Ruins of Empire (Inactive)

Game Master EltonJ

In this campaign, players play regents of Cerilia. They may take on a domain and rule it. The campaign happens in Anuire, to keep things familiar and simple.

Map of Anuire

Map of the Southern Coast.

Map of the Heartlands.

Map of the Eastern Marches.

Map of the Northern Marches.

Map of the Western Coast.

Revised Regency Table


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Well for the record, it would be valuable to point out that Elton directed everyone to "finish characters first" - possibly without taking into account that people who are new to the setting might not know that character class choice impacts realm choice and domain mechanics.

The classic "I wanna play a cleric" "who wants to be a paladin when they grow up" mind sets don't work in Birthright, at least not without the accompanying "so you want to earn resources from temples?" (or guilds/sources etc) guidance. I had suggested a while back that people take a close look at the sample domain example. People should probably also get down and tight with Table 14 of the campaign book too.

I can go with "last in, last out" too though; seems fair to give people that space. Happy to have a more fluid discussion on Discord too if anyone wants :)

Silver Crusade RPG Superstar 2014 Top 16

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On Sidhelien and Religion

Real quick, I wanted to point out that while there is an in-world reason ascribed to the lack of Temple holdings in Elven realms, this was also a mechanical choice by the creators. The Elves have an advantage on the Province vs Source level issue. Raising up a Province in an Elven realm doesn't push down the max Source level in that province as it does in Human, Dwarf, Goblin, and other Realms. If an Elf Realm was permitted to have Provinces, Law, Temples, Guilds, and Sources all maxed, their Realms would have a "natural" advantage, mechanically, over other Realms. Thus, Elves can't have their cake (Sources) and eat it too (Temples).

Anyways, enough from me on this, I am playing neither an elf, nor a priest.


Yeah Evindyl I have thoroughly read the entire recruitment thread and catalog everyone's responses and ideas.

Still IMO if the game is focussed on being a Regent of a Realm/Region then one should start with what Realm/Region they want to run with an eye to what kind of character they might want to play. Then once that is chosen flesh out the character to fit the Realm/Region however best it feels.

Granted rolling up the basics of ones Realm/Region related abilites for the character is IMO very important as since it is random that means you cannot control that and need to know what that is going to say about the Regent you are running but that is still more Realm/Region oriented than it is directly character oriented but also bleeds into the personna of the character one might choose to play based on the theme of the powers that one got. That is also why I did not choose a Derivation until after I got the potential powers -- as the potential powers I got seem quite harmonic and picking a Derivation to match seemed better than picking a Derivation for either or neither of those Powers.

Still to each there own -- there are many different paths that ultimately lead to the same destination


DeJoker wrote:

Yeah Evindyl I have thoroughly read the entire recruitment thread and catalog everyone's responses and ideas.

Still IMO if the game is focussed on being a Regent of a Realm/Region then one should start with what Realm/Region they want to run with an eye to what kind of character they might want to play. Then once that is chosen flesh out the character to fit the Realm/Region however best it feels.

Granted rolling up the basics of ones Realm/Region related abilites for the character is IMO very important as since it is random that means you cannot control that and need to know what that is going to say about the Regent you are running but that is still more Realm/Region oriented than it is directly character oriented but also bleeds into the personna of the character one might choose to play based on the theme of the powers that one got. That is also why I did not choose a Derivation until after I got the potential powers -- as the potential powers I got seem quite harmonic and picking a Derivation to match seemed better than picking a Derivation for either or neither of those Powers.

Still to each there own -- there are many different paths that ultimately lead to the same destination

LOL there is absolutely no "each their own" whatsoever.

There's one GM
It's Elton
His game, his rules, along with his super open willingness to discuss just about anything.

Was really only sharing what he had said previously, and pointing out that it might put a lot of the players who are new to the setting at a distinct disadvantage. Maybe also opening the door for some of the other players to broaden their concepts a little. That's it.

Thinking about it, you may have missed that you & I are in complete agreement, and that, truth be told, I was actually kind of just holding off directly disagreeing with Elton's methodology. All good though.


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Okay, here are the new rules for recruitment:

1. You can pick a realm (domain) for your character, that will help you flesh out your character's concept.

2. You are playing regents. Some times you will adventure (Adventuring is a domain action). That is why you will be called hero kings in Cerilia's future.

3. The races include: Dwarf, Elf, Half-elf, Half-orc, Halfling, and Human. The humans in Cerilia is divided into Cultures: Anuirean (English, French, and Roman), Brecht (German), Khinasi (African), Rjurik (Norse), and Vos (Russian). Elves, Anuireans, Brechts, and Khinasi are examples of Renaissance cultures (around 1400 A.D./C.E.); the Dwarves, Rjuriks, and Goblins are examples of Middle Ages cultures (around 1100-1230 A.D./C.E.), the Vos and Orogs (orcs) are examples of Dark Ages cultures (around 500 A.D./C.E.). We are playing in Anuire, because its has the most familiar culture.

4. The classes allowed for regents include: Core -- Barbarian, Bard, Cleric, Druid, Fighter, Paladin, Ranger, Rogue, Sorcerer, and Wizard; APG -- Inquisitor, Oracle; ACG -- Arcanist, Hunter (rare in the Southern Coast), Shaman, Warpriest; Ultimate Intrigue -- Vigilante. (DeJoker reminded me about Batman being a regent).

