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84 posts. Alias of TheIronGiant6.


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Hey. :o
So.... should I just go on or....?


Pain is hopefully completely gone, so I should post more now.
Talking to the citizens reveals very little. Those of you that aren't human are spit at or not talked to. The guards state bluntly that there were two armed men they hadn't seen before heading west, towards the forbidden forests.
"I doubt they'd go inside. Not only are the walls guarded at all times, everyone in history who has entered has never left. They're probably somewhere nearby the wall, between towns. Noone ever leaves the roadside out there. If you're lookin' to follow 'em, bring torches, alchemists fire, and everything else fire related. Not only is it pitch black at night, there are legends of creatures that have escaped the forbidden forests. Just legends, but still. Safe rather than sorry."
If nothing else in this town interests you, you keep moving.

Onward:
You are not allowed inside buildings.

Heading west, you ride far into the night until you settle down a little offroad. The carriage provides one possible shelter, and the horses are tied on trees. You may make a fire, take shifts, discuss, and do pretty much whatever you'd like. If you decide to take shifts, you may discuss or can simply have me randomly select shifts. Taking shifts allows for you to see dangers coming, as well as passerby. Hunting opportunities can happen, too.


Aika looks to those without a horse. It seems she somehow gained a carriage, and invites those without horses inside.

Your travel begins very smoothly, and the road you have chosen seems fairly barren. Eventually, though, you reach the town you were looking for. The sun rests directly above, having traveled for a few days. With huge forests to either side of the road, you can only assume the town itself is surrounded. Your suspicions are confirmed when you eventually begin seeing people and housing within the forests. Some of the larger buildings are on the ground, and many small buildings hang from the trees. Marking the town center is a large clay statue of an old man with a large crown. Red, silken robes are adorned on the statue.

Knowledge Local, History, or Nobility. DC 5:

This is King Myres III, of Lamira.

You are not directly greeted, though a few armed men watch as you pass. People walk around, and it appears most of the buildings on the ground are workplaces and shops.


If you guys have decided to leave, you may view this:

Onward:
Serius shows you out, smiling. As you leave, you see many different bands of adventurers filling the wide streets. Leaving into the outer circle, you are given your weapons back (If they had been taken) and saluted. The incredible noise of the city continues, and you exit the way you came.
If you had gotten gear:

Weapons are in nearly every shop. Master work versions of every simple and martial weapon can be found, as well as all CORE one handed exotic weapons, the dire flail, the totem spear, the two-bladed sword, and all CORE ranged exotic weapons and ammunition.
Armor is just as plentiful. All CRB and APG armor and accessories are available for purchase. Serius will pay for light and medium armor, as well as all shields (minus tower shields).
Enchantments are rather slim, but can be found with some effort. +1 is available, as well as the deathless and ghost touch abilities. However, Serius explained that he does not have the funds to pay for enchantments, but you can buy them yourself.
Scrolls & Spellbooks cannot be found.
Potions & Alchemy are few. All healing potions, as well as alchemical bombs, are available. Enlarge Person, Invisibility, Fly, and Haste are also available, but at 150% price. Serius will not pay for potions and alchemical items.
Magical Items are only sold in dark alleys. This makes them possibly dangerous, but at a discount. Serius will also not pay for these. All Lesser Minor rings are available. A crystal ball, Deathwatch Eyes, multiple Hats of Disguise, and both Lesser Minor Headbands. These are all sold at 75% price.
Other items, such as maps, tents, torches, and other such supplies can be found scattered about as well. Serius will pay for these.

Otherwise, you head West. No stables appear outside the gates of this wall. No other adventurers appear to be headed this way. If any of you have a map or Knowledge: Geography, you can successfully find the average-sized city of Pradedent.


I don't want to drag the gameplay, so let's get things started :D


"Do with them what you will. Throw them in jail, toss them over the fence into the forbidden forests, bring them back here for trial, or kill them. Just make sure that the skull remains intact. We don't want a broken, nullified artifact in our museum. It would also probably explode or something. Take these portraits and let me know if you will need any gear, and off you go. Unless you have more questions, of course," he finishes, handing Jeggs the two papers.


