era technology. Some places are lower, and some places are higher. Depends on where you start.

The following classes are allowed: CRB -- Bard, Barbarian, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, and Wizard. APG -- Alchemist, Cavalier, Oracle, and Summoner.

Religion
Religion in the Realms is polytheistic. This means that all of the gods are worshiped at different times by all people. The powers (gods) of the realms are varied in disposition and alignment. However, clerics tend to represent a religion, cult, or movement. The campaign will take place in the Era of Shade (That is why I suggested the 3e FRCS). Clerics or Oracles may choose to represent any god denoted in the FRCS or Faiths and Pantheons (3e). Check with me to convert your patron god's domains to PF1e's subdomains, I'll be willing to work with you.

Character Creation
* BACKGROUND SKILLS -- yes you can use them.
* Roll 4d6 six times, drop the lowest die, arrange to taste. This is Heroic Fantasy and not epic fantasy.
* Level 1.
* Hit points are full first level, then averages are taken each subsequent level.
* Three traits, one drawback.
* Starting money is at level 1.
* You may choose a Region other than the Old Empires to begin with.
* Come up with a good backstory. I don't want a novel, just something cool for me to work with.

Little Cultural Quirks
The Mulan buy and sell slaves in 1369 DR. This is mostly because Mulhorand depends on slaves in order to keep their economy going. The Mulhorandi campaigns both in Unther and in Thay to capture slaves. Slave culture is based on the Gor series of books by John Norman.

Skuld is built on a certain river that is not as long as the Nile, but is surrounded by desert. Most Mulan cities are built around the same river, and they depend on it's flooding for their Agriculture.

The Exchange

Man, as much as I like rolling the dice, I often feel as if those are touched by Beshaba as soon as I do it. So here's to the hope that my offerings to the Lady of Luck were enough.

Stat: 4d6 ⇒ (6, 4, 1, 3) = 14
Stat: 4d6 ⇒ (1, 4, 2, 2) = 9
Stat: 4d6 ⇒ (3, 1, 1, 2) = 7
Stat: 4d6 ⇒ (5, 2, 1, 5) = 13
Stat: 4d6 ⇒ (4, 5, 1, 4) = 14
Stat: 4d6 ⇒ (5, 3, 4, 3) = 15

The Exchange

So 13 - 8 - 6 - 12 - 13 - 12. Oh my.


WormysQueue wrote:
So 13 - 8 - 6 - 12 - 13 - 12. Oh my.

Hmm. Can you play with those?

The Exchange

Well at the moment I'm thinking Human Ranger with the Skirmisher Archetype Which statwise would look something like

ST: 12
DE: 15
CO: 13
IN: 08
WI: 10
CH: 06

So going full archer, no spells, should make this playable; at least I hope so.


4d6 ⇒ (3, 4, 3, 2) = 12 10
4d6 ⇒ (2, 3, 2, 3) = 10 8
4d6 ⇒ (4, 6, 1, 4) = 15 14
4d6 ⇒ (4, 6, 5, 4) = 19 15
4d6 ⇒ (1, 2, 2, 2) = 7 6
4d6 ⇒ (6, 6, 6, 1) = 19 18


Ooo an 18 and a six what a trade off


4d6 ⇒ (6, 4, 6, 6) = 2218
4d6 ⇒ (1, 2, 4, 4) = 1110
4d6 ⇒ (4, 5, 2, 6) = 1715
4d6 ⇒ (2, 4, 2, 2) = 108
4d6 ⇒ (5, 6, 1, 2) = 1413
4d6 ⇒ (5, 1, 6, 2) = 1413

I can work with that


ElbowtotheFace wrote:
Ooo an 18 and a six what a trade off

Ah, at least you didn't get a three.


Stat 1: 4d6 ⇒ (4, 4, 5, 5) = 18
Stat 2: 4d6 ⇒ (6, 1, 1, 4) = 12
Stat 3: 4d6 ⇒ (3, 2, 5, 6) = 16
Stat 4: 4d6 ⇒ (3, 3, 1, 2) = 9
Stat 5: 4d6 ⇒ (2, 5, 5, 2) = 14
Stat 6: 4d6 ⇒ (2, 6, 3, 2) = 13

So: 13, 11, 14, 8, 12, 11.

Scarab Sages RPG Superstar 2013

I am very interested in this game. Thing is I can play anyone. Escaped slave, risen servant of a long-passed Pharoah (an actual FR character I've played before), a Thayan Red Wizard tasked with commerce (played him in a long-running campaign. I can play a responsible LE), or anything else.

Just tell me what you'd like to see and I can make it work.


Steven T. Helt wrote:

I am very interested in this game. Thing is I can play anyone. Escaped slave, risen servant of a long-passed Pharoah (an actual FR character I've played before), a Thayan Red Wizard tasked with commerce (played him in a long-running campaign. I can play a responsible LE), or anything else.

Just tell me what you'd like to see and I can make it work.