5. The following Classes gain regency:
TABLE 14: CLASSES AND REGENCY (from the Birthright Rulebook, on page 41). An asterisk means that the class collects half regency from the type of holding featured.
Feature Classes that Collect Regency
* Guild Rogue, Hunter, Ranger, Bard*, Vigilante
* Law Fighter, Hunter, Ranger, Barbarian, Inquisitor*, Paladin, Cleric*, Druid*, Warpriest*, Vigilante*, Oracle*, Shaman*, Rogue*
Source Arcanist, Sorcerer, and Wizard
Temple Cleric, Druid, Paladin, Inquisitor, Shaman, Oracle, and Warpriest
Province All
Trade Route Rogue (1 RP per GB produced)

6. Realm Spells. The following regent classes may cast divine Realm spells: Cleric, Druid, Inquisitor, Oracle, Shaman, and Warpriest. There are more divine realm spells to choose from in the Book of Priestcraft. Which costs ten dollars on Drivethru.

The following regent classes can cast arcane realm spells: Arcanist, Sorcerer, and Wizard. There are more arcane realm spells to choose from in the Book of Magecraft. This book is also available on Drivethru.

7. You have until December 8th to hammer out your domains and characters. We start play on Sunday, December 8th.


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pad300 wrote:

@Osprey424

You haven't posted a PC yet (and Elton has posted "which is private so far"). However, you have posted that you plan on being regent of The Siedwode (and Critzible may be building your court wizard).

As mentioned in thread, My own concept is currently: Searmonaiche do Sidhelien (Preacher to Elves). A Half-elven druid (supernaturalist) of Erik, who is trying to bring religion to the elves by establishing an elven church of Erik...

Is such a step away from elven tradition (a religion for the sidhelien) be a problem for your PC? If it's going to result in intra-party conflict, I will find a different concept...

Sorry for the slow reply, been a little busy the last few days!

My character is an elven Wizard, who will be (as far as I know) inheriting Isaelie's throne as the next King of the Sielwode. I assumed this would be her collection of land, law, and source holdings she holds in Ruins of Empire, unless the DM wants them divided up differently.

Elven regents are so rarely PCs that I hadn't really expected other players also wanting to play one. I've never had a pure elven PC in my own games, because they are substantially more alien and on poor terms with humans in general in Cerilia compared to other settings.

FWIW I had originally wanted to play either a human ranger ruler of Coeranys, or a dwarven regent of Baruk-Azhik, and had mentioned the Sielwode as a 3rd option, and Elton asked me to take on that role, so I did. :)

As for other regents in Sielwode: based on the RoE default setup, I would suggest that an elven Rogue or Ranger Guild Regent would be the most complimentary regent type to play there. Guild Regents are freaking *awesome* in Birthright, with rogues being arguably the most potent regent class in the game (lots of skills, lots of GB income, and they gain full RP from both guilds and trade routes! So it's really easy to max out RP collections while focusing on building ever-greater revenues. The tradeoff is every landed regent knows you are the money maker and expects a cut of the profits for allowing you to operate in their lands and protecting your trade routes).

Temples for Elves: nahhhh
In the canon setting elves do not worship any deities. They are themselves divine beings, deeply tied to the land, and fully immortal in terms of aging. They can live forever if violence does not kill them. They probably believe the humans' deep need for gods to worship is what brought them into existence in the first place.

So just having one elf worship a human deity would be quite a stretch, but an allowable exception to the rule. Persuading whole populations of elves to worship them defies credibility. Having temples in elven realms would certainly be a pragmatic benefit: it's humans' divine magics, coupled with their much higher birth and maturation rates, that were a decisive factor in humans steadily pushing the elves out of their Cerilian forest homes - which once covered most of the continent. And immortal beings have very long memories.

That's my feeling on the issue: I think it just breaks the setting a little too much. I expect we all want to be exceptional regents and make our marks in Cerilia's history, but I think we should respect the setting and it's unique flavor as well. It might be less of a stretch to have elves being capable of non-deific divine magic ala 3rd edition concepts (where the divine power comes from a non-deity source like nature or some other source), but it would definitely change the original 2e setting, where every cleric and paladin was required to have a patron deity, and druids were always priests of Erik. Ranger spells were somehow forgotten in these rules, and the source of that power is not explained in the canon as far as I know.

And as roleplaying goes, I don't want to give away too much about my character out-of-game, as elves are extremely mysterious and rarely seen or understood by humans, especially in a friendly context. So playing an elf who is willing to be allies with humans, especially from the xenophobic Sielwode, will be quite the novelty in Anuire!


EltonJ wrote:

5. The following Classes gain regency:
TABLE 14: CLASSES AND REGENCY (from the Birthright Rulebook, on page 41). An asterisk means that the class collects half regency from their holdings.
Feature Classes that Collect Regency
* Guild Rogue, Hunter, Ranger, Bard*, Vigilante
* Law Fighter, Hunter, Ranger, Barbarian, Inquisitor*, Paladin, Cleric*, Druid*, Warpriest*, Vigilante*, Oracle*, Shaman*, Rogue*
Source Arcanist, Sorcerer, and Wizard
Temple Priest, Paladin, Inquisitor, Shaman, Oracle, and Warpriest
Province All
Trade Route Rogue (1 RP per GB produced)

If I may make an editing suggestion: Bards are much more a core class in 3e and beyond than they were in 2e, where they were a weird not-exactly-multiclass amalgam of rogue/fighter/mage, so it makes sense to me to allow them to be a little more capable as a regent option in my opinion, though yes this does cause a small conflict with the canon lore from BoM, which had bards being forbidden to be regents by decree of the bardic college (and Laela Flaertes of Tuornen is the only bardic regent in the core setting I know of. Not sure if the college kicked her out?).