"That's a fair deal. If you need any healing, we can cover it as well. I doubt you will need it, but still. Duran, of Ghoshen Shrine, I appreciate the generosity, but for now, you are all we have. Explorers and adventurers like yourselves can gather information, retrieve stolen items, and directly... save towns near the epicenter of the surge."
As Serius finishes, the other half of your group stomps down the stairs with Henlor in front. He waves to you all and walks out the door with the five. The elf is grinning from ear to ear, in back of the line. As they leave, Serius mumbles, watching the bald man.
"Seems they got done quick. Pretty sure I've seen that monk before..." He looks back to you all, quickly asking, "How does a thousand gold each plus any goods besides the skull that are found sound for payment? And the gear, healing, repairs and such."

Just a quick thing here, I won't be rolling any sense motives or the like for you. If you aren't actually rolling, your perception is considered to be 10 plus your modifier. Does that sound good?


I'm still out of it but I might as well post so that you guys have something to do.
Serius smirks. "Yes... Anyway, it is good to meet you all. While combat is unlikely, I still require explorers such as yourselves. A valuable artifact was stolen from our museum three weeks ago, the skull of a wizard. The two working security were the burglars, as they had disappeared by morning. I have detailed pictures drawn by a diviner that had scryed on one of the guards. They were seen near Pradedant, west of here. That was a week ago, however. I'd like you to track them down and recover the artifact."
He pauses, sighing.
"What would you all consider to be a decent reward? The artifact is of value to the museum, but is also said to contain magical power. It's dangerous in the wrong hands."


Wait wait wait, don't quit yet. This is going to be my only post for a bit. Anyway, last week, I was rushed to the hospital due to extreme pain. I won't go into details but I'm essentially bedridden and hopped up on every pain drug out there so I'm not able to post at all. I will be back in a few days, a week or two most. Sorry!


Well, there was a suggestion you made about having the town at the very edge of Lamira and Istorija. I like that, it could be an important point later on. You can do that if ya want :P


The guard opens the large wooden door to the towering building, and beckons you inside. You quickly notice two older men, one human and one dwarven, sitting at a dining table in the center of the room. They stop talking immediately and look to you all. Around them are various charms, and behind the table is a large fireplace. A curled stairway leads upwards, but this room itself is rather tall. The guard closes the door behind you, and you hear him walk off. The dwarf stands up.
"Welcome! I am Henlor! This 'ere is Serius. We're tha owners of the museum a' Istorija, and we need your 'elp!" The dwarf is rather tall, and wears nice noble clothing with various dwarven symbols and golden adornments. The man, Serius, is wearing a simpler cloth, but still incredibly lucrative. He speaks up after the dwarf.
"Have any of you worked together before?"
Behind you, Fuse, Zan-Lee, Phury, Xeonar, and the knight all raise their hands.
"Good. Five of you. Alright, head upstairs with Henlor here," he points. As they leave, Serius beckons you to sit at the large table. "Please, tell me about yourselves. I am sure I have heard of some of you."
While he does not seem rather happy, he does seem curious about you all.


OOPS sorry I posted it but my computer froze as I was doing it, guess it didn't send. Sorry!


Sorry, it's a total reroll. And you only get it ONCE. You can choose the higher roll total.


JoshB, The Steam Legion employs heavy magic, as well as machine, to root out any moles. You would not be able to infiltrate it. Everything else you mentioned is fine though. Also, you get one reroll for hitpoints, all of you.

Darksmoke, it is allowed, but has been changed. It isn't worth the feat until a rather high level, so I'd suggest against it for now. As well, not all races from the ARG exist, so that is a no as well.

For Mogar's character, I really like it. I'll have to discuss some details with you in private, but the main fixes are:
1) Custom Deities. As stated, the core deities do not exist. Check the description for human and dwarven deities. As well, orcs worship an ideal rather than a pantheon. Think of it like worshiping Manifest Destiny. Some can worship other deities, but are killed if discovered.

2) A soldier, especially one of such talent, leaving the Legion is a HUGE deal. You will be hunted down if you enter their current lands, and if they begin traveling once again, you should stay out of their way. While the Steam Legion will attack members of other races, they will capture, torture, and then [OMITTED]. Let me know if this would be an issue.