I'm of the opinion that you can make any character you like to play. Within the bounds set by the Forgotten Realms world (truth is, there are more exotic races within the Realms. Just read the Complete Book of Humanoids for an example).

People are just rolling right now, Steve. I don't know what is needed. Or what to ask you to create and play. If I told everyone to use point buy in this campaign, I can give you some parameters. All of these characters you've listed are good for the campaign. I want you to play something you'd enjoy. Have fun making a character you'd enjoy.


you know, with stats like those, i could do a juxtaposition and create Raistlin


RIZZENMAGNUS wrote:
you know, with stats like those, i could do a juxtaposition and create Raistlin

You definitely could!

Grand Lodge

Definitely sticking to my Halfling fighter who focuses on slings


Half-Orc Druid (Goliath Druid Archetype if allowed)
18, 10, 14, 10, 15, 6


Stat 1: 4d6 ⇒ (1, 2, 3, 2) = 8
Stat 2: 4d6 ⇒ (3, 4, 4, 3) = 14
Stat 3: 4d6 ⇒ (5, 4, 1, 1) = 11
Stat 4: 4d6 ⇒ (1, 4, 5, 2) = 12
Stat 5: 4d6 ⇒ (6, 3, 6, 3) = 18
Stat 6: 4d6 ⇒ (4, 1, 1, 5) = 11

Let's see.


4d6: 4d6 - 4 ⇒ (5, 6, 4, 6) - 4 = 17
4d6: 4d6 - 1 ⇒ (5, 1, 5, 5) - 1 = 15
4d6: 4d6 - 2 ⇒ (3, 4, 4, 2) - 2 = 11
4d6: 4d6 - 1 ⇒ (1, 1, 5, 6) - 1 = 12
4d6: 4d6 - 1 ⇒ (4, 4, 1, 6) - 1 = 14
4d6: 4d6 - 1 ⇒ (4, 1, 3, 1) - 1 = 8

Hmm.

EltonJ wrote:
You are visitors to an ancient kingdom.

You would prefer all the players to be visitors to the region, no natives?


Name: Elwynd the Silverstar
Race: Human (Gur)
Class: Oracle (Lunar Mystery, Lycanthropy Curse)
Alignment: Chaotic Good
Deity: Selûne

Description: Elwynd the Silverstar is a gaunt human man in his late 20's. His pale skin is scarred in many places, mainly on his face. The Oracle's hair is shaggy and flaxen in color, hanging just at his shoulders. The Gur has the beginnings of a beard, which gives him even more of a wild look. He seems to have particularly sharp looking canine teeth too, along with some thick and pointed finger and toenails which seem more like claws than nail. Elwynd also has a prominent tattoo of a wolf paw across his chest over his heart.

By no means does he look like a warrior, though he does dress the part. Elwynd wears a blackened set of studded leather armor, a heavy wooden shield with the holy symbol of Selûne painted on the face, and at his hips he carries two unusual looking knives. The Gur carries a small bag of personal effects and camping supply over his shoulder.

Background: Elwynd grew up in a travelling clan of Gur, a nomadic ethnic group of Humans who crossed the Western Heartlands. From a young age Elwynd felt a deep connection to their cultural patron, Selûne the Moonmaiden. So much of his early life was devoted to learning the tenants of the faith that when he came of age to strike out on his own, he vowed to become a Silverstar. Silverstars were a specialty priesthood who of Selûne who were guided in their mission by visions from their maiden. His rovings took him east to the coast of the Sea of Fallen Stars, where trade was harried by pirates, slavers and more. For a few years, Elwynd offered his services to anti-piracy workings, empowered by his divine magic gifted to him by Selûne. His latest job found himself crewing a ship heading for the exotic shore of Mulhorand, where there he would find divine direction for his next step on their shores. Or so he hoped, but the machinations of the Moonmaiden were still a great mystery to him.

Character details:

Approximation of character build, give or take. Making the best of the mediocre stat rolls to play the saddest SAD that ever sadded.

Strength: 7
Dexterity: 10
Constitution: 11
Intelligence: 10
Wisdom: 11
Charisma: 17

Trait 1: Gur Tattoo (Race Trait) [IE: Varisian Tattoo]: You bear the elaborate tattoos of your people, marking you as a free son or daughter of the road. You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and star knives.

Trait 2: Enemy of Slavers (Social Trait): If you follow this code, you are known to be single-minded with regard to slavery, and this fervent belief is easily perceived by others. Those who deal in flesh have a greater desire to appease you before matters escalate to confrontation, knowing that your wrath will be unwavering and swift. You gain a +2 trait bonus on Diplomacy and Intimidate checks made to sway the minds of slavers and anyone who otherwise keeps innocent people against their will.

Trait 3: Omen (Faith Trait): You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action.

Drawback- Umbral Unmasking: You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).