My suggestion is to allow them to gain full RP from Land and Guilds, and 1/2 RP from Law. This is similar to Rogues, but they wouldn't get RP from Trade Routes, and their lesser arcane magic wouldn't grant them Realm Spells, either, so they are still somewhat less potent as regents than other more traditional regent classes. But their social focus and broad skill lists really helps compensate for this - and there is no magic more powerful than Enchantment in politics and espionage!

If you are using straight 2e domain rules, I would also give them the free Espionage action that rogues get, because a bard would probably be even better at it than a rogue, thanks to their magics.


osprey424 wrote:
EltonJ wrote:

5. The following Classes gain regency:
TABLE 14: CLASSES AND REGENCY (from the Birthright Rulebook, on page 41). An asterisk means that the class collects half regency from their holdings.
Feature Classes that Collect Regency
* Guild Rogue, Hunter, Ranger, Bard*, Vigilante
* Law Fighter, Hunter, Ranger, Barbarian, Inquisitor*, Paladin, Cleric*, Druid*, Warpriest*, Vigilante*, Oracle*, Shaman*, Rogue*
Source Arcanist, Sorcerer, and Wizard
Temple Priest, Paladin, Inquisitor, Shaman, Oracle, and Warpriest
Province All
Trade Route Rogue (1 RP per GB produced)

If I may make an editing suggestion: Bards are much more a core class in 3e and beyond than they were in 2e, where they were a weird not-exactly-multiclass amalgam of rogue/fighter/mage, so it makes sense to me to allow them to be a little more capable as a regent option in my opinion, though yes this does cause a small conflict with the canon lore from BoM, which had bards being forbidden to be regents by decree of the bardic college (and Laela Flaertes of Tuornen is the only bardic regent in the core setting I know of. Not sure if the college kicked her out?).

My suggestion is to allow them to gain full RP from Land and Guilds, and 1/2 RP from Law. This is similar to Rogues, but they wouldn't get RP from Trade Routes, and their lesser arcane magic wouldn't grant them Realm Spells, either, so they are still somewhat less potent as regents than other more traditional regent classes. But their social focus and broad skill lists really helps compensate for this - and there is no magic more powerful than Enchantment in politics and espionage!

If you are using straight 2e domain rules, I would also give them the free Espionage action that rogues get, because a bard would probably be even better at it than a rogue, thanks to their magics.

I can see Bards setting up espionage networks. Cardinal Richelieu in France's history had an extensive spy network within France. And he was a temple regent (although he had some trouble with Louis XII and XIII). The networks would be part of their guild holdings.

Here's the revised Regent table in regard to bards:

Guild: Rogue, Bard, Ranger, and Vigilante.
Law: Rogue* Bard*, and Vigilante*


DeJoker wrote:

Note I have not hard picked my character as of yet since I really kind of needed to know what Realm/Region I would be running and/or if I would be working within a Realm/Region with another or if I would be doing a solo Realm/Region. Lastly, I came on to add to the game and will let everyone else choose before I make a choice. As I will be trying to fill in with whatever and wherever. So let us say the players split up into a group of 3, 3, and 2 -- then I would join the 2 to make it 3 -- or if someone definitely wanted to run a Realm/Region but no one else seemed interested in joining and we are actually doing teams then I would join them. So yeah whoever had been interested in doing that Dwarf Realm/Region I would have helped out if we ended up doing the team thing.

Wait, are we supposed to be making groups? I thought that was just one ad hoc thing, and Eltonj had said we could each run our own domain.


Ouachitonian wrote:
DeJoker wrote:

Note I have not hard picked my character as of yet since I really kind of needed to know what Realm/Region I would be running and/or if I would be working within a Realm/Region with another or if I would be doing a solo Realm/Region. Lastly, I came on to add to the game and will let everyone else choose before I make a choice. As I will be trying to fill in with whatever and wherever. So let us say the players split up into a group of 3, 3, and 2 -- then I would join the 2 to make it 3 -- or if someone definitely wanted to run a Realm/Region but no one else seemed interested in joining and we are actually doing teams then I would join them. So yeah whoever had been interested in doing that Dwarf Realm/Region I would have helped out if we ended up doing the team thing.

Wait, are we supposed to be making groups? I thought that was just one ad hoc thing, and Eltonj had said we could each run our own domain.

I wanted you to make groups at first, but since we have more players interested, you can choose a realm to rule. Making a group of regents over a specific realm is still an option, though.


Divine Realm spell selection

Here, in this post, we address Realm spells for divine casters and arcane casters. Since the Book of Priestcraft was made for 2e, the Priest regent would gain a specific realm spell according to the sphere it was associated with.

However, since 3e went away from divine spheres to divine domains, realm spells for divine casters presents a problem. 3e doesn't use spheres. There are a limited number of Divine Realm Spells.

Like Arcane realm spells, the divine regent can select 1d3 realm spells to start with.

Silver Crusade

Here is my character. It assumes that he is the Regent of Elinie (which is otherwise unchanged except for the ruler being dead).

If that turns out not to work then I'll adjust things to fit.

Ehsan ibn Addan

If people want to share some realm I'm ok with that.


Hi everyone, another ruling to go into the Rules Summary document.

This time on Languages. A number of submitted characters pick "Common" as a language. In the Birthright campaign setting, there is no "Common" language. Although during the times of the Anuirean Empire that Roele forged, a lot of people learned Anuirean. Now the empire has collapsed, everyone is speaking their native tongue.