Just a few things about the setting that you all, as experienced adventurers, would know.
1. The desert of the Fog is largely uninhabited, and besides disease, famine, and thirst, towns inside are relatively safe.
2. The forests in much of Lamira are preserved as hunting grounds for various creatures, including slaves, in games. Any attacks on citizens are immediately handled by the large variety of magical guards that are seemingly created by the nobility.
3. Several scouting missions have been made to see if Belange is completely surrounded by walls, and has confirmed this theory. The walls seem to be made from adamantine, and how this much adamantine was found will require further study.
4. Though the Evergreen has no walls, they use magical and mundane means to keep tracks of those who enter. As well, cities in the Evergreen that are located outside of the superforest are mainly halfling and gnome towns, as well as Grippli and other aquatic races being located near the ocean or rivers.
5. There is a large forest to the north of Istorija that is heavily guarded. These men and women are considered the best of the best, and prevent any from entering. Citizens of towns near the forest are sometimes awakened by horrid howls from within the forest. None who have entered have ever left. The government of Istorija refuses to send any expeditions to find lost people, and will not tell the public of what lives inside.
6. Giant's Pass, a large valley between Istorija and the Northern Kingdoms, was the location of a massive battle millenia ago. Though noone knows who the ancient humans were fighting, their spirits still haunt the pass, and are relatively peaceful, though irrevocably silent.


"It's not my place to say what you will be doing or where you will be going, but right now I am leading you to your mission's... er... leaders. It's pretty close, and still in the city."


Jeggs wrote:
Was I frisked? I'll gladly attempt a bluff or sleight of hand if I need to in order to have a real knife or two hidden on my person.

The DC was listed and applies to all rolls, such as bluff, diplomacy, and sleight of hand

As the Lord finishes, quite a few armed men come out from behind the stage. They spread out, with one guard at every table. The guard at your table tells you all to follow him. He leads you all to one of the many towering stone buildings attached to the inner wall, and beckons you inside. (You may ask the guard anything you wish along the way.)


GoatToucher wrote:

I'm confused by that last.

Also, what of Bonded Items?

Was a joke on the 'you break it, you buy it' phrase. If you buy it with your starting gold... you bought it. Anyway, bonded items for wizards are allowed. I'd suggest a familiar though, since if a bonded item is destroyed, casting becomes a chore.


You buy it, you buy it


The gigantic, rectangular room has a large stage near the front, and you see an older man walking out, and standing behind a podium. Another, older man comes out behind him, and begins casting a spell. Though you are on the other side of the room, and many people remain talking, you hear a loud, clear voice inside your head. Looking to the man behind the podium, his mouth matches the voice in your head.

Greetings adventurers, scholars, smiths, and heroes. I am the Lord of Uostas, and have summoned you all here.

The crowd quiets down, obviously hearing the same voice.

[i]I have brought you all here to ask for help. As you may or may not know, the kingdoms of Lannithir have began to suffer increasing numbers of monster attacks. After your nice dinner, my associates will be coming around to assign you to various missions. If you do not wish to participate, you will be heavily reimbursed for taking time to travel here, and you will be on your way. However, the payment for aiding our cause will be more than simply monetary. You will be heroes, recognized as one of the few to safeguard the many, and will have your name in every history book. There is, of course, also mountains of gold awaiting you as well.[i]

A few people cheer at the mention of gold.


GoatToucher wrote:

How does one roll dice in a post?

I am inclined toward either wizard (transmuter) or cleric. Who is our fourth?

[ dice = HP ] 1d10+5 [ / dice ]

Our fourth is JoshB, look for his post.


Garavath, The Red Death wrote:
Awesome, that's handy to know. How flexible are you with us making up names for smaller settlements within our story? Also, are we using standard or background skill rules for character creation? I am so excited for this, I can't thank you enough for the opportunity to explore Lannithir!

No problem, I hope to make it a living, breathing world over time! Anyway, small settlement names are fine to make up :P We are using the background skills. Thanks for showing so much interest!


'Criminals and pirates' will often raid from the southern sea, stealing elven men, women, and children. So yeah. The city you will be meeting in will be named Kelhold, and is one of the northern cities that is an entrance to the Dwarven kingdom. Otherwise, every race is allowed inside.


You have found your way there through chance, most likely. I'd like you to say how you got there near the end of your backstory. also, if you're going for level 10, I'd like around 3 paragraphs of backstory at least, since you'd have to explain your previous adventures.


The campaign begins at that city in the north-eastern corner, in the northern part of the peninsula. You can choose whether you know each other or not.