Feat 1: Divine Fighting Technique - Desna's Shooting Star (IE: Selûne's Shooting Stars): You can add your Charisma bonus to attack rolls and damage rolls when wielding a starknife. If you do so, you don’t modify attack rolls and damage rolls with your starknife with your Strength modifier, your Dexterity modifier (if you have Weapon Finesse), or any other ability score (if you have an ability that allows you to modify attack rolls and damage rolls with that ability score).

Feat 2 (Human Bonus): Steadfast Personality: Add your Charisma modifier instead of your Wisdom bonus on Will saves against mind-affecting effects. If you have a Wisdom penalty, you must apply both your Wisdom penalty and your Charisma modifier.

Revelation- Prophetic Armor: You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn’t even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma, instead.

Curse- Lycanthropy: You suffer from a minor form of lycanthropy. The exact animal your body and mind are aligned with can vary, but you should choose an animal that matches your faith thematically. In times of stress or unease, you cannot speak—only growl and snarl like an animal. This ability works similarly to the tongues curse, but whenever you are in combat, you cannot speak at all. This does not interfere with spellcasting but does apply to spells that are language dependent. A character under the effects of speak with animals can understand you, and you can communicate with such characters normally. You can speak with animals when in this condition. Choose one type of animal commonly associated with lycanthropy (such as rats, wolves, or bears); you gain a +4 bonus on Handle Animal checks with these creatures.


TheWaskally wrote:

[dice=4d6]4d6 - 4

[dice=4d6]4d6 - 1
[dice=4d6]4d6- 2
[dice=4d6]4d6 - 1
[dice=4d6]4d6 - 1
[dice=4d6]4d6 - 1

Hmm.

EltonJ wrote:
You are visitors to an ancient kingdom.
You would prefer all the players to be visitors to the region, no natives?

You can play a native if you like.

Silver Crusade

Well, lets see what I roll up

4d6: 4d6 ⇒ (5, 4, 4, 2) = 15 = 13
4d6: 4d6 ⇒ (6, 1, 5, 6) = 18 = 17
4d6: 4d6 ⇒ (5, 3, 4, 6) = 18 = 15
4d6: 4d6 ⇒ (4, 3, 4, 3) = 14 = 11
4d6: 4d6 ⇒ (1, 6, 6, 1) = 14 = 13
4d6: 4d6 ⇒ (6, 5, 2, 1) = 14 = 13

I think I can do something with that :-) :-).

Busy today, will submit something by tonight or early tomorrow

The Exchange

A question regarding the traits: I would, for reasons of background story, like to chose two traits from the Ultimate Campaign book, if that's ok. I can easily replace those with other choices, but as that would slightly change the backstory, I wanted to ask beforehand.

edit: It's the Bastard Social trait and the Fearless Defiance Faith trait I'm talking about.


WormysQueue wrote:

A question regarding the traits: I would, for reasons of background story, like to chose two traits from the Ultimate Campaign book, if that's ok. I can easily replace those with other choices, but as that would slightly change the backstory, I wanted to ask beforehand.

edit: It's the Bastard Social trait and the Fearless Defiance Faith trait I'm talking about.

Those would be okay, Wormys.

Silver Crusade

Is the following a reasonable character (thematically and mechanically)?

A native of Mulhorand, she is a worshipper of Bast (Sharess).

Mechanically, a female human druid with the Lion Shaman archetype. Almost certainly with a cat animal companion.

Or would a worshipper of Sharess (Bast) have to be a cleric?


pauljathome wrote:

Is the following a reasonable character (thematically and mechanically)?

A native of Mulhorand, she is a worshipper of Bast (Sharess).

Mechanically, a female human druid with the Lion Shaman archetype. Almost certainly with a cat animal companion.

Or would a worshipper of Sharess (Bast) have to be a cleric?

Are you representing Sharess in a nature aspect?

Silver Crusade

EltonJ wrote:
pauljathome wrote:

Is the following a reasonable character (thematically and mechanically)?

A native of Mulhorand, she is a worshipper of Bast (Sharess).

Mechanically, a female human druid with the Lion Shaman archetype. Almost certainly with a cat animal companion.

Or would a worshipper of Sharess (Bast) have to be a cleric?

Are you representing Sharess in a nature aspect?

That was my intent. Concentrating more on the feline aspect than the hedonistic aspect (although the latter will definitely be there, obviously).

I'm not sure how much of the historical worship of Bastet I can draw on but historically she was also a goddess of fertility which seems to be at least partially a nature aspect to me


pauljathome wrote:
EltonJ wrote:
Are you representing Sharess in a nature aspect?

That was my intent. Concentrating more on the feline aspect than the hedonistic aspect (although the latter will definitely be there, obviously).

I'm not sure how much of the historical worship of Bastet I can draw on but historically she was also a goddess of fertility which seems to be at least partially a nature aspect to me

Okay, that will work. Hedonistic or not, Sharess is a deity of the tender passions. As bast, she's a nature deity. I just wanted to make sure on your intent.


@EltonJ

Any issue/comment regarding my submission?

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