On page 17 of the Birthright Rulebook the following languages are available to player characters:

Human Tongues
Andu (old Anuirean)
Anuirean
Low (modern) Brecht
High (ancient) Brecht
Basarji (Khinasi)
Rjuven (Rjurik)
Vos

Demihuman Tongues
Sidhelien (elvish)
Karamahul (Dwarvish)
Halfling

Nonhuman Tongues
Giant
Gnoll
Goblin
Orog
Ogrish
Troll

Grand Lodge

Hoping to get my Elf done tonight


Revised Regency Table

Class -------- Full Regent -------------------- Half-Regent ---- Realm Magic
Barbarian ---- Law/Province ------------------- 0 ---------------
Bard --------- Guild/Province ------------------ Law ------------
Cleric -------- Temple/Province ---------------- Law ------------ Yes
Druid -------- Temple/Province ---------------- Law ------------ Yes
Fighter ------- Law/Province ------------------- 0 --------------
Paladin ------ Temple/Law/Province ----------- 0 --------------
Ranger ------- Guild/Law/Province ------------ 0 --------------
Rogue -------- Guild/Trade Route/Province ---- Law -----------
Sorcerer ----- Source/Province ---------------- 0 -------------- Yes
Wizard ------- Source/Province ---------------- 0 -------------- Yes
.
Arcanist ----- Source/Province ---------------- 0 --------------- Yes
Inquisitor ---- Temple/Law/Province ---------------- 0 ------------
Hunter ------- Law/Province ------------------- 0 ---------------
Oracle ------- Temple/Province ---------------- Law ------------ Yes
Shaman ------ Temple/Province --------------- Law ------------ Yes
Vigilante ----- Guild/Province ------------------ Law ------------
Warpriest ---- Temple/Law/Province ---------- 0 ----------------


Critzible wrote:
Hoping to get my Elf done tonight

Okay. Awesome. :)


Critzible wrote:
Hoping to get my Elf done tonight

Hey I had some ideas for elven wizard domain alternatives to simply splitting up the Sielwode's sources between 2 regents. You could play an elven wizard outside an elven realm since source regents spend most of their time far away from civilization and are generally mysterious figures to the public. Some NPC wizard regents in the setting have race=unknown, which tells you how little anyone knows about them.

And if you want to be allied with or an agent of the Sielwode working out in the human lands, that could work out very well as a premise for why we're part of the same allied group.

From Ruins of Empire, other source regents in the east (from whom you could inherit/replace) include:

Eastern Coast
There are 2 Swamp Mages in Osoerde and Elinie (swamps are actually some of the best source potential, and nice because landed regents don't tend to develop them much or at all). Usually one is good and one is evil, and both are fighting for opposing sides in the civil war in Osoerde between Duke Jaison Raenech and the rightful heir William Moergen (I think the 2nd Swamp Mage - SM2 - is the good one supporting Moergan and his rebels. She is in Elinie as well as Osoerde).

The wizard Regien is the court mage of Mhoried, and has a few sources there, but is a fairly new regent with a tiny domain at the default start time in Ruins of Empire.

The Chimaeron and Coeranys: The Three Brother Mages compete with the Chimaera (an awnshegh sorceress) for sources in these 2 regions.

There are also open sources in Baruk-Azhik. In the canon lore, dwarves do not have wizards and tend to distrust arcane magic, so there are no source regents by default in Baruk-Azhik. But the mountains have some pretty rich source potential, so it's not an impossibility, especially if you convince the BA ruler that they'd do better with a wizard ally protecting their realm.

Being a pure wizard regent is tricky, because sources do not generate physical wealth (GB) but growing them and casting realm spells does cost GB. So most pure source regents need landed regents to sponsor them with GB tribute in exchange for magical services and protection of the realm. This doesn't mean you *have* to be someone's court wizard, though I'm sure most rulers would prefer a source mage's undivided loyalty and service if they can get it.

Southern Coast
The High Mage Aelies (HMA) is in the old Erebannien forest (southeastern coast of Anuire, mostly in the realm of Aerenwe) is a very powerful 1/2-elven mage (wizard 16!) who could definitely have an elven successor. If he mated with a full elf, their child would be 3/4-blooded but considered a full elf by other elves (so are half-elves who live with the elves, for that matter), if you wanted to play the child and heir of Aelies. HMA has multiple sources in Roesone as well.

Rogr Aglondier, the Count of Ilien, is a wizard regent who owns the single 6/0 province (and some law) of Ilien, as well as a number of sources in the Erebannien. This is a modest domain for a new wizard regent with a minor bloodline - although the Free City of Ilien is the largest city on the southern coast so it's quite the diplomatic hotspot (and could be ruled by any class character with some adjustments - such as a Cleric temple regent like the Impregnable Heart of Haelyn or Eastern Temple of Neserie).


EltonJ wrote:

Revised Regency Table

Class -------- Full Regent -------------------- Half-Regent ---- Realm Magic
Barbarian ---- Law/Province ------------------- 0 ---------------
Bard --------- Guild/Province ------------------ Law ------------
Cleric -------- Temple/Province ---------------- Law ------------ Yes
Druid -------- Temple/Province ---------------- Law ------------ Yes
Fighter ------- Law/Province ------------------- 0 --------------
Paladin ------ Temple/Law/Province ----------- 0 --------------
Ranger ------- Guild/Law/Province ------------ 0 --------------
Rogue -------- Guild/Trade Route/Province ---- Law -----------
Sorcerer ----- Source/Province ---------------- 0 -------------- Yes
Wizard ------- Source/Province ---------------- 0 -------------- Yes
.
Arcanist ----- Source/Province ---------------- 0 --------------- Yes
Inquisitor ---- Temple/Law/Province ---------------- 0 ------------
Hunter ------- Law/Province ------------------- 0 ---------------
Oracle ------- Temple/Province ---------------- Law ------------ Yes
Shaman ------ Temple/Province --------------- Law ------------ Yes
Vigilante ----- Guild/Province ------------------ Law ------------
Warpriest ---- Temple/Law/Province ---------- 0 ----------------

If we can address some of the serious issues with this tomorrow, that would be awesome. No one in their right mind would play a wizard based on this. This throws away like a 100 years of relative equivilancy for mages & clerics, for no apparent reason. Given that the shaman is a hybrid divine/arcane class of at least one class that we aren't allowing, seems like it should be thrown out altogether. Given that Hunter is the hybrid of Druid and Ranger, why is its regency so stunted?