Bantamweight wrote:
I thought I posted for level 10? 9 suits me just sweet, at seventh I haven't even got a level in Arcane Archer yet. So my concept is an escaped slave elf, ranger(wild stalker) with a dip into sorc to get to Arcane Archer. I know wild stalker is an odd choice, but it suits the fluff of my idea perfectly

Oh, sorry, thought you said 7. Would level 9 or 10 be okay with everyone? I've been itching to play mid-level stuff.


The GM of Lannithir said wrote:
The story of half-breeds is a short one. They are not allowed in most societies, and enslaved in the Fog and Lamira. Istorija is the only kingdom that officially allows half-breeds, but they are heavily segregated, and some are killed in the streets. Thus, most half-breeds are found in hiding, or in the north, among the tribes. Half-elves have the ability to cut portions of their ear and attempt to pass as human, but other half-breeds are not able to disguise themselves so easily.

Constantly forget to mention this. Anyway, half-breeds are alright up north but in Lamira and even Istorija, you could be killed on the streets.


Darksmokepuncher wrote:

So we're going with level 7?

I was hoping level 9 but it seems that all of ya want to play level 7, so yep.


25 point buy, HP is full first, then rolls. You have the normal amount of gold for a level 7. Two traits, no drawbacks. PoW is allowed, as well as everything that PFS allows. 1-2 posts a day per player. Otherwise, put all your character info on your alias, so I can keep tabs on you.


Bantamweight wrote:

Haha, I'm posting on my phone and the dawned autocorrect got me :)

Ok, got it. The racial archetypes were only for flavour, I think I'll stick with vanilla elves then! I'll aim to get the character background info done asap, when is our start date?

Whenever every player's ready.


Bantamweight wrote:
Dot, dot and dot! Thanks for the opportunity gm! I'm interested in going for 7th level, and I still like the idea of an Arcane Archer playing back line support and damage. This being set in Northern Lannister, are there any specific character creation guidelines you'd like us to follow other than the previously mentioned ones? I really like the dusk and snow elf racial archetypes, would either of those fit?

Excuse me sir the continent is named Lannithir not Lannister, what do you think this is, a medieval fantasy world? Geesh.

Anyway, no, elves have the Slave racial trait or the base traits. You can take the racial traits like resist cold, but otherwise, no. Elves worship two gods, the brothers Bos and Macht, gods of the natural and the supernatural, respectively. Otherwise, they worship human or dwarven gods. The fey and other races of the evergreen have deities, but they aren't playable, so we shant focus on them.

Here is an outline for all of you to use.

Name:
Race:
Alternate Racial Scores (If Any):
Alignment:
Height, Weight, Looks and Gender:
Class(es):
Kingdom and/or Tribe of Birth:
Deity:
Traits:
Combat Style: (Frontline Tank, Frontline Damage, Frontline Speed, Frontline Support, and the Midline and Backline versions of those.)
Out-Of-Combat Style: (Face, Scout, etc. This is much more general.)
Roleplay/Combat Ratio Preferred: (For example, 30/70 is focused on combat)
Background: (At least two long paragraphs, please.)


Couple things that I decided in the other campaign:
Custom deities. Check the full description for some, and the short description for some other things.

The Recent History and Nobility in Lannithir

The year is 4329. While the kingdoms of man are constantly expanding their walls, large areas remain crawling with many monstrous creatures. Quite a few of them have learned to adapt, to live among the citizens. Many guilds have been established to hunt these monstrosities, but the problem is increasing as each day passes. Every man and woman that has established their fighting skills is being asked to help fight the onslaught.
The current major lords and kings of the kingdoms of man include Lord Zetas of Uostas, King Vergas VI of the Fog, and King Myres III of Lamira. In the last 200 years, the kingdoms of man have not experienced any major conflicts. A bit over a century ago, the previous lord of Cetat (the capital of Lamira), attempted to overthrow King Myres. He successfully killed the king, but was captured, and died in prison. This has caused an extreme increase in security around the king, and heavily decreased the power of lords in Lamira. The consequences of this are that the streets are rather bare of guards in the capital, and lords of smaller cities are consistently in danger, with very few soldiers.
Otherwise, human kingdoms are currently fighting off the hordes of creatures that emerge from the northern kingdoms. While expeditions have been made, no one area seems to be the cause for the monsters. Ancient magical artifacts have been found, however, and they likely have something to do with them.

