Dragon Lord Background


Play-by-Post Discussion


Heres the first part of the campaign background. Next part will follow in a day or two.

Located in the middle of the little known and justly
feared Morudhain lands, Mount Moru remains a
realm of terrible secrets and unfamiliar dangers.
For years, the dread crags around this mountain and
its unfathomable depths have remained unknown
by the civilised world. It is a well known fact, of
course, Mount Moru was the site of the ancient Athan
civilisation, of which no trace remains except a couple
of ruins. However, no living sage has explored the
depths of the mounts, or the natural caverns that
are known to lie below it. At least part of the reason
is the admittedly little aesthetic appeal posed by a
dangerous, craggy peak in the middle of a wasteland
when compared to an ancient elven city or an exotic faraway
jungle; even so, any explorer worth his salt will admit a
certain sense of frustration at not having yet explored that
darkly attractive summit.

Geography
The Moru Country is mainly a barren wasteland
of broken hills and uneven rocky plains, with the
notorious landmark of Mount Moru in the middle.
The climate is always temperate to cold, the weather
rainy and misty; despite the frequent rains, the land
remains dry, arid and desolate as though affected by
some curse.

Morudhain Borders
The terrain known as the Moru Country is a very
loosely defi ned region, without clear political
borders defi ning where it ends and the surrounding
regions begin. To the north and east there are vast
Country but far more pleasant. These lands are
unnamed and unclaimed, belonging neither to the
Morudhain region nor to the countries beyond them.
To the west and northwest the borders are somewhat
clearer, as the fresh and fertile northwest riverbanks
are a clear indication of where the Morudhain waste
ends; fi nally, the Moru Country has its best defi ned
border on the south march, marked by the start (or
end) of Moru Road at the non-Morudhain village of
Meadowvale and the Last Shrine of Iri.

Population
The Moru Country is mostly unpopulated, with
several Morudhain settlements scattered throughout,
with a total population of little more than 10,000.
Humans of non-Morudhain stock can also be found,
mainly in Meadowvale and the Last Shrine, which
total somewhere below 1,000 inhabitants. The
bulk of the Morudhain population, however, are
humanoids and intelligent monsters, including
dwarves, giants, goblinoids, orcs and subterranean
gnomes. Reports abound about dark elves and other,
more sinister folk, particularly near Mount Moru
itself.

An Overview of the Morudhain Lands
The Moru Country is a very small region, no
more than 200 miles from west to east. However,
this relatively limited expanse contains several
geographical features and landmarks of interest.

Outer Morudhain
The territory known as Outer Morudhain comprises
the lands near the country’s borders, as opposed
to those closer to Mount Moru at its core. Outer
Morudhain includes most of the Morudhain tribes,
as well as its two non-Morudhain human settlements
– the village of Meadowvale and the Temple of Iri of
the Blessed Horn.

Meadowvale
Located 100 miles south of Mount Moru, at the
beginning of the trail known as Moru Road, the village
of Meadowvale is known for its peace and quiet, the
quality of its wine and the friendly demeanour of
its inhabitants. Meadowvale is an obligatory stop
for any explorer wishing to cross Moru Country, as
it offers food, rest, equipment and most specially
support and understanding. Meadowvale folks know
well the cruel lands that lie beyond their town; what
is more, many of them experienced fi rsthand the
hardships of an adventurer’s life before retreating
here to live in peace, so they are all sympathetic
to adventurers, never trying to dissuade them from
their quests or take advantage of their needs. Here,
adventurers are always welcome and well treated.
The main authority in Meadowvale is Carpenter, a
friendly, down-to-earth woman in her late summer
years, who treats all travellers as her children. Few
know her real name or the reason for her common,
yet unusual soubriquet; however, she is undoubtedly
a person of the best quality, with strong limbs, vast
knowledge and a stout heart, capable of identifying
what a tired traveller needs at a single glance and
provide it without a moment’s hesitation.
Meadowvale has the best travellers’ inn for several
miles around, The Old Stone. Any traveller visiting
Meadowvale is well advised to come by and stretch
his feet at The Old Stone, if only for a couple of ales.
Besides food and drink, a patron of The Old Stone
is guaranteed to obtain all the information he seeks
about where to get supplies in town, what dangers
await him in the Morudhain Lands and how to get to
said dangers as quickly as possible.

Morudhain Territories
More than three-quarters of the Morudhain lands
belong, quite logically, to the Morudhain themselves.
These lands are mostly vast tracts of uninhabited
terrain, scattered with Morudhain villages here
and there. The Morudhain are as unfriendly as
they can be with strangers without being openly
hostile. They actively hide their rites and customs
from visitors, going to extreme lengths to keep them
secret. Fiall Garnwynn was lucky enough to call the
bluff of a group of particularly drunk and aggressive
tribesmen, who threatened to scalp him should he
make further inquiries about their secret practices;
after a few words and challenges, it was proven yet
again that a display of bravery is usually enough to
earn the respect of the wildest of men.

b]The Sacred Stones[/b]
These great stones have been in place since the
oldest Morudhain and their most ancient legends
can remember. It is an arrangement of 14 standing
stones, each of them taller than 10 feet. Legend
has it the gods carved and put them there as a sign
that this was Morudhain territory. The Morudhain
see these stones as both their rightful blessing and
inescapable curse. The strange carvings and marks
on the stones bear some resemblance to current
Morudhain ritual symbols, though they have an
unmistakable unfamiliar quality, which accounts
for the belief that they were made by supernatural
beings. As it is, the Sacred Stones are a forbidden
site; no Morudhain will approach them under pain of
terrible curses from the spirits. The writer can attest
to the majesty of these stones, the strange appeal of
their mysterious marks and the fact grass grows near
their base, perhaps more so than anywhere else in
the barren, gloomy Moru Country.

The Temple of Iri
The Temple of Iri of the Blessed Horn, also known
as the Last Shrine, is indeed the very last outpost
of civilisation before entering the vast, dangerous
marches of the Morudhain Lands. The temple is
a plain white masonry building, located on a ridge
overlooking the outset of Moru Road. About a dozen
priests live there, performing ritual services for
adventurers and casual travellers, including the sale
of amulets, holy water and good luck trinkets, as well
as the application of healing and blessing rites in the
name of their god. I regret to confess I only visited
the place once, very quickly, and did not make any
insightful records about it, being naturally distrustful
of religion and its practitioners everywhere. The
interested traveller need only walk the northeastern
slope out of Meadowvale and follow it up for a little
more than one hour, after which he should reach a
crest overlooking the Morudhain Country and the
Last Shrine. The ascent is definitely worth it, at least
for the magnificent view.

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Jack Ketch, ne'er-do-well and scallywag
Jack grew up on the streets, after his parents perished in a fire. He started out as an urchin, stealing to eat but was soon caught by a shifty purveyor of thieves named Dirty Dugger. Dugger kept a covey of child thieves who stole for their suppers. Jack learned the gentle arts through him, and stayed with the band until Dugger was caught and hung when Jack was 13. On his own, Jack turned out to be a natural, amassing a small fortune and promptly spending it. Recently Jack has begun to suspect that there’s more to life than what he has seen. He’s found himself yearning for new sites and new treasuries to plunder and has begun looking for trustworthy companions to provide the companionship he craves.

