Half-Orc of Averaka

Gothron Stormfist's page

48 posts. Alias of Alathea Sedai.


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Female Orc Fighter 7

Thanks, Skarvek. Yes, I'm still here, too. Last week was pretty busy...

So, it looks like we still have only two players. Unless, Stephen, you're still around. If so, please post and update us on Toadwart, assuming that finals aren't completely crushing you.

If you're still willing to play, Skarvek and Gandrik, I'm cool with starting the game with only the two of you. I'm okay with a small party, and hopefully we'll get more interest if we've got an active game going. Would you be interested in doing this? If so, I'll create a gameplay thread and get you started.


Female Orc Fighter 7

Ah, finals. I remember the pain. And congratulations for wanting to try AD&D 2e!

Another question about your characters:

  • What does your character do in Zurogh?

Are any of you interested in coming up with shared backstory for your characters? If so, feel free to discuss such things here.

So, I've been working on a map of Zurogh and the surroundings. I'll post it when I'm satisfied with it, probably within the next few days. In the meantime, here's a relevant picture I did, just for fun...

Gothron Stormfist, Empress

Does anyone know how to link a picture so that it shows in the post itself? I don't think that that's possible here (and probably by design), but maybe I've missed something...


A picture is worth a thousand words.

We are still looking for more players!

Have you ever wanted to play a savage orc or a cunning goblin? Remember how much fun you had with AD&D? Come join us at the End of the World!


Female Orc Fighter 7

That sounds pretty good, Stephen. It's good to see you again; I was hoping you hadn't disappeared!


Female Orc Fighter 7

All right, Gandrik, it appears that you are correct. I could have sworn I saw it somewhere, but I looked through the weapon specialization section in the proficiencies chapter, and I couldn't find anything about multiclass fighters being ineligible to specialize. Good catch.

Skarvek, please ignore my previous post about being ineligible for weapon specialization; your character looks good.


Female Orc Fighter 7
Gandrik Th-kar wrote:
I thought the same thing but when I looked it up I read it as you could. One reason I figured I would play something other than a flat fighter as I gained no benifit at all from it...

Hmm, I could be wrong. Could you give me a reference, please?


Female Orc Fighter 7

As a fighter/thief, I don't think you can specialize, Skarvek. I believe that that's only an option for single-class fighters.


It looks like we have a third player for this game, but we'd love to have more! There's plenty of room; if you're interested, let me know!


Female Orc Fighter 7

A goblin thief should be fine, Stephen. I'm glad you've joined us!

Goblin, as per The Complete Book of Humanoids

Quote:

-1 strength, -1 charisma

Strength: 4 minimum, 15 maximum
Dexterity: 4 minimum, 17 maximum
Constitution: 5 minimum, 16 maximum
Intelligence: 3 minimum, 18 maximum
Wisdom: 3 minimum, 18 maximum
Charisma: 3 minimum, 12 maximum ...remember, you may have a charisma score greater than your racial maximum, in which case your charisma will be your racial maximum to all other races and your actual score to your own race.

infravision to 60 feet

detect new and unusual construction while underground 25% of the time

-1 to attack rolls while in bright sunlight

languages: goblin, kobold, orc, hobgoblin, common

I look forward to seeing what you come up with for a backstory!


Female Orc Fighter 7

Here you go, Gandrick:

Hobgoblin, as per The Complete Book of Humanoids

Quote:

-1 charisma

Strength: 6 minimum, 18 maximum
Dexterity: 6 minimum, 18 maximum
Constitution: 5 minimum, 18 maximum
Intelligence: 3 minimum, 18 maximum
Wisdom: 3 minimum, 18 maximum
Charisma: 3 minimum, 14 maximum ...remember, you may have a charisma score greater than your racial maximum, in which case your charisma will be your racial maximum to all other races and your actual score to your own race.

infravision to 60 feet

detect new construction, sloping passages, and shifting walls while underground 40% of the time

languages: hobgoblin, orc, goblin, common


Female Orc Fighter 7

That sounds reasonable to me, Gandrik. I'll post the stats for the hobgoblin when I get home, then.