Racial Changes

Humans:
Elves, fey, tengu, and other intelligent races from the Evergreen are automatically one step more unfriendly towards you. However, you gain +2 intimidate when dealing with slaves.

Elves:
Alternate racial trait: +2 Strength +2 Intelligence -2 Constitution. This can only be selected if you were a runaway slave.
Humans from the Fog will be treated as Hostile towards all elves.
Most humans will automatically be one step more unfriendly towards you.

Dwarves:
Dwarves are automatically one step friendlier towards you. All other underground races are automatically one step more unfriendly towards you.

Tengu:
Alternate racial trait: +2 Strength +2 Wisdom -2 Constitution. Must take the Claw Attack racial trait.
This can only be selected if you were a runaway slave.
Humans from the Fog will be treated as Hostile towards all tengu.
Most humans will automatically be one step more unfriendly towards you.

Halflings:
+2 to diplomacy. Must take the fleet of foot alternate trait.

Gnomes:
Must take the explorer alternate racial trait.

Half-orcs:
Alternate racial trait: +2 Strength +2 Intelligence -2 Wisdom. This only applies to half-orcs raised by the Steam Legion.
Alternate racial trait: +2 Strength +2 Constitution -2 Intelligence. This only applies to half-orcs raised by feral orcs.
They must take the Bestial alternate trait, but it is free. Every race besides orcs are automatically one step more unfriendly towards you.

Half-Elves:
Every race is automatically one step more unfriendly, but receive the Pass For Human trait for free, and ignore the downside when successfully disguised.

Exceptions exist!

Races of Lannithir: A brief history.

Humans:
Humans arrived to Lannithir millenia ago. It is unknown where they came from, but they share qualities with primates, but also with the other races of Lannithir. They are tall, slender, and full of anger. Humans prefer the comfort of cities and are thus a race of steel. Long ago, the kingdom of man was established, a large empire located in the northern half of the continent. However, the humans of that time waged wars on the elvenkind of the south, and succesfully maintained an empire larger than any empire before. However, many leaders emerged, and the gigantic empire could not be managed by one ruler. Thus, several large provinces were created. They did not last long, as each province argued over rules and power. A civil war larger than any before divided the empire into the individual provinces, the four kingdoms of man. The north, formerly known as Neox, was now vulnerable, and was swiftly invaded from below. Though each tribe has a different story, the most likely event was the invasion of the Steam Legion.

Elves:
Elves are descendants of ancient fey, and are heavily attached to nature. They are prone to squabbling, as they do not see life as valuable due to their extremely long lifespans. The oldest elf in mythology lived to see humankind emerge, go to war with the elves, and then fall. Elves live in relative peace, and much has not hapened in elven history since the war with humankind. They are among the races of nature.

Dwarves:
The dwarven kingdom has existed for longer than any other race. The kingdom of Henhold expands underground thousands of miles, across the entire continent and beyond. Incredibly large cities, hundreds of miles in diameter, dot the stone landscape, and are surrounded in patterns by smaller cities and strongholds. They are a race of steel. The dwarven empire has been united for millenia, and has never argued. The reason for this is a common enemy under the world, the various monsters that have burrowed into the ground. Kobold, goblins, feral orcs, Wormkin, and other creatures consistently terrorize the dwarves.

Orcs:
Orcs are descendants of giants, and are extremely tall and muscular. However, they also share characteristics with the ancient fey, and are quite intelligent. This intelligence, unfortunately, has created the Steam Legion, the largest empire of orcs in Lannithir. The Steam Legion is a gigantic group of hovering cities created in the mountains. Large, mile high constructs cause earthquakes with each step, and the Steam Legion leaves eternal darkness in their wake, the smoke and steam blocking out the sun. They are thus a race of steel, and a force to be reckoned with. In recent history, the Steam Legion has destroyed the large kingdom of Neox, and has settled, for now, along the northern coasts. Any attempts made to defeat them have failed miserably.

Halflings and Gnomes:
It is unknown where halflings and gnomes came from, as they share characteristics with the fey, humankind, dwarvenkind, and elvenkind. Thus, their history is often considered elven history, and some humans do not even know of the existence of gnomes. Halflings, however, are extremely nomadic, and, in recent history, have made names for themselves across the globe. Surprisingly, areas like the Fog and Lamira treat them similarly to humans, with the exception of enslaving them if they commit any crime, whatsoever. Likeable and extremely short, both of these races fit in with both the races of nature, and the races of steel. Depends on who they're talking to, I suppose.


