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![]() Playable races-All core except Aasimar and Tiefling; those exist but only with the physical looks of their parentage, not the powers of the heavens and hells. Elves are very rare as most of their kind were slaughtered or enslaved during the fall of Urath. Elves were not native to the remaining known continent of Elap. They are also very respected and wealthy having carried vast knowledge and treasures when they fled the continent. Elves get a few extra starting bonuses and penalties should you select that race. Half-elves are more and less respected; more if they are raised by their elven parent, less if raised by their human parent. Hill dwarves are abundant and native to the known continent of Elap. Deep dwarves are extremely rare on the surface and are rumored to have maintained well-guarded and secret tunnels to Urath, providing much of their wealth which they fence/trade through the agency of their hill-dwarf cousins. Halflings and gnomes lived on both sides of the great sea and are not uncommon in Elap, although the fate of those in Urath is unkown. Humans are by far the most common race on the continent of Elap and comprise the vast majority of major lands and kingdoms. There are a few half-orcs with now thin (recessive) orcish blood. No pureblood orcs are known to exist on Elap. 2 traits, but no “second chance”; can be taken as a feat instead.
Start at 3d level with corresponding GP; 25 point buy; no score under 8 and an explanation of how you will roll-play that deficiency. HP=full/half/roll. Choose your backstory and become an agent for one of the adventuring/mercenary groups, mercantile guilds, sovereign nations, or something ~darker~. Ask what questions you have and prepare to enter the Heart of Darkness. ![]()
![]() For various reasons the strange paths of fate have brought each of you to the small town of Belric. Located on the western edges of the Arthfell Forest of Andoran, Belric is a quiet town whose economic fate rises and falls with need and price for lumber. As such, it's not all that much of a town and with the current market price of wood the loggers and assorted crafts work at a steady, determined, unrushed pace that gives off an air of almost indifference. Sadly for adventurers that means that there isn't much in the way of employ currently, and, out of slight desperation and waning funds, each of you has responded to a posting from a small farm collective on the eastern edge of town. The reward of 10GP a wolf pelt does not sound like much, but it's better than being hungry! You stand assembled in front of a large barn filled with hay next to a smaller sized pen that looks like it could hold 30-50 head of sheep. Outside of the brutally slain corpses of 2 such beasts, the pen is currently empty and the eastern section of the fencing has been broken into pieces. The lead farmer, a weathered old hand, that has seen more than his fair share of seasons in the field speaks-Thank you all for coming. We have suffered the depredations from the wolves of the forest from time to time and accept their occasional attacks as part of the price we pay for living so close to the woods. However, never in all my years have I seen wolves break down a fence and make off with an entire herd of sheep. Any wolves that can pull a caper like this off are going to be more than the most stout farmer is want to deal with. That's where you all come in. We need you to track down the four-legged villains that did this and eliminate them as a future threat. In addition, any help you could give us in rescuing and returning some of our lost sheep would be much appreciated. Feel free to look around the pen, but the tracks leading back to the woods are fairly clear. If you have any questions, well I'm here to answer them. ![]()
![]() One of only two non-orc settlements in Belkzen, Trunau is a predominantly human community of sturdy farmers and resolute warriors adrift in a monstrous sea of orcs who would as soon kill them as trade with them. Its people survive through the grace of the gods, the remarkable tenacity and
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Male Elf Druid/1 AC:20 HP:24/24
![]() All legends spring from small kernels of truth. It is said that before Caldir ascended to the ranks of thieveing greatness that he was a nothing, a nobody. Given how widely his name is known and how many songs are sung about his deeds it is hard to believe that once he may have been just an everyday person. The mundanity of everyday existence is a shackle at the heel of the common man. Sometimes those common men are not so common. Sometimes those common men break the shackle. Sometiems the shackle is picked. All legends spring form small kernels of truth... ![]()
Male Elf Druid/1 AC:20 HP:24/24
![]() Hear now the story of beginnings, without which we would not be in this place and time.
One egg's lower half transformed
Behold, with his emergence Io found the First Void was no longer but had transformed in to the Shadow Void, and all of existence was defined by the two and reality shuddered at the strain. For like an egg this new reality was fragile and Io looked to give it strength.
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