Female Orc Fighter 7

You are playing races that are typically evil, but your characters don't have to be evil. (It's no different than if you're playing a game with the core races, where you can still play evil elves and dwarves and whatnot.) That said, a paladin still must be lawful good. As for causing issues with the rest of the party, I guess that depends on the party. (I'd hope that the party isn't the "I kill all NPCs and attack my fellow party members because I'm EVUL!!!" kind of group.)

While one of the tenets of being a paladin is that a paladin cannot tolerate characters who do evil in their presences, I'd say that any paladins amongst the People must have developed a higher tolerance of evil considering the predilections of the society around them. They certainly won't be happy about evil done in their presence, and will still try to set a better example and convert for the cause of good, but there aren't too many other options. After all, what's the point of serving as an example of good and trying to convert others if there's no evil to convert?

So yes, there's nothing stopping you from playing a lawful good paladin. It'll certainly make the game interesting for you (not in the ancient Chinese proverb style, and hopefully in a good way!).


Female Orc Fighter 7

Welcome, Stephen! What kind of character are you thinking about playing?

Nice background, Skarvek. One that fits in well with some of the goings-on around Zurogh, I might add!


Quote:
Long ago, the orcish and goblinoid Peoples lived alongside the elves, dwarves, gnomes, halflings, and humans. But the gods of these Others could not tolerate such coexistence, and bade their children drive the orcs and goblins from their green lands into the cold wastes at the edge of the world. The Peoples fought back, but whereas the Others were united, the People were divided by their petty rivalries and were defeated. The gods of the Peoples were shamed and turned their backs, and for many ages, the Peoples suffered and died while the Others grew powerful and decadent. But the gods had not completely abandoned their children. Unto their misery came Gothron, warchieftainess of the Stormfist orcs. Under her banner, her tribe conquered and united many of the Peoples in a great empire, and the gods were satisfied. For upon her conquest, they led the Peoples to great treasure hidden deep under the wastes, and Gothron's empire grew as rich and as powerful as any of those of the Others. But even with all her strength, Gothron could not live forever, and died in childbirth. Her empire was thrown into chaos as the Peoples squabbled to take the reins. Even today, five years after her death, the struggle continues, and the Others see an opportunity to once again steal the Peoples' land now that they have heard of its wealth. You are children of this chaos, and your actions may shape the future of Gothron's empire...or doom it to a forgotten memory.

Welcome to the End of the World! I will be running a 2nd Edition Advanced Dungeons & Dragons game focusing on characters created using The Complete Book of Humanoids. We already have two players, and we would like to you to join us!

If you are interested, please speak up! You can find the character creation rules in the discussion thread, but to start you out, the basics are as follows:

Character races allowed will be orc, half-orc, goblin, hobgoblin, bugbear, kobold, ogre, half-ogre, and orog (the orog is treated as a half-ogre, rules-wise). Ability bonuses and penalties, minimum and maximum ability scores, and racial abilities are as per The Complete Book of Humanoids.

Racial class restrictions and level limits are expanded from The Complete Book of Humanoids. Although not all classes are available to a given race, every class from the 2e Player's Handbook is available to at least one race. (Yes, this includes paladins, mages, and the rest of the classes that might be considered atypical for a humanoid.)

Ability scores will be rolled old-school 3d6 in order, but you may roll five sets of scores and choose the one you like best. Furthermore, you may sacrifice points from one ability score to add points to another at a rate of 2:1, should you wish to adjust what you've rolled.

The setting of this campaign is a custom world, designed to make an all-humanoid campaign plausible. But don't feel like you can't take inspiration from other sources; if you like a god or a culture or whatever else from another setting, let me know and I'll give you a close approximation that fits in. For example, I can work with a request like "I want to play a a priestess of a Paladine-like god from a culture that resembles that of Icewind Dale".

I hope to see you soon!


Female Orc Fighter 7

All right, option 2 it is. I'll start posting on the recruitment thread again. If either of you know anyone who'd like to play, let them know and have them make a Paizo account if necessary.

I'm sorry you've been unwell, Skarvek. I hope you're feeling better, and it's good to hear from you again!

One of the reasons I'm running this game as AD&D 2e is because I've become burned out on the sheer complexity of character creation and advancement of 3.X and Pathfinder. The simple character creation is a big draw for me.