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Welcome, and please dot! When you post, please post a short description of the class you'd like to use. We are starting at level 7, 9, or 10. Post your opinions on that as well.


Warpriest is fine if you want it. You guys are heroes, so geras is a good god to worship


The knight responds, sitting back up and taker her helmet off. She has a thin face and short, blonde hair. "I'm from Istorija, it is nice to meet you. Fuse, Phury, and Xeonar here are all from the Evergreen." she points to the zemas, the huge man, and the elf, respectively. She then looks at the bald man. "Zan-Lee here... He is from Lamira. Took a vow of silence years ago, but we've all known each other for many seasons. Don't know Aika here though."
Aika smiles. "I'm from up north. Nice to meet you all!"


The elf glares at Phyrrhus, but the bald man jabs him with his shoulder. Aika, the halfling girl, smiles and waves to you. The masked knight in armor speaks up. Their armor is similar to yours and shining, but doesn't look fire-forged.
"Hail. I trust you won't enslaving Xeonar here?" The voice sounds rather femeinine, and the knight leans back in her chair, glancing at the elf. The bald man narrows his eyes, and the knight laughs. "Just a joke. anyway, I think the lord said 'round noon. Anyone know the time?""


Since you rolled rather well on your nature roll, and you have been to the Evergreen before:
You know this tiny humanoid to be a Zemas. Similar to halflings in size, they have thick fur and proportionally small bodies. They have a very disorganized and small society, and prefer common and halfling, as they are much simpler to learn. They do not have their own language. Short of attention and very destructive, you've never seen one before, but have only heard of them in your trek to the Evergreen.

From mingling among the citizens, you've learned that while the Lord of Uostas is incredibly well-liked, he does not have enough guards to successfully protect the city from attacks. Because of this, most of the guards are sent out to actively protect the outer villages, and crime has begun to run rampant through the streets. As well, it seems that recently many magical artifacts have been going missing from every large city, in every kingdom. Perhaps this has something to do with stories told of your heroics, and you are wanted to protect and heal the citizens.

The tall man nods to you, as do the bald man and the masked knight. The elf does not respond, but the halfling and zemas are more than happy to.

"Hello, everybody! Glad to see some new faces, 'specially some famous faces," the halfling says, smiling. "My name is Aika, it is good to share a seat with you as well!"

"HeyhEYHEY! I'm FuSE!!" The zemas near-screams. He is constantly moving, and he has a rather large backpack on, for his size. The huge man smirks, and responds in a deep growl.

"Ignore him. He is a friend of ours. May I ask what we're doing here?"


You have all recently arrived in the large city of Uostas. The 2000-foot-tall stone walls form a large circle. Around the walls are miles of farmland and small villages. The smell of fertelizer and various farm animals thicken the air, and reaching the giant wooden gate, you see several guards stading around, but they ignore you, unless you are wearing your armor, or are visibly armed. If this is the case, you are approached and told to leave. Showing them your invitation makes them stammer and quickly apologize. A younger guard that was hassling you seems amazed, and you are let through.

If you are not visibly armed, you pass through the gates with ease. Music plays in the distance, but is nearly drowned out by the sounds of talking, various bells ringing, hammering, and the clopping of carriages. Throngs of people constantly move past you, and this area appears to you to be some sort of market district. Above you is a stone ceiling, and you assume that multiple levels sit above. Walking further through the winding roads, you come to another, smaller circular wall that is more heavily guarded. If you are armed, you are told to hand over your weapons, whether or not you produce the invitation. You are not allowed in with weapons unless you can convince them to let you through with them. (DC 30)
Entering, quite a few large mansions stand to either side, and you are at a crossroads. A few people walk by in extremely nice clothing, watching you closely, but the area is rather empty. Forward is a gigantic building, and behind it, another wall. However, the large building has a sign of a symbol like that on your invitation. Multiple guards stand outside, and ask for your invitation. After showing them, you walk inside. Any foul smells of the outside are immediately overwhelmed by the pleasant smell of vanilla. The large building appears to be a dining hall, filled with people of every race. Most of them have armor on, and are clinking glasses of ale. After standing there for a moment, you are given a large glass for yourself and told to find a seat. You sit next to a rather odd looking group, but of course, most people here are very odd. At your table sits a small halfling girl, a small and furry humanoid that you have never seen, a bald and tanned man in robes, a tree of a man in full plate with no helm and glowing green tattoo, a masked human in half plate with the symbol of Pagalba on their armor, and a tall male elf in a robe. As well, the rest of the party sits beside you.