Jack's a happy go lucky sort of guy, most of the time. Occasionally something riles him up to murderous levels and then he's a frightening character indeed. But his rages are quickly satisfied and he's back to being his usual cheerful self.

Spoiler:
Jack Ketch
Male Human Rogue (Favored Class) 1
Chaotic Neutral

Str 13 (+1) 3 pts
Dex 18 (+4) 10 pts +2 Human Bonus
Con 12 (+1) 2 pts
Int 14 (+2) 5 pts
Wis 8 (-1) -2 pts
Cha 12 (+1) 2 pts

Hit Points: 15 (8 +1 con bonus +6 racial)

Defenses:
AC: 17 (10 +4 Dex +3 armor)
Fort: +1 (+1 con)
Reflex: +6 (+2 class +4 dex)
Will: -1 (-1 wis)

Attacks:
Rapier +4 (1d6+1, 18-20, x2)
Starknife (thrown) +4 (1d4+1, x3)

Skills:
Acrobatics +8 (+1 rank +4 Dex +3 trained)
Appraise +6 (+1 rank +2 Int +3 trained)
Bluff +5 (+1 rank +1 Cha +3 trained)
Climb +5 (+1 rank +1 Str +3 trained)
Disable Device +8 (+1 rank +4 Dex +3 trained)
Escape Artist +8 (+1 rank +4 Dex +3 trained)
Knowledge: Local +6 (+1 rank +2 Int +3 trained)
Linguistics +6 (+1 rank +2 Int +3 trained)
Perception +3 (+1 rank -1 Wis +3 trained)
Sleight of Hand +8 (+1 rank +4 Dex +3 trained)
Stealth +8 (+1 rank +4 Dex +3 trained)
Use Magic Device +5 (+1 rank +1 Cha +3 trained)

Feats:
Weapon Finesse
Dodge

Stuff: (140 gp)
Rapier (20 gp)
Starknife (24 gp)
Studded Leather (25 gp)
Thieves Tools (30 gp)
Backpack (2 gp)
Bedroll (1 sp)
Flint and Steel (1 gp)
Grappling Hook (1 gp)
Pole (2 sp)
Rations x3 (1.5 gp)
Rope, Silk 50 ft (10 gp)
Waterskin (1 gp)
Whetstone (1 cp)
Traveler’s Outfit (1 gp)
1 flask acid (10 gp)
5 sunrods (10 gp)
3 gp, 1 sp, 1 cp

Class Features:
Sneak Attack +1d6
Trapfinding

Racial Features:
Bonus Feat (Dodge)
Martial Weapon Proficiency: Starknife
Favored Class: Rogue
Bonus Skill Rank

Languages:
Common
Elven
Dwarven
Goblin


Connor - slayer, reaver...slayer of men. Connor was born free in the deep lands south, but when his people were betrayed to their ancient rivals by one of their own Connor and many of the young were sold into slavery.

After proving his mettle by turning a band of highwaymen who were intent on stealing from his master (a merchant lord), Connor was rewarded with his freedom and an assignment to the merchant's guard.

His master's dishonest dealings brought ever more troubles upon him, and Connor defended him from them all, until at last the now seasoned Connor decided that no amount of coin was worth staying in service with such a vile man. Now he travels the known world, earning his way with the edge of his sword and looking for his destiny in the dim places of the North.

Spoiler:
Connor Krynn
CG, Human, Fighter 1

HP: 12 +6 Racial 18
AC: 18 (Scale Armor +4)(Large Wooden Shield +2)
BAB: +1
Melee: (Bastard Sword +5 Dmg: 1d10+3 19–20/×2) (Dagger +4 1d4+3 19–20/×2)
Range: (Shortbow +3 Dmg: 1d6 x3) (Dagger +3 1d4+3 19–20/×2)
CMB: +4
Str: 16 Dex: 14 Con: 14 Int: 13 Wis: 12 Cha: 10

Fort: +6 (Great Fortitude)
Refl: +2
Will: +1

SKILLS: 4 pts
Handle Animal (Cha) +4
Intimidate (Cha) +4
Ride(Dex) +6
Survival (Wis) +5

FEATS:
- Great Fortitude
- Exotic Weapon Proficiency(Bastard Sword)
- Weapon Focus(Bastard Sword)

GEAR: 124 gp so far
- Bastard Sword 1d10, 19–20/×2, 6 lb., Slashing (35)
- Shortbow 1d6, ×3, 60 ft., 2 lb., Piercing (30)
- Dagger 1d4 19–20/×2, 10 ft., 1 lb., Piercing or slashing (2)

- Scale mail AC+4 Penalty –4 20 ft., 30 lb. (50)
- Shield, heavy wooden AC+2 penalty –2 10 lb. (7)

unbilled
- Backpack
- Bedroll
- flint & Steel
- Light Horse
-


Love both these backgrounds! Great characters!


A Bit More Background

Mount Moru and its Surroundings

The Mount Moru area, at the centre of the Morudhain
lands, comprises the area’s main feature, Mount Moru
itself, as well as the few miles of terrain surrounding
it. Other notorious landmarks in the area include
the Stonehold fortress and the well-known Haunted
Lake of the Morudhain tribesmen.

Mount Moru
The great mountain itself. It is easily the least
kind or hospitable place that many a person ever visits in
the wide world, though it maintains that strange,
morbid attraction, akin to the appeal of pain, terror
and dark thrills. Many have climbed up its roads, visited
its caves and even spied a couple of the strange
monsters roaming there

Stonehold
The fortress of the dwarves is an out-of-place rarity
in this country of crude human villages and vast
tracts of unworked plains. The name ‘Stonehold’
derives from a dwarven term, untranslatable into the
Common tongue, which could be loosely interpreted
as ‘The-Place-to-Keep-Stone-Things-Outside-and-
Inside-at-the-Same-Time’; this could signify the
fortress is a kind of warehouse or merchant outpost,
though why would the bearded folk set up such a
building in these flatlands, surrounded by hostile
human neighbours, so far from their mountain home,
is truly a conundrum to test the wits.
The fortress itself, located near the eastern slopes of
Mount Moru, is a squat stone building, without towers
or a barbican, though there seems to be a massive
stone gate on its west wall, leading almost directly
into a craggy, nearly inaccessible path. Dwarven
guards stand watch behind this gate; although their
posts are so well hidden behind the stone they are
almost invisible while performing their duties. This,
together with the fact the dwarves never leave their
home, has made many visitors wonder if Stonehold
is a deserted place, though would-be poachers and
explorers are always greeted by the bitter surprise of
dwarven bolts and axes.

The adventurer, Fiall Garnwynn
attempted to enter the dwarven fortress of
Stonehold twice; he was never allowed entry,
nor was he even granted an audience with a
dwarven officer. Now, almost a century later,
the purpose of Stonehold is still a mystery,
though its dwarven inhabitants have come to
trade frequently with both the Meadowvale
folk and the Morudhain barbarians, who have gradually
learned to accept the dwarves’ presence
in their lands.