At the end of the day, I mostly just want the arcane classes fixed.
I get that churches are tied to Law by threatening people's salvation, but especially in this world, I think mages could hold down Law also.

TABLE 14 REVISED


Without being completely negative, let me also add that I love the way that we are enhancing a product which I already thought was great 30 years ago.

That said, I would LOVE to see witches and shaman (shapersons?) recolorized for Birthright. I would LOVE to see the witch class added as Bloodline Witch: Bonded Witch archetype mandated for any/all races; Ancestors patron being the only patron. Would totally be amazing and I would probably want to play one.
S - P - L.5 - YES (This is what I think we should have for all Arcanes)

That would open the door for what I would call the Bloodline Acolyte (shaman class), blending the above with an oracular connection to the divine.
P - S.5 - T.5 - L.5 - MAYBE


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Evindyl wrote:

Without being completely negative, let me also add that I love the way that we are enhancing a product which I already thought was great 30 years ago.

That said, I would LOVE to see witches and shaman (shapersons?) recolorized for Birthright. I would LOVE to see the witch class added as Bloodline Witch: Bonded Witch archetype mandated for any/all races; Ancestors patron being the only patron. Would totally be amazing and I would probably want to play one.
S - P - L.5 - YES (This is what I think we should have for all Arcanes)

That would open the door for what I would call the Bloodline Acolyte (shaman class), blending the above with an oracular connection to the divine.
P - S.5 - T.5 - L.5 - MAYBE

The White Witch (an Awnshegh) is totally a witch. I always felt that the cleric regent of Kriesha would totally be a witch. I could figure that the Eyeless One could be a witch too.


Evindyl wrote:

If we can address some of the serious issues with this tomorrow, that would be awesome. No one in their right mind would play a wizard based on this. This throws away like a 100 years of relative equivilancy for mages & clerics, for no apparent reason. Given that the shaman is a hybrid divine/arcane class of at least one class that we aren't allowing, seems like it should be thrown out altogether. Given that Hunter is the hybrid of Druid and Ranger, why is its regency so stunted?

At the end of the day, I mostly just want the arcane classes fixed.
I get that churches are tied to Law by threatening people's salvation, but especially in this world, I think mages could hold down Law also....

I think it makes perfect sense that Mages are not terribly ideal as Law regents, and do not collect regency (RP) from those holdings. And I say that playing a Wizard in this game (and have played an unlanded straight source regent before, too). Land and Source is enough if your domain is big enough.

Fighters have exactly the same issue of being ONLY Land and Law regents. It fits the concept well enough (and tbh even being ideal Law regents is a bit of a stretch for a dedicated warrior to also be a good magistrate, sheriff, etc...but the BR designers wanted Fighter to be a core regent archetype, given the history of medieval warrior kings and nobles).

At the end of the day, any Landed Regent who wants to control their lands should invest in Law holdings whether they get RP from them or not. As we are likely to be using the 3.5e BRCS domain rules, Law holdings will still generate a base of 1/3 GB per level each season as well as extra income from seizures of other holdings' income if the law regent so chooses, and can add or subtract their level from most other holding actions in the province they are in. All great reasons to have some if you want to stay in control of your province.

Finally: In my experience, most regents have just one or two holding types anyways (with landed cleric and paladin Theocrats and landed Guilders being the exception with 3 holding types), and their Bloodline Score becomes the primary limit upon their seasonal RP collections once their domains get built up a bit, rather than the types of holdings they control.

Grand Lodge

Sorry got busy working on my Wizard still


Critzible wrote:
Sorry got busy working on my Wizard still

Ah. Alrighty. Do you think you can have him finished tomorrow?


Okay I have the following players associated with the following Regions:
.
.
.

Evindyl ------------ Ilien
Osprey ------------ Sielwode
pauljathome ---- Elinie
Zahir --------------- Mieres
-------
Critzible ----------- ????
Pad300 ------------ ????
Ouachitonian --- ????
-------
DeJoker ----------- something not already chosen

So could Critzible, Pad300, and Ouachitonian at least give me an idea of the Regions that you are considering taking so that I can better plan where my character might land.

Note I will probably be away from my computer until Monday night or Tuesday


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DeJoker wrote:

Okay I have the following players associated with the following Regions:

.
.
.

Evindyl ------------ Ilien
Osprey ------------ Sielwode
pauljathome ---- Elinie
Zahir --------------- Mieres
-------
Critzible ----------- ????
Pad300 ------------ ????
Ouachitonian --- ????
-------
DeJoker ----------- something not already chosen

So could Critzible, Pad300, and Ouachitonian at least give me an idea of the Regions that you are considering taking so that I can better plan where my character might land.

Note I will probably be away from my computer until Monday night or Tuesday

Actually, Evindyl is taking Arwenwe.