Great! I'll start in Gameplay soon then, I suppose. As well, Jeggs, there isn't really a god of Assassins, but the god very loosely associated with it is Sauga, the Goddess of Battle. While Geras is the God of Honor and Glory, and is considered to often fight alongside Sauga, He fights with a system of honor and fairness. Sauga simply fights for the sake of war. This does include assassins, but pretty much every warrior that doesn't worship Geras will worship Sauga. Non-evil warriors, at least.


Hey guys, GM here. I was very, very tired last night and would like to apologize. Ace, I dunno why I was so impatient, and for all of you, 1-2 posts is fine, I do NOT expect 5-10. Anyway, feat fixes are allowed if you all agree. Once everyone can send me a sheet or post in their alias, we should be ready to start.


Ace, if you're around, you need to be posting more than you currently are. It's been around 10 hours, and you've posted twice. As well, it took two days for you to realize you were accepted. I have several people on hold really wanting to join, so I really want your character posted soon so we can start. I am looking for around 5-10 posts a day per player at the very least. If I'm seeming a little too harsh, this may not be the campaign for ya.


I never said there weren't ifrit. In fact there's quite a few custom races as well. They just exist in the Evergreen, the north, or in the underground. Just use the core rules for the casting, and sure then I guess, but you're wasting an entire first turn. But if you still want to, then that's fine.


Not... really. For one, it seems very... not worth the effort. The extra damage is fine, but you could get an extra full attack in while reloading, doing way more damage total. As well, the hollow top would offset the weapon's weight and likely give it a small drawback. Think about it though. You waste an attack to ignite it and a full round AND another attack to reload and ignite it, for only like a 1d6 fire damage on the end of each attack that you do make.


By the way, I would very, very much like all of you to post often. I do not want to wait a full day on one person, just for a single roll. If you do take too long, I will roll or act for you, and tell you to post more often. Let me know way in advance if you're going to be gone a long while.


Wayward Sage Duran wrote:
The GM of Lannithir wrote:
Would everyone please send me their pdfs/links to their character sheets? Would like to double check everything and have them for referencing.
Do we need pdf's for some reason? All of my info is in my alias. Speaking of, I'm ready for an audit.

No, it's just easier to find everything for me at least. Your alias is fine. Once everyone's given me their character info, we can start.


Would everyone please send me their pdfs/links to their character sheets? Would like to double check everything and have them for referencing.


Sort of. It's still a physical invitation, just teleported to a messenger 'station'


The level 7 starting gold.


The Recent History and Nobility in Lannithir

The year is 4329. While the kingdoms of man are constantly expanding their walls, large areas remain crawling with many monstrous creatures. Quite a few of them have learned to adapt, to live among the citizens. Many guilds have been established to hunt these monstrosities, but the problem is increasing as each day passes. Every man and woman that has established their fighting skills is being asked to help fight the onslaught.
The current major lords and kings of the kingdoms of man include Lord Zetas of Uostas, King Vergas VI of the Fog, and King Myres III of Lamira. In the last 200 years, the kingdoms of man have not experienced any major conflicts. A bit over a century ago, the previous lord of Cetat (the capital of Lamira), attempted to overthrow King Myres. He successfully killed the king, but was captured, and died in prison. This has caused an extreme increase in security around the king, and heavily decreased the power of lords in Lamira. The consequences of this are that the streets are rather bare of guards in the capital, and lords of smaller cities are consistently in danger, with very few soldiers.
Otherwise, human kingdoms are currently fighting off the hordes of creatures that emerge from the northern kingdoms. While expeditions have been made, no one area seems to be the cause for the monsters. Ancient magical artifacts have been found, however, and they likely have something to do with them.


Pyrrhus Durst wrote:
Also, for my background, which is the god of the people of The Fog? Maitinimo?

...That's not how gods work. Any human can worship any god, depending on what you believe in. Your character worships 'the sun', which is a god. In fact, it's Pagalba.


Yeah, these are the only deities. Your concept isn't doomed, you simply draw your power from an 'ideal'