The Haunted Lake
Near Mount Moru’s lower occidental slope,
about 3,000 feet above the ground, there is
an underground spring coming out through a
great cave in the mountain face. The spring
turns into a pond of troubled water a few
hundred feet below, which in turn spills into
a thin creek, scattered with waterfalls, that
descends all the way down to a great loch
at the western mountain base. The spring,
the pond, the creek, the waterfalls and of
course the loch at the bottom are known to
be haunted, with several legends and reports
agreeing that something unnatural lives at
the lake.


Gods

The Church of Iri
The Church of the Blessed Horn is arguably the most
widespread and civilised religion in the Morudhain
area. The Church centres on the worship of the
unicorn-god Iri of the Blessed Horn, a benevolent
spirit of hope and light; it is the offi cial religion in
the Meadowvale area, and has even gained a few
adepts among the grim Morudhain, particularly the
southern tribes. Normally, the intolerant Morudhain
see anything belonging to the outside world with
suspicion and hostility; however, the worship of
the unicorn closely resembled strong elements of
their folklore, which portrays unicorns as truly
divine spirits. This has allowed the church of Iri to
penetrate where no foreign culture had penetrated
before, despite coming not from the Moru Country
but from lands far away to the south.

Iri of the Blessed Horn
Worship of Iri of the Blessed Horn appeared fi rst
among the Oriatha, a race of purely half-elven
stock from the southern forests of Eaelindor. The
Oriatha called the unicorn Iri, which means ‘centre’
in their language; meaning the point of the unicorn
horn, the centre of the spiral, is also the centre of
life and creation. The Oriatha taught the worship
of Iri to their human neighbours, which called their
god ‘Iri of the Blessed Horn’ and turned him from
a deifi ed nature spirit into a god of piety, purity and
compassion, represented by the virile, fi rm shaft of
his spiral horn. The humans that settled south of
the Moru Country and founded Meadowvale there
did worship Iri, as evidenced by the Last Shrine
located a few miles from Meadowvale itself. After
a few decades, the belief started spreading, as many
Morudhain recognised their own unicorn spirits in
the god Iri.

Iri of the Blessed Horn
Centre of Creation, The Horn of Truth, The Unicorn
God

Intermediate Deity
Symbol: A unicorn horn
Home Plane: The First Forest
Alignment: Neutral good
Portfolio: Defeat evil, disperse darkness, light,
oneness, pierce dark secrets, purity, truth
Worshippers: Good-aligned clerics, good-aligned
rangers, paladins,
Cleric Alignments: LG, NG, CG
Domains: Destruction, good, knowledge, sun
Favoured Weapon: The Horn of Light (lance)

Most often, Iri appears as a shining unicorn’s horn,
with the ability to transform into an unending
beam of light. This light has the power to pierce
any darkness and run through any evil. Iri is also
often depicted as a glorious, radiant unicorn; this
divine beast prefers to dwell in his own realm of
goodness but is always ready to assist mortals with
his unending light. Iri’s light always pierces evil
and darkness, regardless of his enemy’s power or
how deep he is hidden. Once set into action, the
unicorn god is always true, always fi rm and always
unyielding in his purpose; yet, he is also a creature
of compassion and kindness, which prefers peace
to fi ghting, even if it is against the forces of evil.
For Iri, purity and wisdom are more valuable than
strength and bravery


Morudhain Pantheon

Then the Gods came together and struck each
other;
And immortal blood poured like river from their
wounds;
And the blood touched the ground, and the ground
was alive;
All things grew from the Gods’ immortal blood;
All things except for mortal men,
For mortal men were born from Death.

–Morudhain oral tradition (translated by Fiall
Garnwynn)

These are the gods of earth and sky
These are the people from Ah Bennwyn;
These are the people that cannot die,
These are the gods from Ah Bennwyn.
Take me with you, beyond pain and grief,
Take me with you when this sorrow is done;
Take me with you, because I believe
I shall live better in your Ah Bennwyn.

–Morudhain chant (translated by the Royal
Researchers of Manderachi)

The Morudhain worship a collection of grim, primal
gods of nature, magic and lore. This is a very
primitive religion, where deities are closer to nature
spirits than to some complex divine hierarchy.
However, they are not simple natural forces; each
Morudhain god represents several concepts and
elements, being almost a dramatic character rather
than just a symbol of something. These gods have
been a part of Morudhain folklore since time out of
mind; nobody knows when or how they appeared
or why the Morudhain started worshipping them.
Some sages liken the Morudhain pantheon to the
unidentifi ed ‘Old Gods’ of the Athans; this would
mean the Morudhain gods not only predated the
Athan pantheon but were also the creators of the
very Athan race. However, this is still a point of
disagreement among scholars. It is unlikely we
shall ever discover the origin of the Morudhain gods,
mostly because their worshippers have no written
language, no historical records and no desire at all
to share their ancient folklore with us.

The Morudhain gods live in an otherworldly realm
called the Abannion, which could be translated as
‘True Death’ or ‘More than Death’. Mortals would
perceive the Abannion as a realm of gloom, ashes and
darkness; for the gods it is a place of quiet, rest and
beauty. What mortals see as desolation and terror,
the gods see as paradise. When the Morudhain
die, they are taken to the Abannion, ‘where they
ultimately learn to value what they had in life’.There
is a great symbolic meaning to this grim,
heartless legend, though not one civilised men are
quite ready to accept.

Mahua the Mother
Mahua the Mother was probably the first deity of the
Morudhain pantheon; she is mentioned in the earliest
stories and appears depicted in the oldest carvings
and relics. Mahua first appeared as a nature deity;
then she came to be depicted as an earth mother
goddess, to which the Morudhain turned mostly for
fertility and seasonal rites. Although the Morudhain
pantheon has no formal leadership, Mahua has
always been considered more or less their chief, like
the matriarch of a great family; in fact, according to
some tales Mahua is actually the mother of half the
pantheon (Seadhann, Ehina, Gamageth and even of
the Old Dragon). The continued prominence of a
goddess of earth and fertility in such a barren land
is a mystery to some scholars; this writer believes
she is a representation of the Morudhain’s ability to
endure, hope and survive.

Mahua the Mother
Matriarch of the Gods, The Stern Nurse

Greater Deity
Symbol: A pregnant woman
Home Plane: The Abannion
Alignment: Neutral
Portfolio: Agriculture, blood, earth, endurance,
fertility, fruits, motherhood, pain, procreation
Worshippers: Druids, farmers, mothers, virgin
maidens
Cleric Alignments: Any
Domains: Death, Earth, Plant, Protection
Favoured Weapon: The shaft of life (spear)

Mahua the Mother looks as a plump, naked female
giant, apparently made entirely of earth and mud.
She is also depicted as a pregnant human woman,
carrying a wooden spear. She walks the earth looking
for a proper seed; when she fi nds it, she retreats to
her cave in Abannion and bears the children of the
world. Thus were born animals, plants and all the
things that grow from the earth.