Gandrik, it looks like you've just about got the stats to play a paladin with your fifth set of ability scores. You'd have to switch to hobgoblin for race and burn two points from one of your other scores to boost your charisma up to 17, but other than that you're good. I did notice that I must have missed a "1" in the level limit for hobgoblin paladins; it should be 15 and not 5. If you'd like to keep your outcast exile backstory, I have no problem with you playing a half-hobgoblin using the same mechanics as the full-blooded hobgoblin.


Female Orc Fighter 7

Hmm, that's too bad. Well, let's hope that options 1 or 2 work, then!


Female Orc Fighter 7

Yes, I'd rather stay with option 1 or 2 as well; preferably option 2. I'll bump the recruitment thread again and see what happens.

If we go with option 3, I was thinking about playing over at rpg.net. Can you access that at work?


Female Orc Fighter 7

All right, it looks like there isn't as much interest in this game as I thought; I was hoping that a few of the other people who had expressed interest in the recruitment thread would make characters. I still want to run this game, though, so I have a few options for those of you who have made up characters.

1) I can go ahead and run the game with two players. You'd either have to hire hirelings, make multiple characters, or have me run NPCs as party members (I promise I won't do the stereotypical awesome DMPC shtick if that's the option we go with).

2) We can wait and see if any other people are interested in joining the game. I'll post more on the recruitment board and see if we get more players.

3) I can move this game to a different board that's likely to have more interest in a 2e game. I admit, I'm not all that surprised that posting on Paizo's board hasn't generated much interest in a non-Pathfinder game, but I like the tools here.

4) We can scrap the game. I don't really want to do this, but hey, if you don't like the other options, I'll take it.

So, what do you think, Skarvek and Gandrik?


Female Orc Fighter 7

Your character looks good so far, Skarvek. I'm looking forward to seeing what you come up with a backstory!


Female Orc Fighter 7

Okay, I only got the fluff for one deity done. I guess that two might have been a bit optimistic for tonight...

Quote:

Hacha

Hacha is a goddess of hidden places and greed. She looms large in the ogre mindset, holding responsibility for the caves that many call home. Unlike Guth, she is not a goddess of battle, but she does not shy away from a fight. Indeed, she can be just as brutal as any, but she fights mainly to keep others from the places and things that she considers to be hers (like most ogres, her concept of such places and things is very broad). Her ferocity, however, is tempered with far more cunning than any of the other ogre deities, and rarely does she ever let her anger put her at a disadvantage.

Worship of Hacha likely stretches back as far as the worship of any ogre deity, but she has never enjoyed Guth's popularity. No ogre warlord proclaims faith in her, unless in secrecy. Instead, hers are those who are weaker, who trust in her to protect their holdings and possessions from the strong.

Statistics: AL ce; WAL any evil (ogres); AoC caverns, secrecy, greed; SY a cave mouth with looming stalactites.

Hacha's Avatar (Fighter 12, Thief 3)
Hacha's avatar appears as a huge ogress with long, stringy hair and blank white eyes. If expecting combat, she arms herself with an immense club of gnarled wood, studded with metal spikes, but is equally happy to beat her opponents to death with her gigantic fists.

Str 21 Dex 17 Con 19
Int 13 Wis 13 Cha 15
MV 18 SZ H MR 40%
AC 1 HD 12 HP 120
#AT 2 or 1 THACO 8 DMG 2d8 + 2 (fists) or 3d6 + 2 (sword)


Female Orc Fighter 7

So, uh, how are peoples' characters coming along? Any information I can provide that'd help?

I'll be writing up a few more gods tonight, I think. I don't know if I'll get specialty priests done for them, but the descriptions should be up.


Female Orc Fighter 7
Gandrik Th-kar wrote:
Are we rolling for hp at first level?

Ah, let's go with maximum hit points at first level, and roll thereafter.


Female Orc Fighter 7

Okay, here's the completed writeup for specialty priests of Vakka. Note that in addition to adding special powers, I also missed the Animal sphere to spheres of influence. Next up, it looks like I'll be writing up an ogre deity, perhaps modelled after Haela Brightaxe, for Algar. Is anyone else interested in playing a cleric, and if so, does anyone have any requests for gods to worship (e.g. $RACE god of $THING)?

Specialty Priests of Vakka, complete.