Grand Lodge

Blodeuwydd Wynne:

Blodeuwedd Wynne
Wizard Wood Elementalist 1st Neutral
Female Age: Hgt:6 Wgt:130 Hair:Platinum Blonde Eye:Green Skin:Fair
Str 10 Dex 14 Con 11(12) Int 18 Wis 14 Cha 14
HP:6
Init:+2
AC:12 |10+2(Dex)
Speed:30ft
Langauages: Sidhelien, Anuiren, Low Bretch, High Bretch,Karamahul,Andu
BaB:+0
Melee:+0
Weapons:
Quarterstaff +0 1d6
Dagger +0 1d4
Ranged:+2
Weapons:
Short Bow +2 1d6

Fort:+0|0+0
Reflex:+2|0+2
Will:+4|2+2

Skills:6
Know(Arcana)+8|1+4(Int)+3
Know(Nature)+8|1+4(Int)+3
Know(Planes)+8|1+4(Int)+3
Perception +5|1+2(Wis)+2(Race)
Sense Motive+7(+9)|1+2(Wis)+3+1(Trait)+2(trait)
Spellcraft+8|1+4(Int)+3

Background:2
Know(Nobility)+8|1+4(Int)+3
Know(History)+8|1+4(int)+3

Feats:Scribe Scroll* Spell Penetration

Traits:
Mutant Eye
One of your parents was exposed to uncontrolled magic or arcane pollution before you were born, causing you to develop a minor mutation that has marked you as different all your life.

Benefit(s): You have a third eye on your forehead. As long as it is uncovered and open, you can get a clearer sense of the emotions of those you see, granting you a +2 trait bonus on Sense Motive checks that increases to +4 on checks to notice whether a character is under a mind-affecting effect. However, the eye is unsettling, and you take a –1 penalty on Bluff and Diplomacy checks against humanoids who can see it.

Survivor

Years of living in violent squalor have sharpened your senses and given you an ardent distrust of humanity.

Benefit: You gain a +1 trait bonus to initiative and Sense Motive checks. Sense Motive is always a class skill for you.

Spells:
0-4 1-3

Wizard:
Weapon and Armor Proficiency
Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard’s movements, which can cause his spells with somatic components to fail.

Spells
A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own (see Magic).

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Cantrips
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).

Scribe Scroll
At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Wood Elementalist
Wood represents flexibility, warmth, wind, generosity, cooperation, and idealism. Practitioners of this elemental magic often resemble druids in character and in the use of their magic.

Wood Magic
At 1st level, add the following spells to your Wizard spell list at the listed spell level: 2nd—entangle, 3rd—tree shape, 4th—plant growth, 5th—command plants, 6th—tree stride, 7th—liveoak, 8th—transmute metal to wood, 9th—control plants.

Flexible Enhancement(Su)
A master of the wood element is able to bend like bamboo when stressed and snap back into place. You gain a +1 enhancement bonus to your Dexterity, Constitution, or Wisdom ability score. This bonus increases by +1 for every five Wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells.At 20th level, this bonus applies to two of these ability scores of your choice.

Splintered Spear (Su) 7/day +4 1d6+4
As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack against one target within 100 feet (range penalties apply), using your Intelligence modifier as an attack bonus instead of your Strength or Dexterity modifier. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn. At 6th-level and every 6 levels thereafter, the spear gains a +1 enhancement bonus and the bleed damage increases by +1. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Cooperative Defense (Su)
At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must make this choice individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four wizard levels beyond 8th.

0—light
1st—alter winds, animate rope, charm person
2nd—cat’s grace, entangle, protection from arrows, web, whispering wind
3rd—cloak of winds, tongues, tree shape, wind wall
4th—charm monster, hallucinatory terrain, minor creation, plant growth, river of wind, secure shelter, sirocco
5th—command plants, fabricate, fickle winds, mirage arcana, sending, telepathic bond
6th—battlemind link, cat’s grace (mass), tree stride
7th—control weather, liveoak, scouring winds
8th—charm monster (mass), euphoric tranquility, transmute metal to wood
9th—control plants, refuge, winds of vengeance

Spellbook
0-All
1st-Alter Winds, Animate Rope, Charm Person,Mage Armor, Magic Missile,Identify, Fastidiousness

Tainted Bloodline level 13
Detect Lies: 1/day as the spell

Ability Score Modifiers: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses:Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Weapon Familiarity:Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Equipment:
Wizard’s Kit:
Price 21 gp; Weight 21 lbs.

This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a wizard begins play with a spellbook and does not need to purchase one.

Outfit, Explorer’s

This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.

Still need to do my Raven Familiar

Grand Lodge

Not sure but a good scource where she can build up trees.

I am a Wood Elementalist. Figured My Wizard would plant trees and plants. Maybe though working with the Dwarves would be interesting as she thinks they do need help and she is eager and willing to provide it.


Everyone else, except DeJoker, get your characters in by nine o'clock Mountain Standard Time tonight!


DeJoker wrote:

Okay I have the following players associated with the following Regions:

.
.
.

Evindyl ------------ Ilien
Osprey ------------ Sielwode
pauljathome ---- Elinie
Zahir --------------- Mieres
-------
Critzible ----------- ????
Pad300 ------------ ????
Ouachitonian --- ????
-------
DeJoker ----------- something not already chosen

So could Critzible, Pad300, and Ouachitonian at least give me an idea of the Regions that you are considering taking so that I can better plan where my character might land.

Note I will probably be away from my computer until Monday night or Tuesday

I’d prefer something small. I don’t want to start with a domain that’s got a dozen provinces or something. Maybe Cariele or Endier? Endier is smaller, but seems much more out of the way, where Cariele seems likely to be in the thick of things. Thoughts, anyone else?


Ouachitonian wrote:
DeJoker wrote:

Okay I have the following players associated with the following Regions:

.
.
.

Evindyl ------------ Ilien
Osprey ------------ Sielwode
pauljathome ---- Elinie
Zahir --------------- Mieres
-------
Critzible ----------- ????
Pad300 ------------ ????
Ouachitonian --- ????
-------
DeJoker ----------- something not already chosen

So could Critzible, Pad300, and Ouachitonian at least give me an idea of the Regions that you are considering taking so that I can better plan where my character might land.