Crannoch of the Spear

The cult of Crannoch of the Spear appeared
shortly after that of Mahua the Mother,
with Crannoch being portrayed as Mahua’s
male counterpart – usually her brother
or her husband, sometimes also her son. Where
Mahua represents the stern, earthbound matriarch
of pain and toil, Crannoch is a god of impetus, power
and whim. Worship of Crannoch began when the Morudhain
gave a name and a face to the elemental forces of sky
and thunder; the god went on to become a sort of warlord of the
Morudhain pantheon, consort and counterpart to Mahua the Mother.

Crannoch of the Spear
Father of the Sky, The Spear of Thunder

Greater Deity
Symbol: A lightning spear
Home Plane: The Abannion
Alignment: Chaotic good
Portfolio: The sky, storms, virility, war, weather
Worshippers: Farmers, fi ghters, hunters, rangers,
warriors
Cleric Alignments: CG, CN, N
Domains: Air, Strength, War
Favoured Weapon: The Lightning Spear (spear)

Crannoch is an aggressive, passionate god. He is a
noble warrior and a champion of good causes, though
he is also boorish, violent and quick-tempered. He
is as likely to be found lusting after maidens as
valiantly rushing a superior foe for glory or
justice. The three sounds Crannoch loves the most are booming
thunder, the clash of battle and the laughter
of women. Crannoch appears as a muscular
bearded man, with long red hair and piercing blue eyes. He
is clad in nothing but a gold scarf and bronze
helmet; he wields a spear that appears made of forged
lightning. He fears Mahua as much as he loves her, for
he knows she is mightier and wiser than him; however,
Mahua allows him to lead the gods in her stead, for
she knows they need his spirit and bravery – as long
as he behaves. Many tales tell of how Mahua has a
habit of devouring Crannoch and then regurgitating
him back to life just to teach him a lesson.

Old Creomahn
Old Creomahn is one of the most mysterious
members of the Morudhain pantheon in many ways.
As a god, his portfolio is somewhat ambiguous and
puzzling; as a character, none of the other gods
can claim to truly know or understand him; as a
myth, his presence in the Morudhain pantheon is
unexplained as is the origin of his worship. Many
Morudhain folktales refer to him, though, featuring
him as a prominent member of the pantheon. He
seems to function mainly as an advisor god, to
which other deities come for counsel or warning.
Salego of Tomaria suggests, in his Morudhain Lore
that Old Creomahn is a deification of the riddle as a universal
force; that he represents mystery itself. Legend has
it he lives inside ‘the Mountain of Terror beyond
Abannwn’, which would suggest he is not a resident
of the Abannion as other gods are, but instead lives
in the mortal plane, quite probably in Mount Moru
itself.

Old Creomahn
God of the Mountain, Guardian of the Depths

Intermediate Deity
Symbol: A mountain
Home Plane: The Abannion/unknown
Alignment: Neutral
Portfolio: Darkness, deep places, mountains,
mystery, old age, time, wisdom
Worshippers: Arcane spellcasters, elders,
mountaineers, riddlers, sages, scholars, underground
explorers
Cleric Alignments: N, LN, NE
Domains: Earth, Knowledge, Law, Magic, Trickery
Favoured Weapon: ‘The Staff of Sages’
(quarterstaff)

Old Creomahn’s true form is unknown, though it is
universally agreed that he must look as an incredibly
old man, with steely grey eyes and a long grizzled
mane and beard, dressed in a long black robe; this
is at least his favourite guise and the one he uses
most frequently. However, Old Creomahn is able to
take any shape and appear as anything; he usually
takes the form of whatever will help him deliver a
message more clearly or help others to understand
his advice. His favourite forms are that of a Large
(or larger) grizzled raven, a middle-aged, bearded
man with silvery hair and a talking skull. He sits
in his mountain waiting for other gods and heroes
to seek him for counsel or omens. It is said Old
Creomahn knows everything but he always demands
a sacrifice from those that look for his advice. He is
also called upon to protect lost secrets or treasures,
specially those hidden below the earth.

Seadann of the Song
More than any other of the Morudhain gods,
Seadann truly represents the spirit and outlook of
his people. His worship developed hand in hand
with the Morudhain culture and folklore, until he
became the embodiment of all Morudhain traditions
and customs. He is not as powerful as Mahua or
Crannoch, though he is doubtlessly the best loved
and most worshipped, as he represents what makes
the Morudhain what they are – their values, their
history and their art.

Seadann of the Song
Brother of Men, The Talespinner, Voice of Wood

Intermediate Deity
Symbol: A willow mandolin
Home Plane: The Abannion
Alignment: Chaotic good
Portfolio: Culture, folklore, gathering, history,
performing, racial identity, songs
Worshippers: Bards, druids, orators, performers,
sages, scholars
Cleric Alignments: CG, CN, NG, N
Domains: Knowledge, Luck, Magic, Travel
Favoured Weapon: ‘Fahnna Fahlwdd’ (short
sword)

Seadann of the Song appears as a handsome bearded
man, with long golden-auburn hair, dressed in bright
colours, with a deep and thoughtful gaze that betrays
his lively façade. He is usually telling or singing
a story, mandolin in hand; in fact he exists to keep
alive the spirit of Morudhain culture by spreading
its stories, legends and traditions. Legend maintains
there are few things as inspiring in the universe as a
battle song or rousing speech from Seadann.

Ehina the Ember
An ember flashes. A goddess dances.
–Anonymous

When the fireplace flickers; when the men gather
round and the night is warm; when the drinks are
down and the hearts are up; that is the hour of Ehina,
the Morudhain goddess of love and fire. Ehina is a
whimsical spirit that lights the hearts of men like a
deep burn and dances around their souls like wine.
She is probably the latest god to be added to the
pantheon; the earliest tales referring to her speak
of the ‘dancing girl of the fireplace’, a ghost-spirit
of Morudhain superstition, which was not elevated
to the ranks of godhood until barely a couple of
centuries ago. Even now, the church of Ehina is the
less formal of the Morudhain pantheon and its priests
the less serious, not only because their goddess was
no more than a party spirit a few decades back but
also because she requires her worshippers to be
merry and celebrate. Ehina the Ember is doubtlessly
the least powerful and influential of the Morudhain
gods, yet she is also the one that keeps her followers
happiest.

Ehina the Ember
Dancing Girl of the Fireplace, The Fire Spirit, The
Flame

Lesser Goddess
Symbol: A flickering flame
Home Plane: The Abbannion
Alignment: Chaotic good
Portfolio: Dancing, fire, love, music, passion,
revelry, sex
Worshippers: Carousers, dancers, lovers,
merrymakers
Cleric Alignments: CG, CN, N, NG
Domains: Fire, Magic, Sun, Trickery
Favoured Weapon: ‘Flamedancer’ (longsword)

Ehina looks as a woman of incredible beauty, with
golden skin and eyes, fiery auburn hair, full red lips
and freckled cheeks. She wears a wispy silk dress,
six golden armlets and seven golden anklets that
shake as she dances through the fire. When Ehina
dances, her body emits a fiery halo and wisps of
flame, until she herself seems to have turned into a
frenzied dancing spark. She is always ready for love
and merriment; she is always yearning to dance.
She has been known to appear before mortals of
exceptional beauty and dancing skills; she makes
them ask her to dance and then she seduces them,
teaches them or simply tries to have a good time
together.