Alignment: any evil
Minimum Ability Scores: constitution 12, wisdom 9
Prime Requisite: wisdom
Races Allowed: bugbear, goblin, hobgoblin
Non-weapon and Weapon Proficiencies: Non-weapon Proficiencies Required: healing, herbalism; Non-weapon Proficiencies Recommended: agriculture, dancing, religion; Weapon Proficiencies Required: none; Non-weapon Proficiency Groups: Priest, General.
Duties of the Priesthood: Vakka's priests and priestesses preside over the fertility rituals that ensure the expansion of their tribes and peoples. These rituals differ from tribe to tribe, but often include elements of debauched revelry and bloody sacrifice. In addition to the fertility of the tribe, they are also responsible for the fertility of the land, and conduct ceremonies to hasten the arrival of spring on the longest night of the year. Finally, Vakka's clergy often serve as midwives and guide their followers through the ordeals of pregnancy and childbirth.
Weapon and Armor Restrictions: Weapons Permitted: sickle, spear; Armor Permitted: hide, leather, studded leather.
Other Limitations: Priests of Vakka must not enter into marriage contracts. They are considered the husbands and wives of all in their tribes.
Spheres of Influence: Major Access to All, Charm, Guardian, Healing, Protection; Minor Access to Animal, Necromantic, Plant, Sun, Weather.
Powers: At 3rd level: charm 1/day; at 7th level: charm monster 1/day; at 9th level: +1 to charisma; at 15th level: effect one creature as per philtre of love 1/week.


Anybody else interested? There's still plenty of space for more players!


Female Orc Fighter 7

Algar, I was looking back through the thread and realized that I hadn't responded to your last comments. If you're dead-set on playing a wizard or a priest, AND you are unhappy with all five of your ability score sets, you may sacrifice points from your other ability scores to raise the prime requisite of the class of your choice at a rate of 2:1. If you still don't like your scores, message me and we'll see what we can work out.

My apologies for the late reply!


Female Orc Fighter 7

Your character looks good, Gandrik. I see you went with half-orc after all. I don't see any problems except your comment on "if I can afford it". Roll for your starting money and buy accordingly. Which leads me to:

Starting Money
Roll for your starting money as per the Player's Handbook. If I recall correctly, that'd give warriors 5d4 x 10 gp, wizards (1d4 + 1) x 10 gp, rogues 2d6 x 10 gp, and priests 3d6 x 10 gp.


Female Orc Fighter 7

It's good to see you all here! Skarvek, Gandrik, Adrollatta--I look forward to seeing what you come up with.

Adrollatta, if you're still interested, I'm working on a specialty priest writeup for Vakka. I've still got the special powers to work on, but here's what I have so far:

Specialty Priests of Vakka
Alignment: any evil
Minimum Ability Scores: constitution 12, wisdom 9
Prime Requisite: wisdom
Races Allowed: bugbear, goblin, hobgoblin
Non-weapon and Weapon Proficiencies: Non-weapon Proficiencies Required: healing, herbalism; Non-weapon Proficiencies Recommended: agriculture, dancing, religion; Weapon Proficiencies Required: none; Non-weapon Proficiency Groups: Priest, General.
Duties of the Priesthood: Vakka's priests and priestesses preside over the fertility rituals that ensure the expansion of their tribes and peoples. These rituals differ from tribe to tribe, but often include elements of debauched revelry and bloody sacrifice. In addition to the fertility of the tribe, they are also responsible for the fertility of the land, and conduct ceremonies to hasten the arrival of spring on the longest night of the year. Finally, Vakka's clergy often serve as midwives and guide their followers through the ordeals of pregnancy and childbirth.
Weapon and Armor Restrictions: Weapons Permitted: sickle, spear; Armor Permitted: hide, leather, studded leather.
Other Limitations: Priests of Vakka must not enter into marriage contracts. They are considered the husbands and wives of all in their tribes.
Spheres of Influence: Major Access to All, Charm, Guardian, Healing, Protection; Minor Access to Necromantic, Plant, Sun, Weather.


Female Orc Fighter 7

Half-Orc as per The Complete Book of Humanoids

Quote:

+1 Str, +1 Con, -2 Cha

Strength: 6 minimum, 18 maximum
Dexterity: 3 minimum, 17 maximum
Constitution: 13 minimum, 19 maximum
Intelligence: 3 minimum, 17 maximum
Wisdom: 3 minimum, 14 maximum
Charisma: 3 minimum, 12 maximum

no special abilities or disadvantages

languages: orc, goblin, hobgoblin, ogre, common


Female Orc Fighter 7

If anyone else needs the rules for their race from The Complete Book of Humanoids, let me know.