Note I will probably be away from my computer until Monday night or Tuesday

I’d prefer something small. I don’t want to start with a domain that’s got a dozen provinces or something. Maybe Cariele or Endier? Endier is smaller, but seems much more out of the way, where Cariele seems likely to be in the thick of things. Thoughts, anyone else?

How about Coeranys? It's not tiny, but it is low development levels and nicely tucked in the NE corner of Anuire so not in the middle of all the conflict. It is a really great beginner realm. The number of provinces you rule probably matters less than the total levels of land and other holdings you would rule, and what threats lie inside and against your borders. (This was going to be the realm I ran - as a Ranger - before I was asked to take on the Sielwode. It's a really sweet spot with loads of potential for growth.)

The other reason I suggest this realm is it's much closer to other PC realms than Cariele and Endier (and those little realms in strategic hotspots are actually very challenging realms to play; their small size and locations raise the difficulty level substantially). Your neighbors would be the Sielwode (PC), Elinie (PC), Osoerde (NPC), Chimaeron (NPC), and Baruk-Azhik (dwarves, friendly with guilds in most of Coeranys).

Closer PC realms will really help cut down on the DM workload running NPC domains, as well as create much more natural reasons for the PC regents to be allies (it's WAY easier to provide trade and promise of military aid to a neighboring realm than to one on the far side of Anuire!).

I am still not sure story-wise how we are all going to be natural allies without some DM Fiat involved (prophecy, fate, etc), nor how we would all be getting together physically very often.

@Ouachitonian I also just looked and saw you are planning on playing a LG paladin. Coeranys is a CG realm in the book, which I suspect the DM is OK with either changing or allowing you to change over time in the game.

But I just wanted to throw out the Birthright-specific option to play a Chaotic Good Paladin of Cuiraecen (the Stormlord, son and herald of Haelyn, god of battle, storms, and strength) as well, because it thematically fits the region and is also cool as hell.
I'm not positive how Elton would shape the class, but my suggestion based on the BRCS was that they are like corebook Paladins but no spells; instead they count their paladin levels as fighter levels for feat qualifications (so they can have Weapon Specialization and other cool fighter-only feats), and get a bonus Fighter feat every 4 levels or so.


Ouachitonian wrote:
DeJoker wrote:

Okay I have the following players associated with the following Regions:

.
.
.

Evindyl ------------ Ilien
Osprey ------------ Sielwode
pauljathome ---- Elinie
Zahir --------------- Mieres
-------
Critzible ----------- ????
Pad300 ------------ ????
Ouachitonian --- ????
-------
DeJoker ----------- something not already chosen

So could Critzible, Pad300, and Ouachitonian at least give me an idea of the Regions that you are considering taking so that I can better plan where my character might land.

Note I will probably be away from my computer until Monday night or Tuesday

I’d prefer something small. I don’t want to start with a domain that’s got a dozen provinces or something. Maybe Cariele or Endier? Endier is smaller, but seems much more out of the way, where Cariele seems likely to be in the thick of things. Thoughts, anyone else?

Would love to be neighbors if you wanted to adapt Roesone or Ilien


osprey424 wrote:
Ouachitonian wrote:
DeJoker wrote:

Okay I have the following players associated with the following Regions:

.
.
.

Evindyl ------------ Ilien
Osprey ------------ Sielwode
pauljathome ---- Elinie
Zahir --------------- Mieres
-------
Critzible ----------- ????
Pad300 ------------ ????
Ouachitonian --- ????
-------
DeJoker ----------- something not already chosen

So could Critzible, Pad300, and Ouachitonian at least give me an idea of the Regions that you are considering taking so that I can better plan where my character might land.

Note I will probably be away from my computer until Monday night or Tuesday

I’d prefer something small. I don’t want to start with a domain that’s got a dozen provinces or something. Maybe Cariele or Endier? Endier is smaller, but seems much more out of the way, where Cariele seems likely to be in the thick of things. Thoughts, anyone else?

How about Coeranys? It's not tiny, but it is low development levels and nicely tucked in the NE corner of Anuire so not in the middle of all the conflict. It is a really great beginner realm. The number of provinces you rule probably matters less than the total levels of land and other holdings you would rule, and what threats lie inside and against your borders. (This was going to be the realm I ran - as a Ranger - before I was asked to take on the Sielwode. It's a really sweet spot with loads of potential for growth.)

The other reason I suggest this realm is it's much closer to other PC realms than Cariele and Endier (and those little realms in strategic hotspots are actually very challenging realms to play; their small size and locations raise the difficulty level substantially). Your neighbors would be the Sielwode (PC), Elinie (PC), Osoerde (NPC), Chimaeron (NPC), and Baruk-Azhik (dwarves, friendly with guilds in most of Coeranys).

Closer PC realms will really help cut down on the DM workload running NPC domains, as well as create much more natural reasons for the...

That all makes sense to me. Changing from Haelyn to Cuiraecen shouldn’t be hard at all, given that Cuiraecen is Haelyn’s son, so I’d presumably even be able to keep derivation from Anduiras. I’m open to that. I’ll note that the the CG Paladin you’re describing is basically the Tempered Champion archetype. There’s also the Vindictive Bastard archetype which, while clearly meant for a fallen paladin who’s not Good anymore, is also plenty serviceable for a CG character. Nothing in its description says you *can’t* be good.