Gamageth the Wolf
The Morudhain beast-god has been a part of
Morudhain folklore, if not of their pantheon, since
the race began telling stories and giving names to
the world. The ancient wolf-spirit of the primitive
Morudhain is now known as Gamageth the wolf, a
god of animals and the hunt. According to tradition,
Gamageth was the first mortal spirit in the world, as
he was killed during an age when all creatures were
immortal. Thus he became the Morudhain god of
killing and hunting, a mantle he holds to this day.

Gamageth the Wolf
The Beast-God, The First Death, The First Wolf, The
Hunter

Demigod
Symbol: A wolf’s head
Home Plane: The Abannion
Alignment: Neutral
Portfolio: Death, disease, hunger, hunting, killing
or being killed, prey
Worshippers: Barbarians, druids, foragers, hunters,
rangers, warriors
Cleric Alignments: N, CN, LN
Domains: Animal, Death, Destruction
Favoured Weapon: ‘Hunter’s Bow’ (longbow)

Gamageth appears as a grizzled and diseased wolf,
at least as big as a rhinoceros. His furry skin hangs
in diseased strips from his body; his shaggy hair
stands on end at some points and hangs carelessly
at some others. His eyes are dull red; his teeth are
sickly yellow. He is a terrifying beast and powerful
enemy, capable of pursuing his chosen prey for all
eternity, as his disease makes him immune to death
or fatigue. He lives only for the hunt; he can help
mortals dedicated to hunting or he can hunt them
himself.


The Old Dragon
There is a dragon god.
There is a dragon god!

(Reported as Fiall Garnwynn’s last words)

In the beginning, there were only the immortals.
They created everything in the world from their
own spilled blood and then gave eternal life to
every creature. The world was paradise then, with
no death, disease or hunger. Then the Old Dragon
came, with claws that could rend the earth and jaws
that contained death. The Old Dragon bit, poisoned
and killed Gamageth the wolf, bringing death into
the world and making Gamageth the First Dead.
As soon as Death was created in the world, the
immortals had to leave it, for they could not live in a
place with death. The immortals left their children
behind – mortal humans, also called Those-With-
Death – to enjoy the gift the Old Dragon had given
the world; thus it was that humans were born and
gods exiled in a single act – the coming of death.
The Morudhain do not worship the Old Dragon,
though they acknowledge its existence as a deity.
They do revere the dragon as their god and father,
though there has never been a formal church
dedicated to it. It is not even officially forbidden; the
Morudhain simply have no rites, clerics or temples
for the Old Dragon – with the notable exception of
the Dragon Stone clan.

Many analogies have been suggested between the
Old Dragon of the Morudhain and the Dragon Lord,
head of the late Athan pantheon. Both represent the
gift of death and both are considered beyond the
power of the gods. Even more, both were considered
to live in the ‘roots of the mountain’, quite probably
beneath Mount Moru itself. This seems to leave
no doubt they are the same deity. However, many
disagree and here is the reason – where the Dragon
Lord represented defying death and eternity, the Old
Dragon is about accepting it. Where the Dragon Lord
is an enemy of death, the Old Dragon is its lover.
Where the Dragon Lord has a human aspect, the Old
Dragon is a force of nature beyond all natural forces.
Where the Dragon Lord embraces the darkness, the
Old Dragon is the darkness. The Old Dragon is such
a terrible god, such a terrible concept; perhaps this is why no
sage, scholar or explorer has allowed himself to
understand just what he represents.

The Old Dragon
Father of Death, Father of Men, The Nameless
Wyrm, The Worm

Intermediate Deity
Symbol: A westward spiral
Home Plane: The Abannion
Alignment: Neutral
Portfolio: Death, mortality, the unknown
Worshippers: No offi cial worship outside the
Dragon Stone clan
Cleric Alignments: N, NE
Domains: Death, Destruction, Knowledge
Favoured Weapon: None

The Old Dragon appears as a dark wyrm the size
of a mountain, whose jaws and teeth carry plagues,
poison and death. Its breath can kill time and
eternity, its claws and tail dig in the very roots of the
world. Nobody can see the Old Dragon, for even
looking at it is dying from fright. Thus it went deep
into the mountain, where it still lives alone, shunned
and feared by the mortal men it created when it gave
death to the world.


A Brief History of the Morudhain Lands

The lack of a common calendar makes it very
hard to even keep track of the passing of years in
the Morudhain lands, let alone elaborate a precise
year-by-year relation of its history. The following
is an attempt to give a semblance of order to the
many legends, several vague accounts and very few
evidenced historical facts regarding the past of the
Moru Country and its civilisations.

The Early Morudhain Tribes
At some point in the far past, perhaps 5,000 years ago
or more, the Moru Country was a barren desolation
where nothing lived and nothing grew. Most sages
agree the state of the land was caused by an ancient
curse or plague sent by dark gods, although some
maintain the Moru Country was the site of an actual
battle between gods during the creation of the
World. Whatever the truth, the region that would
later be known as the Moru Country was completely
barren, incapable of supporting life and probably
inhabited by fiends and supernatural monsters of
every order. It was into this gloomy devastation
that the forebears of the Morudhain arrived one day
– and they stayed.
These early settlers were of a stout race, barely
evolved from cavemen, wielding stone and wooden
weapons and dressed in animal hides. It is widely
believed they were led to seek these lands by some
outside force, perhaps an enemy race or a catastrophe
that destroyed their original habitat. Few other
reasons would explain the fact they would choose
to come to such inhospitable lands, let alone stay
there – yet stay they did, though they did not thrive
or prosper quickly. A couple of millennia later, they
had become as much a part of the land as the broken
hills and chasms, as much the land’s children as
the demons, goblins and spirits infesting it. They
called themselves the Morudhain, ‘those who live
near the horror’ or ‘those belonging to the horror’.
They did not multiply or invade neighbouring lands;
however, they apparently did repel many an invasion
from other tribes, as suggested by chronicles and
reports from many foreign cultures, most of them
far more advanced than the primitive Morudhain.
The Sagas of the Kilnbaden mention the ‘people of
the wastes’, whose ‘grim disregard for life’ could
turn back or destroy the best-armed host. Agassius
the Strong, in his Relations of Campaign, mentions
crossing ‘a country inhabited by witches (with the
power of) cursing the very land and beasts, turning
their twisted country against travellers’. These
accounts, though surely exaggerated, give a clear
idea of how outsiders experienced encounters with
the Morudhain and their realm.
In time, the Morudhain came to be masters of their
land, spreading throughout the country and routing
even the monsters and fi ends that occupied it before.
Most of the cairns, temples and villages they built in
this age still stand today, most of them still inhabited
by the descendants of those first, fierce, primitive
Morudhain.