Half-Ogre as per The Complete Book of Humanoids

Quote:

+1 Str, +1 Con, -1 Int, -1 Cha

Strength: 14 minimum, 18 maximum
Dexterity: 3 minimum, 12 maximum
Constitution: 14 minimum, 19 maximum
Intelligence: 3 minimum, 12 maximum
Wisdom: 2 minimum, 12 maximum
Charisma: 2 minimum, 8 maximum

+4 hit points at first level

natural armor class of 8

languages: ogre, orc, troll, stone giant, gnoll, common

This brings up some points I hadn't previously thought about...

Ability Score Range
For some of these races, it looks pretty tough to get a character that meets the racial ability minimums and maximums. You may, therefore, sacrifice two points from an ability score where you exceed your chosen racial maximum to gain one point in an ability score where you do not meet your chosen racial minimum. For example, taking Gandrik's fifth set:

Quote:

3d6 ⇒ (4, 6, 5) = 15

3d6 ⇒ (6, 4, 1) = 11
3d6 ⇒ (6, 1, 5) = 12
3d6 ⇒ (6, 4, 1) = 11
3d6 ⇒ (2, 6, 6) = 14
3d6 ⇒ (6, 5, 5) = 16

These stats meet all requirements but Con >=14 (12), Wis <=12 (14), and Cha >=8 (16). Therefore, Gandrik could sacrifice points from wisdom and charisma to raise constitution until all stats are within requirements. After this adjustment, then add in your racial ability adjustments--these may bring your abilities to outside of the initial ability score range.

As per page 15 of The Complete Book of Humanoids:

Quote:
Note that the maximum Charisma score is that perceived by other races. A rolled score higher than this has its full effect on members of the character's own race.

As such, your character may have a charisma that exceeds the listed requirements, but that score will effectively fall to the racial maximum when dealing with those outside of the character's race.

If your character still doesn't meet the racial requirements for the race you'd like to play, let me know and we'll see what we can work out.

Languages

As listed in the quote from the book above, not all of the languages fit with this campaign. Therefore, given the shared history of the character races, all characters may choose from the following: orcish, goblinish, hobgoblinish, bugbearish, ogrish, all koboldish. Orcish may be considered to be the closest thing to Common: not all of the People speak orcish, but most who have business dealing with those outside of their tribes can speak at least a bit.


Female Orc Fighter 7
Gandrik Th-kar wrote:
Are our stats gonna be racially adjusted?

Yes, certainly. Once you've picked your set of stats, apply your racial adjustments.


Female Orc Fighter 7

A few more questions:
What does your character do as a living before the game starts?
Does your character have family? Where are they now?

Making a Character
I'm sure that you all know how to roll up your characters, so I won't bother instructing you there. But the mechanics are only part of your character, and I'm more interested in finding out what's in your charcters' head, so to speak. I'd like you all to write up a few paragraphs of backstory for your characters (more, if you'd like). To get you started, think about your answers to the questions I've asked about your characters, and feel free to add whatever else you can come up with.


Female Orc Fighter 7

No problem, Gandrik. You'll learn...

Algar, I like 3d6 in order for a couple of reasons. High stats don't matter as much in 2e (and other TSR-era editions) as they do in 3e and later, and 3d6 in order is quick (not that speed is necessarily as important in a play by post). But more interesting to me, 3d6 generates characters that, while not perfectly optimized, are interesting. Say you roll the following set: 12, 14, 10, 4, 10, 16, and you want to make a thief. Arranging as you'd like, you'd put your 16 in dexterity. With 3d6 in order, you'd have a decent dexterity but a 16 charisma that you'd have to explain, one that you'd not have to otherwise. By rolling five sets of stats, you'll likely have one that will fit your concept, while still potentially having unexpected and interesting stats.


The out-of-character thread is up! Read what I've posted there and start making characters!


Female Orc Fighter 7

Welcome to the out-of-character thread for the Tales from the End of the World! I'll post some of the things that you should know, after which you're welcome to create characters. If they look good, I'll approve them, and we can start the game!