Ouachitonian wrote:
That all makes sense to me. Changing from Haelyn to Cuiraecen shouldn’t be hard at all, given that Cuiraecen is Haelyn’s son, so I’d presumably even be able to keep derivation from Anduiras. I’m open to that. I’ll note that the the CG Paladin you’re describing is basically the Tempered Champion archetype. There’s also the Vindictive Bastard archetype which, while clearly meant for a fallen paladin who’s not Good anymore, is also plenty serviceable for a CG character. Nothing in its description says you *can’t* be good.

That's cool, I haven't read or memorized most of the archetypes. I tend to use the core rules for 99% of my games, because I haven't run any PF1e games with players wanting much non-core stuff other than maybe more spells as the game progresses.

I see the Tempered Champion is actually more powerful the Paladin of Cuiraecen from the BRCS because they also get Warpriest Sacred Weapon damage, which gets pretty hefty at higher levels (especially on crits). Only downside is less flexibility in the bonus feats (no Greater Shield Focus or Critical fighter feats, for instance). Really darn close, though!

An Anduiras bloodline is absolutely most appropriate for a Paladin of Cuiraecen, same as Haelyn. Cuiraecen is if anything *more* of the heroic champion archetype than Haelyn - focused on individual prowess vs leadership and nobility.


Quote:
That all makes sense to me. Changing from Haelyn to Cuiraecen shouldn’t be hard at all, given that Cuiraecen is Haelyn’s son, so I’d presumably even be able to keep derivation from Anduiras. I’m open to that. I’ll note that the the CG Paladin you’re describing is basically the Tempered Champion archetype. There’s also the Vindictive Bastard archetype which, while clearly meant for a fallen paladin who’s not Good anymore, is also plenty serviceable for a CG character. Nothing in its description says you *can’t* be good.

I have the Weapon Master's Handbook in PDF, so I suggest you use that. I don't have the Anti-hero's Handbook, though.

Silver Crusade

I can see that I'm going to have my hands full with all of you Chaotic types. aren't I :-) :-).

Let me explain to you all how it is better, especially for your nation, if we all follow the rules :-) :-) :-)

Silver Crusade

EltonJ wrote:
Quote:
That all makes sense to me. Changing from Haelyn to Cuiraecen shouldn’t be hard at all, given that Cuiraecen is Haelyn’s son, so I’d presumably even be able to keep derivation from Anduiras. I’m open to that. I’ll note that the the CG Paladin you’re describing is basically the Tempered Champion archetype. There’s also the Vindictive Bastard archetype which, while clearly meant for a fallen paladin who’s not Good anymore, is also plenty serviceable for a CG character. Nothing in its description says you *can’t* be good.
I have the Weapon Master's Handbook in PDF, so I suggest you use that. I don't have the Anti-hero's Handbook, though.

All the game mechanics are up on Archives of Nethys.


pauljathome wrote:
All the game mechanics are up on Archives of Nethys.

Yep, saw them both on the Archives!


pauljathome wrote:

I can see that I'm going to have my hands full with all of you Chaotic types. aren't I :-) :-).

Let me explain to you all how it is better, especially for your nation, if we all follow the rules :-) :-) :-)

Humans and their rules.

Sidhelien translations of this word translates back into Anuirean come out more as "excuses", "rationalizations" or "justifications."

Then they go do what they wanted to do all along anyways, only now with some larger-than-life power they imagine backing their deeds and erasing their atrocities.

Rules indeed...

;)

Silver Crusade

osprey424 wrote:


Then they go do what they wanted to do all along anyways, only now with some larger-than-life power they imagine backing their deeds and erasing their atrocities.

You say it as if that is a bad thing


EltonJ wrote:
Everyone else, except DeJoker, get your characters in by nine o'clock Mountain Standard Time tonight!

Sorry, obviously, I won't be making this deadline (as it has already passed). Previously you'd said December 8th...


pad300 wrote:
EltonJ wrote:
Everyone else, except DeJoker, get your characters in by nine o'clock Mountain Standard Time tonight!
Sorry, obviously, I won't be making this deadline (as it has already passed). Previously you'd said December 8th...

Because it would take two weeks to hammer out domains, Pad. Sorry.

The following players may post on the discussion and gameplay threads:

* Evindyl - (Korvyn) -- Aerenwe
* Osprey -- (Diarmaid) -- Sielwode
* pauljathome - (Ehsan ibn Addan) --- Elinie
* Zahir ----- (Leopold Müller) --- Mieres
-------
* Critzible -- (Blodeuwydd Wynne) --- ????
* Dejoker ------------ ????

We will start the discussion of your domains, domain turns, and domain actions on the discussion thread.

RECRUITMENT IS NOW CLOSED!

Grand Lodge

Sielwode seems the best And I can work With Osprey


Have fun all!


Have yourselves a fun game guys.


Hey Critizble I might I make a suggestion for a realm to run -- either Diemed or if that it is too much maybe Ilien.

Oh and folks I will be taking Roesone per Evindyl's invitation ;)

So I am formally inviting Critizble to join us as either Ilien, Diemed, or Medoere this why you will not be doing alone but will also get the full experience.

Oh and we can see if we can convert the Spiderfell Woods into a nicer magic zone for your benefit ;)


Age: 2d6 ⇒ (3, 4) = 7
Age: 2d6 ⇒ (1, 5) = 6


Should I ask why I didn't make it, btw? Given that I seem to be the only finished character that didn't?

Grand Lodge

Hmmm I am willing to take offers I am flexible if you dont mind a Female Elf Wizard who loves trees and have three eyes


Hey Critzible taking this to the discussion thread.


Ouachitonian wrote:
Should I ask why I didn't make it, btw? Given that I seem to be the only finished character that didn't?

I thought you didn't have a finished character. However, I sent you a PM about joining the game. So I can still include you.

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