The Kingdom of Atha
Many lives of men past, when the Gods mated with
the dragons of the World,
They produced offspring that were like men in
appearance and age, though they were far our
deepers in wisdom and Annha1.
These offspring were truly the Children of the
World, so they called themselves the Ataha or Ata, to
indicate they were the True Children of the World.
Thus they called themselves when they climbed
down the Great Mountain, when they climbed down
from their Great Halls in the Sky;
Thus they called themselves when they (…) their
great cities of silver and stone, and they built one
below the Mountain, and another in the Heaven
from which they came from, and another in the deep
roots of Hell.
And they called their city (cities?) Atha and Ahamash
and Archanarot.
And they were lords and masters of these great city/
cities, and the lords of these city/cities were the rulers
of the world and of the Moru during that time.

–Translated by Fiall Garnwynn from an unknown
Morudhain source; marked words indicate an
ambiguous or doubtful translation, as evidenced by
later studies on Garnwynn’s drafts.

1Annha: Untranslatable term, meaning something
akin to – but not exactly – ‘the touch of higher
spirits’; Morudhain used it to indicate a kind of
spiritual rank among their kin, quite hard to define
in the Common language.

More than 3,000 years ago, a
mysterious civilisation flourished in the midst of
Morudhain lands. They called themselves the Athans,
apparently because they gave Mount Moru the
name Atha, which may be translated as ‘Descended
from Heaven’. It is unknown whether they were
Morudhain or foreigners, though their highly
advanced culture and science suggest they could
not be related to the Morudhain, which were still
savages at the time. However, if the Athans indeed
came from outside, it is unknown how they got past
the harsh Morudhain borders and arrived to Mount
Moru, the very centre of the country; conversely, if
they were of Morudhain blood, the question remains
about how did they manage to ascend from a semibarbaric
state to such a sophisticated, advanced
civilisation in only a couple of centuries, and also
how or why did they descend back into barbarism
hundreds of years later. Whatever the truth, there is
evidence these people did build and maintain a great
civilisation based on Mount Moru, from which they
conquered the Morudhain barbarians, presumably
by superior war tools, and ruled them – and the
entire Morudhain Lands – for nearly a millennium.
During this time, the Morudhain learned to work iron
and even steel; they acquired advanced woodcraft
and stonework knowledge and probably adopted
the Athan’s advanced systems of currency and time
measuring.
The Morudhain believed the Athans to have a divine
origin, which might perhaps explain why such a
proud and unconquerable race as the Morudhain did
indeed submit to the Athans. According to historical
records, as scarce and untrustworthy as they may be,
the Athans did enslave the Morudhain, using them
to build Athan cities, sacrifi cing them to Athan gods
and burying large numbers of them alive as an escort
to dead Athan rulers and priests. The Morudhain
must have rebelled against this situation at least
once, as evidenced by some fragments of Morudhain
oral tradition.
No more information exists about the coming of the
Athans and how they built their kingdom, except for
the actual ruins remaining inside Mount Moru and
whatever could be gleaned from them; unfortunately,
virtually all Athan ruins remain inside the most
dangerous and inaccessible mountain amidst the
most dangerous and inaccessible territory. Most of
the explorers that have actually managed to enter
Mount Moru to look for clues died in the attempt, or
returned empty-handed because they did not dare to
explore Mount Moru too deeply.

The Lost City of Archaneroth
The few existing pieces of evidence about the
Athan civilisation all concur their capital was the
City of Archaneroth, a name that some sages have
decided to translate as ‘the Bridge between Heaven
and Hell’ based on a specific interpretation of the
archaic Athan language. This city was the political
and economic centre of the whole Athan Kingdom,
receiving tribute from all the Morudhain Lands and
probably other realms as well. Stories tell the streets
and buildings of Archaneroth were made from silver
and jewels, which Athan sages extracted from the
earth by secret arcane means. Nothing else is known
about Archaneroth – except the history of its fall.

The Dragon Lord Cult
The Athans worshipped dragons, as frequently
evidenced by their architecture and the extremely
scarce vestiges of their written tradition. Historical
evidence reveals the Morudhain did have a dragon
cult predating the Athan civilisation, probably based
on actual encounters with dragons; this primitive
dragon worship may or may not have influenced the
Athans’ later, more sophisticated dragon cult. The
head of the Athans’ dragon cult was the Dragon
Lord, a half-dragon, half-human deity that demanded
blood, war and sacrifice but also knowledge and
discovery. The cult lasted almost a millennium,
exactly from the appearance of the Athan civilisation
to its catastrophic fall. To date, many Morudhain
refer to their dragon-god as ‘The Dragon Lord’; this
is probably a reminder of the Athans’ cult, though it
may also be the opposite.


Thavian Drovesman was born to a wealthy family in a large city far to the south. He is the only child Meirianna Drovesman. Her husband passes away from a plague nearly two years prior to his birth. Desparate for a child she made a wish from a genie that had been kept by her family for several generations, with a bargain that he would be released from his servitude. After several months had passed she found she was pregnant and followed through on her promise. Thavian's youth was very similar to those around him, except that he was prone to fits of anger. While attending the local university he became embroiled in a heated debate with a fellow student. As usual, he lost his temper, only this time his body released electrical bolts at his opponent killing him instantly. Shocked and terrified, he fled to his homes. Not wanting to lose her only son his mother packed him away in a family coach and sent him north. After several eruptions, the coach driver abandoned him and left him to wander. During his travels he managed to gain control of his electrical eruptions as well as develop other abilities. Two weeks ago he wandered in Meadowvale hoping to test his newfound abilities and perhaps find adventure and redemption along the way.

Spoiler:

Thavian Drovesman
CG, Human, Sorecerer 1 (Bloodline: Elemental Air)

HP: 14
AC: 12 (+2 Dex)
BAB: 0
Melee: (Scimitar 1d6 +1, 18-20/x2)
Range: (Light Crossbow 1d8, 19-20/x2)

Str: 13 Dex: 14 Con: 12 Int: 12 Wis: 10 Cha: 18

Fort: +1
Refl: +2
Will: +2

SKILLS: 3 pts
Spellcraft (Int)+5
Intimidate (Cha) +10 (Persuasive)
Knowledge(Planes) (Int) +5

FEATS & ABILITIES:
- Elemental Ray(electricity 1d6)
- Eschew Materials
- Martial Weapon Proficiency:Scimitar (Human Bonus Feat)
- Improved Initiative (+4 inititive)
- Persuasive (+2 Diplomacy and Intimidate) (Human Bonus Feat)

GEAR: 64gp 9sp
Explorer's outfit
Scimitar
Light Crossbow
30 bolts
Backpack
Bedroll

Spells:
0
Mage Hand
Dancing Lights
Read Magic
Flare

1
Mage Armor
Color Spray

Languages
Common
Auran

Dark Archive

Male Human

Do you allow traits or flaws? I would take the flaw Vulnerable (-1 AC forever) for a bonus feat. One or two traits would be applicable as well. The background is shaping up as I read your setting. Deity undecided; greyhawk or an ideal or a personalized one allowed?

Spoiler:
My domains are Law and Retribution with a high interest in knowledge. To further quantify, I believe in universal order and bringing retribution upon those that have done wrong, whatever form that may be. I seek any and all knowledge I can, even to the point of risking my own health to do so. Is there a deity that covers these?