The town of Zurogh (where you will be starting)

Zurogh is a town on the border of the Stormfist Empire. Situated at the confluence of the Falling River and the Great Serpentine. With its two rivers and close proximity to the passes through the mountainous Gates of Exile to the lands of the Others, Zurogh has long been a strategic location. As such, it was the first town in the region taken by the soldiers of the Stormfist Empire when they brought order to these lands.

Before the Empire's soldiers came to conquer, Zurogh and its surrounding lands belonged to the fractitious hobgoblin tribes, changing hands as often as one tribe became able to conquer the others. In recent years, the Fallling River Tribe has reigned unchallenged by the others. But despite their bitter resistance, they were unable to challenge the might of the Stormfist army.

These days, the Falling River hobgoblins keep a sullen peace under the rule of their conquerers, alarmed at the loss of their traditional way of life and the threat to their sacred forests. Some of their traditional rivals resist as well, but other tribes see the Empire as an opportunity to gain power and cooperate with the Empire.

The town of Zurogh is a filthy sprawl of tents and rickety wooden buildings, spreading further and further each day as more of the People come, seeking glory or fortune or any number of other things. The native hobgoblin tribes are joined by the soldiers and camp followers of the Empire, and the streets of Zurogh are filled with as great a diversity as any place outside of Narkuz, the captial of the empire itself. Vast fields surround the town itself, with hundreds of slaves coaxing the rocky ground to grow grain. But even these fields are small in comparison to the primeval forests of beech and conifer. Here, it is said, lurk things that were ancient even before the Others exiled the People to the End of the World.

Character Races (as per the Complete Book of Humanoids, except...)

Orc
level limits: fighter U, ranger 8, cleric 9, thief 11
multiclass combinations: fighter/cleric, fighter/thief, cleric/thief

Half-Orc
level limits: fighter U, mage 5, necromancer 5, cleric 9, thief 15
multiclass combinations: fighter/cleric, fighter/thief, cleric/thief

Goblin
level limits: fighter 10, ranger 10, mage 4, illusionist 4, cleric 9, thief U, bard 8
multiclass combinations: fighter/cleric, fighter/thief, cleric/thief

Hobgoblin
ability score range: maximum charisma 17
level limits: fighter 11, paladin 5, mage 8, conjurer 8, cleric U, druid 12, thief 12
multiclass combinations: fighter/cleric, fighter/thief, mage/cleric, cleric/thief

Bugbear
level limits: fighter 15, ranger 10, priest 12, thief 15
multiclass combinations: fighter/cleric, fighter/thief, cleric/thief, fighter/cleric/thief

Kobold
level limits: fighter 8, mage U, invoker U, transmuter U, cleric 9, thief 15
multiclass combinations: fighter/mage, mage/cleric, mage/thief

Ogre
no changes

Half-Ogre (and Orog, which uses the same rules)
level limits: fighter U, cleric 4, thief 4

Creating a Character

Ability scores will be rolled by method I (3d6 in the order of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma). You may roll five sets of stats and pick which one you prefer. Take the underscores out of the following to roll each set:
[_dice]3d6[/dice], [_dice]3d6[/dice], [_dice]3d6[/dice], [_dice]3d6[/dice], [_dice]3d6[/dice], [_dice]3d6[/dice]

Weapon and non-weapon proficiencies will be used, so include those in your character creation process.

Think about the following questions regarding your character:

Why is your character in Zurogh?
What motivates your character?
Where is your character from (generalities such as "the city" or "born at sea" are fine considering that you, as players, are unfamiliar with the world unless you can read my mind)?
Does your character fit in with the culture that he or she was raised in?
Why might your character work with others?

Stay tuned, I'm sure I'll think of more questions. Remember, there are no right or wrong answers.

Pre-game Connections

You are free to propose and discuss connections between your character and other characters amongst yourself. Creating shared backstory gives a better start to the game than "you all are in the tavern...". Of course, if you wish, you're welcome to claim that your character is brand new to town and doesn't know anyone, but if so, you should have a good reason to throw in with a bunch of strangers when the game starts.

Resources

Copyright law forbids me from posting a copy of The Complete Book of Humanoids, so if you don't have it, you'll have to find it yourself. I believe that it's recently become available at dndclassics.com, though. A free retro-clone of the core AD&D 2e rules, For Gold & Glory, is available should you need it.