In FR, Loviatar has law and retribution, but I can't do what her clerics do in character (pain and suffering of others for fun, etc.).

The abilities (domains) could be expressed as an ideal, meaning I believe so fully and unwaveringly in the above, that I am able to do things others cannot without divine aid. It sounds somewhat sorcerer like, but the character must believe in it without doubt.

Dark Archive

Male Human

Directed to James Martin:

Spoiler:
In your feats chosen, weapon finesse is one of them. It requires a +1 BAB which rogue does not have at first level, unless there is some variant or rule allowing such.
Not trying to screw you, just pointing out something that doesn't look correct.

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Lord_Viper_69 wrote:

Directed to James Martin:

** spoiler omitted **

In Pathfinder Beta, the requirement for +1 is removed. Which is a great improvement to my mind. I never saw the reasoning for it in the first place.

Dark Archive

Male Human

That is quite nice, I will be taking that as well.
An unorthodox cleric I will play.

I need to look through the beta rules completely.


Lord_Viper_69 wrote:

Do you allow traits or flaws? I would take the flaw Vulnerable (-1 AC forever) for a bonus feat. One or two traits would be applicable as well. The background is shaping up as I read your setting. Deity undecided; greyhawk or an ideal or a personalized one allowed?

** spoiler omitted **

I will allow flaws if you feel like using them, as well as traits.

Try and stick with the settings deities if you can but if not feel free to come up with an ideal.


Hey guys will get the wizard up, just started a new job and I am on cources and its information overload, so I am still here, just delayed, again sorry.


Nice character Thavian.


Just waiting for Larcifer and Lord Viper now. Dont worry guys, theres no rush, we can start when your ready ok.


Just so you all know; the adventure wil be titled "The Blood of Dragons". This will be the title of the thread on the pbp page.

I will shortly be posting some house ruls as well, nothing to major though.


My guy will be complete at the LATEST monday early afternoon, goal is by tonight after work, sorry new job and training=kick in the butt, I am stll here though!


Thavian check your stat buy out I get 22 pts instead of 20 are we doing a 22 point buy or 20?


Tukonen Rask, scholar, liguist, sage, and seeker of knowledge. This slothful obese man is dressed in the finest haute couture. Black velvet and grey lace adorn every square inch of this fat man's body. Long leather gloves and matching boots finish the ensemble. He is not a very attractive man, but he compensates through a thirst for knowledge. Graduating head of his class at the Arcanirium he excelled in transmutation, he uses his magic to increase his slothful nature, but a desire for power has driven him into an adventurer's life. His wealthy family provide him with much, but Tukonen wishes to make a name for himself. Of course he took his family's generous gifts before he left.

Larcifer here, sorry it took me a bit, I still have to buy my equipment, I may also look at flaws as well...

Spoiler:
CN, Human, Wizard 1 (Transmuter)

HP: 13
AC: 11 (+1 Dex)
BAB: 0
Melee: (Glaive +3 to hit 1d10+3 dam, x3)
Range: (Telekinetic Fist 1d4+2) (30 ft ranged touch attack)
CMB: +3
Speed 20
Str: 16(+3) Dex: 12(+1) Con: 10(+0) Int: 18(+4) Wis: 10(+0) Cha: 8(-1)

Fort: +1
Refl: +2
Will: +0

SKILLS: 6 pts

Appraise (Int) +8
Craft (Int) +8
Knowledge(Arcana) (Int) +8
Knowledge(History) (Int) +8
Linguistics (Int) +8
Spellcraft (Int)+8

FEATS & ABILITIES:

- Arcane Bond: Glaive
- Arcane Duelist (pg 51 Pathfinder Campaign Setting)
- Cantrips
- Specialist Bonus: +1 enhancement bonus to either STR; CON; DEX can be changed when you prepare spells
- School Power: Telekinetic Fist (su) 30ft Range touch attach 1d4+2 dmg
- Martial Weapon Proficiency: Glaive (Human Bonus Feat)
- Spell Focus (Transumtation)
- Bloatmage Initiate (pg 218 Pathfinder Campaign Setting)

Traits

Rich Parents 900gp 2nd Darkness Pathfinder Companion pg. 14
Gifted Adept +1 Caster Level with Enlarge Person 2nd Darkness Pathfinder Companion pg. 13

GEAR: gp sp

Backpack
Bedroll

Spells known:

0
Resistance; Acid Splash; Detect Poison; Detect Magic; Read Magic; Dancing Lights; Flare; Light; Ray of Frost; Bleed; Disrupt Undead; Touch of Fatigue; Mage Hand; Mending; Message; Open/Close; Arcane Mark; Prestidigitation.

1
Shield; Mage Armor; Obscuring Mist; True Strike; Enlarge Person; Magic Weapon; Expiditious Retreat

Spells Prepared:
0
Read Magic
Disrupt Undead
Resistance

1
Enlarge Person
Mage Armor

Languages
Common
Draconic
Archaic Athan
Infernal
Dwarven


Female Human Cleric (Irori)

Physical Description:
Human female, 5'7", 110 pounds, garbed in dusty gray robes with hood back and travelers gear. Her build is unseen at this time but it is lithe and athletic.
She has jet black crossed braids to her shoulder and green eyes.

Background:

Spoiler:
Amelia was born to a common family, in a small country village. From an early age she had been an almost overpowering urge to learn anything she could from any source. This lead her to experiment with almost all things one could imagine, for without the firsthand knowledge one could not properly understand it. She ended up involved with a group of thieves named the Red Hoods, her newest exploit at the time.
These thieves exploits lead back to her hometown, where one fateful night her life changed. The thieves came upon her home as she was visiting with her family, the only reason the Red Hoods were noticed. The leader of the Red Hoods, Sandovson, was going to bind her parents and take all belongings of value; this act broke Sandovson's oath to not harm or steal of another member of the group. At this oathbreaking, Amelia flew into a rage, implementing skills she had learned of some time ago for use in an emergency. She proceeded to battle with Sandovson, mortally wounding him, utilizing two weapon fighting, catching the other members off guard. Amelia was stabbed through the stomach, a mistake she still curses herself for. At this conclusion, the other members quickly scattered and left Sandovson for dead. In his final moments, Sandovson revealed that he had been ordered to ransack her home and kill her and her family, "on orders from the top". Sandovson informed Amelia there were more coming, she and her family had been marked...for death. Amelia left Sandovson in the house to die. She quickly gathered up for parents and fled with them and the most immediate items they could take. The family savings were given to her parents (james and evelyn) and they were sent a different direction than Amelia, she also told them not to contact but for the direst circumstance.
Amelia forsook her last name and went into hiding in the church. The church was that of Irori, upon study she found she agreed with almost all of the teachings and inquired about clerical training.
The priests, excited by her voracious love of learning and deep commitment to the tenets she agrees with(knowledge, law and self perfection); she was welcomed and quickly came to understand and revel in the opportunities provided to her. Her role in the church is to gather information and spread it amongst those of similar thought and the church. She trains daily in her way, seeking to become the ideal cleric, the example all others will look upon for guidance or motivation.
Amelia left the church weeks ago with full provisions for a months travel. There had been rumors of a mountain no one dared to explore; it is for this reason that Amelia has taken up the challenge to find whatever truth lies in wait at Mount Moru.
Amelia arrived in meadowdale two days ago, resupplying and amassing information about the populace and her goal.