Anything Else?

Since I just got home from five hours in the car, my brain is feeling pretty fried. The above is all I can think of for now; if I remember more advice upon waking up tomorrow, I'll post more. On the other hand, if you have questions, feel free to ask them and I'll answer them as I can. I look forward to running this game; I hope you look forward to playing in it. Create away!


As I don't have the Barbarian's Handbook, I'd rather you play a fighter or other core class, Gandrick.


Welcome, Elton! As Algar stated, saurials are not available to play in this campaign (see the first post in the thread for a list of available races), but if you'd like to play a paladin, you may. Due to the limited race selection, I'm adjusting the racial class restrictions, and orcs and half-orcs may become paladins. All non-race restrictions for paladinhood, alignment and otherwise, still apply, so they're certainly rare, and have certain...difficulties with the culture of their society. Likewise, other classes usually barred from the humanoid races are available to one or more races, should you be interested.

I hope not playing a saurial isn't a dealbreaker for you. If not, I look forward to seeing what you come up with.


Welcome, Gandrick! Your backstory looks pretty good, it should work out fine, and of course there's room for you. Don't worry about not having played before; we all have to start somewhere. It's not that tough; and we'll help you out as needed.

Havocprince, a bugbear fighter/thief sounds good to me.

Considering the abundance of interest you're all showing, I think I'll make up a campaign discussion page for the game. I'll post a description of your starting town, specifics for character creation, and other pertinent information. Once made, you're welcome to make your characters there. Stay tuned, but it won't be up until tomorrow night. Welcome to the End of the World!

(This doesn't mean that others interested can no longer join. If you'd like to play, speak up!)


I'll take a look at Haela and see what I can come up with. And yes, bugbears, ogres, and half-ogres will take damage as large creatures as per the rules. Shall I adapt Haela into an orcish deity, then?


Welcome, Algar! I am indeed planning on writing up specialty priests for any of the gods that PCs might be clerics of. As I'm on vacation until tomorrow night and don't have my books with me, but I'll get on writing up an ogre god or two for you.

You're right about gnolls not being included. I know that there's a lot of people who like them, but I never have, do I'm not including them in this game. I hope that's not a dealbreaker.


I was thinking 3d6 in order, Havocprince. I think I'll have you roll five sets and take your preference.

Vakka (yes, I spelled her name wrong previously), isn't from an official source, Zaldane, I wrote her up for this game. I can write up more if she doesn't fit your character. I've got a few in mind, and if you let me know what you're looking for, I'll know whick one to write up first.


Just the straight 2e core books and some of the races from the Complete Book of Humanoids, as above. Welcome, Havocprince!


I'll see what I can come up with this weekend for specialty priests of Vaaka. But in the meantime, happy 4th of July, all.


Okay, so I got caught up in getting ready for vacation last night, so I didn't post the promised goddesses last night like I said I would. But I've got one ready for you. And it's even in Legends & Lore/Monster Mythology style!

Quote:

Vakka, the Ur-Mother

Vakka is a goddess of fertility and a protector of children and mothers. While other goblinoid deities bicker over their domains and their races, Vakka's gift of fecundity is valued by all, and she is the only deity widely revered by all of the goblin races of the People. Through her gifts, she provides the goblin races with their greatest strength—that of numbers. While other gods battle for power and advantage amongst themselves, Vakka does not, for she knows that her place in the hearts of the People is already secure.

Vakka is one of the People's most ancient deities, and has seen many other gods and goddesses rise and fall. As such, she is not a particularly jealous goddess, and does not care if her people worship others as long as she is also given her due. She does not take kindly to those who scoff at her gifts, nor to those who claim that she is not as worthy of reverence as more martial gods.

Statistics: AL ne; WAL any (goblins, hobgoblins, bugbears); AoC fertility, protection, healing; SY stylized fetus.

Vakka's Avatar (Cleric 18, Mage 8)
Vakka's avatar appears as a radiant, beautiful young maiden of any goblinoid race. She may choose to take the form of whichever race she feels is appropriate for a given situation. Regardless of race, her avatar is always hugely pregnant. Unless in the most unusual circumstances, Vakka eschews armor and weaponry and favors simple clothing, as her beauty needs no embellishment.