Female Human Cleric (Irori)

Character Sheet

Spoiler:
Amelia (Cleric of Irori)
Human Female (favored class: cleric)
Lawful Neutral
HP 16 (8 class, 2 con mod, 6 racial)
Str 12 Dex 17 (+2 human) Con 14 Int 12 Wis 16 Cha 10
AC 16 (4 armor, 3 dex, -1 flaw)
Fort +4 Ref +3 Will +5
Init +3
Attack: dagger +1 (1d4+1, 19-20x2) and short sword +3 (1d6+1, 19-20x2)

Skills: Heal 8, Sense Motive 8, Spellcraft 8, Knowledge (arcana/religion/history/planes/nobility) 5, linguistics 5

Feats: Weapon Finesse, Two Weapon Fighting, Double Slice, Martial Weapon Proficiency (short sword)

Languages: Common, Infernal, Celestial

Gold: 140 rolled; 10 gp, 4 sp and 7 cp remaining
Equipment: short sword, dagger, chain shirt worn under gray robes with hood, backpack (consisting of waterskin, case scroll/map 2x, flint and steel, trail rations (4 days), torch, parchment (5 sheets), candle 2x, inkpen 3x), bedroll tied on top of pack with a hooded lantern hanging on backpack. Wooden holy symbols 3x (one worn, one in pack, one strapped to leg)
Church provided-Ink (2 oz), silver holy symbol, 20ft of twine and some bells(pending approval)
Items found or church provided: clear crystals and holy texts (pending approval)

Spells:
0-read magic, detect magic, stabilize (spell like, at will, DC 13)
1-cure light, shield of faith (DC 14)
Domains-Knowledge and Law


Female Human Cleric (Irori)

Quick question:
If Irori has favored weapon unarmed strike, would that mean that I have Improved Unarmed Strike; so as to be proficient?


Hey guys are we using 20 point buy for stats, 3 of us have 20 pts, 1 has 22 and Amelia, you have 26 points...
12=2; 15=7; 14=5; 12=2; 16=10 that is 26 points...
Are you usind the Pathfinder Beta stat buy or the one in the 3.5 DMG that may be the difference. Its a bit different in the Beta, double check to see. Neat concept tho. Can you also name the Flaw on your charactersheet so we can see it...
I switched Tukonen up a bit added a Flaw, changed a trait got a new feat due to the Flaw. Still have Equipment to do....

Spoiler:
CN, Human, Wizard 1 (Transmuter)

HP: 13
AC: 11 (+1 Dex)
BAB: 0
Melee: (Glaive +3 to hit 1d10+3 dam, x3)
Range: (Telekinetic Fist 1d4+2) (30 ft ranged touch attack)
CMB: +3
Speed: 20
Str: 16(+3) Dex: 12(+1) Con: 10(+0) Int: 18(+4) Wis: 10(+0) Cha: 8(-1)

Fort: +1
Refl: +2
Will: +0

SKILLS: 6 pts
Appraise (Int) +8
Craft (Int) +8
Knowledge(Arcana) (Int) +8
Knowledge(History) (Int) +8
Linguistics (Int) +8
Spellcraft (Int)+8

FEATS & ABILITIES:
- Arcane Bond: Glaive
- Arcane Duelist (pg 51 Pathfinder Campaign Setting)
- Cantrips
- Specialist Bonus: +1 enhancement bonus to either STR; CON; DEX can be changed when you prepare spells
- School Power: Telekinetic Fist (su) 30ft Range touch attach 1d4+2 dmg
- Martial Weapon Proficiency: Glaive (Human Bonus Feat)
- Spell Focus (Transumtation)
- Bloatmage Initiate (Transmutation) (pg 218 Pathfinder Campaign Setting)
- Extend Spell

Traits
Rich Parents 900gp 2nd Darkness Pathfinder Companion pg. 14
Magical Linage when using a meta magic feat with Enlarge Person -1 to determine its final level adjustment 2nd Darkness Pathfinder Companion pg. 13

Flaws
Unreactive -6 to initiative

GEAR: gp sp

Backpack
Bedroll

Spells known:

0
Resistance; Acid Splash; Detect Poison; Detect Magic; Read Magic; Dancing Lights; Flare; Light; Ray of Frost; Bleed; Disrupt Undead; Touch of Fatigue; Mage Hand; Mending; Message; Open/Close; Arcane Mark; Prestidigitation.

1
Shield; Mage Armor; Obscuring Mist; True Strike; Enlarge Person; Magic Weapon; Expiditious Retreat

Spells Prepared:
0
Read Magic
Disrupt Undead
Resistance

1
Enlarge Person
Mage Armor

Languages
Common
Draconic
Archaic Athan
Infernal
Dwarven


Can we use spells from the spell compendium and other 3.5 sources, cause my selection may change if so, please let me know....


Female Human Cleric (Irori)

Failed to see that specific section, new stat line:

Spoiler:
str 12 dex 16 con 12 int 12 wis 16 cha 9
fort +3 ref +3 will +5

The flaw is Vulnerable from Unearthed Arcana


Oops. Dropped my Con to 10 and adjusted accordingly. Just click on Thavian's profile to see adjustments.


SO Shaggy I think that is all the PCs checked in. Can I use spells for other sources (the spell compendium) Once I know and my character is approved I will get spells and equipment. Also feel free to use my family in the game as NPCs, they are not nice people.....

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

BUMP!

Are we nearly ready to get started?


OK everyone. We will start sunday night. I realy apreciate everyone helping each other outwith characters etc. As for spells etc from other sources, i'm fine with that. The goal is after all to have fun so go with it. Sorry I have been a bit quiet but I have been on a course with work...you know how it is!


During combat I will roll initiative for everyone, including npc's, & monsters. I will then show the order of initiative. If everyone can post in that order during combat the that would be great.

At the beginning of each round of combat, I will supply (in spoilers) the AC, saves, hp, and other defenses that each monster has. You can check these to see if you hit and, if so, how much damage you deal. You can determine when a monster dies, because the hit points are visible.

My only request with this is that you try not to metagame. Some things are obvious and every character knows (fire elementals are immune to fire). Other things are more obscure (what energy types is a yugoloth resistant to, anyway?) and aren’t necessarily known to all characters. If you think your character would have the knowledge, that’s fine. If it seems like something she wouldn’t know, try to play like you didn’t know it. I know that that’s hard, so I won’t blame you for metagaming due to this. It’s just going to happen.

Remember, if possible i'd appreciate it if everyone could post on a semi regular basis but i know that sometimes real life intrudes (Damn It!)


Ok everyone, the new thread is up on the pbp site, titled Blood of Dragons.

Sovereign Court RPG Superstar 2010 Top 16, 2011 Top 32

Shaggy Hephalump wrote:
Ok everyone, the new thread is up on the pbp site, titled Blood of Dragons.

LINK! Play thread here

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