Str 15 Dex 17 Con 20
Int 17 Wis 18 Cha 22
MV 18 SZ M or L MR 40%
AC 0 HD 18 HP 180
#AT 1 THACO 3 DMG 3d4 (fists)

Special Attacks/Defenses: Vakka's avatar is immune to all natural and magical diseases. She may cast charm monster 1/turn. Even when not using weapons, Vakka's attacks are made as the equivalent of wielding a +4 weapon.

Duties of the Priesthood
Vakka's priests and priestesses preside over the fertility rituals that ensure the expansion of their tribes and peoples. These rituals differ from tribe to tribe, but often include elements of debauched revelry and bloody sacrifice. In addition to the fertility of the tribe, they are also responsible for the fertility of the land, and conduct ceremonies to hasten the arrival of spring on the longest night of the year. Finally, Vakka's clergy often serve as midwives and guide their followers through the ordeals of pregnancy and childbirth.

Requirements: AB standard; AL any; WP standard; AR standard; SP all, charm, guardian, healing, necromantic*, plant*, protection, sun*, weather*; TU command.

Now, it's been a while since I studied Greek mythology, but Demeter, Athena, and Artemis are quite different from each other. I don't think I have any idea for a goddess that'd combine aspects of them all. Vaaka, above, probably touches most upon Demeter, although her focus is more on fertility of people more than fertility of the land. If you have suggestions as to what aspects of Demeter, Athena, and/or Artemis you'd like to see, I'd have a better idea of what you're looking for.


I'll post a few goddesses for you to look at when I get home to my notes, Lady Zaldane.

Welcome, Ashe! I look forward to seeing what you come up with.


Lady Zaldane wrote:
Hmmm Hobgoblin or Orc Cleric?or War Mage?

Sure, either one of those would be fine, Lady Zaldane.

Orcish gods (thus far): Korthag, Tyrant of the World; Nothdar, Keeper of Secrets.
Goblinoid gods (thus far): Vaaka, the Ur-Mother

Religion is a complicated matter for the People (just as in real life). The People worship many gods, and each tribe worships the gods differently. In the terms of this game, this means that there's probably a god out there that fits your character concept; we can work together to hammer out the details if you wish to play a cleric.


Well, you're in luck! For Gold & Glory is a free retro-clone of AD&D 2e, and it's freely available. That should cover you for rules, anyway. If I can get enough other players and you're still interested, I'll let you know what the rules for whatever race you want to play are, and that should be enough to cover you.

Thanks for the response, divineshadow!


What has come before:

Long ago, the orcish and goblinoid Peoples lived alongside the elves, dwarves, gnomes, halflings, and humans. But the gods of these Others could not tolerate such coexistence, and bade their children drive the orcs and goblins from their green lands into the cold wastes at the edge of the world. The Peoples fought back, but whereas the Others were united, the People were divided by their petty rivalries and were defeated. The gods of the Peoples were shamed and turned their backs, and for many ages, the Peoples suffered and died while the Others grew powerful and decadent. But the gods had not completely abandoned their children. Unto their misery came Gothron, warchieftainess of the Stormfist orcs. Under her banner, her tribe conquered and united many of the Peoples in a great empire, and the gods were satisfied. For upon her conquest, they led the Peoples to great treasure hidden deep under the wastes, and Gothron's empire grew as rich and as powerful as any of those of the Others. But even with all her strength, Gothron could not live forever, and died in childbirth. Her empire was thrown into chaos as the Peoples squabbled to take the reins. Even today, five years after her death, the struggle continues, and the Others see an opportunity to once again steal the Peoples' land now that they have heard of its wealth. You are children of this chaos, and your actions may shape the future of Gothron's empire...or doom it to a forgotten memory.


Hi all,

I am interested in running an 2nd Edition AD&D game set in a (region of a) world where the "goblinoid" races are dominant. As such, characters would be of the following races (from the Complete Book of Humanoids): orc, half-orc, goblin, hobgoblin, bugbear, kobold (the pre-3e, dog-like kind!), ogre, and half-ogre (also orog, using the same stats).

As none of these races are capable of becoming, say, mages, the class availability for these races will be expanded (all classes will be available, even if each race still has racial restrictions).

So, is anyone interested in playing in such a game? Also, let me know if you would like further information.