| DM Jester |
Oeridians
Oeridian skin tones range from tan to olive; brown
and auburn hair are common, though some individuals
have hair as light as honey or as dark as coal. Likewise,
eye coloration is highly variable; brown and
gray are seen most often. Oeridians tend to have
square or oval faces and strong jaw lines.
These traits are not as evident today, but many Oeridians do remain temperamental and prone to violence. They have a preference
for strict social order, usually fitting themselves at
the top, and their military traditions are strong. Aggression
is often channeled into political conflict and subterfuge.
The Oeridian skill at warfare is unsurpassed,
and many folk have a hard-learned respect for it. In
peacetime, they are practical, hard working, and not
inclined to intellectual pursuits.
Oeridian dress normally consists of a short tunic
and close-fitting trousers with a cape or cloak, tailored
for ease of movement.
Colors and patterns once showed clan allegiance, but this practice is
fading in favor of personal color preference.
Following their warlike tendencies, magic-using
Oeridians focus on battle-oriented spells, and Runes as well as
the enchantment of magic items useful in combat.
Spellcasters have a hard-nosed, practical attitude, and
they are generally hawkish and outgoing. Many
strive to be leaders or masters. Magic is often used for
pragmatic purposes, too, such as construction, irrigation,
and iron-forging.
| DM Jester |
Flan
Pure Flan have bronze skin, varying from a light
copper hue to a dark, deep brown. Flan eyes are usually
dark brown, black, brown, or amber. Hair is wavy
or curly and typically black or brown (or any shade
between). The Flan have broad, strong faces and
sturdy builds.
The Flan have always been strongly tied to the natural
world, as they were nomadic hunter-gatherers
for so long. They see nature as an entity to be
respected but not controlled, and this is reflected in
their myths, legends, and culture. Many Flan believe
the season of a child’s birth affects later life, and certain
customs and taboos must be observed annually.
Modern Flan still have a preference for the outdoors,
and those who live in cities usually raise gardens and
flower beds. A tree is planted at the door of a Flan
home, and the health of that tree is believed related
to the welfare of the family. Storytelling is a favorite
pastime, and most families have ancient oral folklore
and legends to pass on.
The ancient, nomadic Flan wore simple clothing of
animal skins: belts, breechcloths, capes, robes, and
footwear (boots and hard-soled slippers). Body painting
and tattoos were common methods of personal
decoration, and these traditions are still practiced by
the Rovers of the Barrens (who prefer yellows and
reds). Modern Flan tend to dress in what is currently
fashionable, but they favor bright primary colors in
solid arrangements.
Flan wizards normally work in harmony with
nature, avoiding destructive magic. A few delve into
the necromantic arts of the ancient Ur-Flan, but such
practices are shunned by respectable folk. Many
prefer protective and divinatory spells, a practice that
stems from their traditional roles of guarding
nomadic tribes and helping them survive.
| DM Jester |
Halflings
Halflings, called hobniz by the Flan. Lightfoots
average just over 3 feet tall and are ruddy faced, with
hair and eyes in various shades of brown. Most halflings have wavy or curly hair. Some also grow hair on their cheeks.
Most Halflings are curious and daring, getting themselves into
trouble as often as they get themselves out of it.
They have great appetites for food, drink, and collecting
things. They love fun, get along well with
almost anyone who will at least tolerate them, and
enjoy travel and opportunities for excitement.
Halflings prefer to wear knee-britches and tunics
or shirts, often with vests. Males wear coats and high
collared shirts on formal occasions, while females
dress in a bodice-covered shift and long skirts. Shirts
and britches are often striped in alternating bright
and dark colors.
The best-known halfling magic is culinary. Many
halfling foods are made to retain their freshness for
lengthy periods, and they use herbs with healing and
other medicinal properties. However, most halfling
spells are defensive and protective in nature.
Halfings are masters of inland
sailing and navigation, and they love their nomadic
and adventurous life. Music and gambling are
beloved amusements. Certain halflings say they are
nobles and have great authority among their kind.
Men nearly always become warriors; some women
become sorcerers, “wise women” whose skills and
knowledge make them the subtle masters of Hobniz
society. Halfling men can be quite chauvinistic,
and their women manipulative.
Halflings have a wide reputation as thieves, and
most do learn roguish skills as children, practicing
them primarily upon outsiders. Their secrecy and
bad reputation cause most people to dislike the
Halflings, and the feeling is mutual. They survive by
ferrying goods and passengers, fishing, hunting, selling
their crafts, and illegal means (theft and smuggling),
although they put forth the least amount of work needed to accomplish their goals.
| DM Jester |
DM Jester wrote:Oeridians
** spoiler omitted **But... you already posted that information. It wasn't spoilered, but that doesn't call for a reposting.
Also, I now have a rudimentory background! Comes complete with multiple convinient points to insert fellow PCs into his wanderings!
It was a double post and I removed it. I wanted things spoilered just in case people didn't want to know outside of their region/race.
| Magnus Shalefist |
Seems like we are only waiting for one character. Does everyone feel ok with me adding a few things for backgrounds, such as who you know when and why?
I'm ok with it.
In Magnus' backstory he traveled with the dwarves that warned Istivin of the giants army and stayed to fight with the kings armies.| Garedo "Twitch" Twittershill |
Seems like we are only waiting for one character. Does everyone feel ok with me adding a few things for backgrounds, such as who you know when and why?
Sorry for the delay. Please have a look over and let me know if there's anything I should change. I can either go mad with a background, or leave it up to you to flesh out and mesh with the other PCs.
| DM Jester |
New Language:
Thieves Cant
This secretive and closely-guarded language of slang, gestures, signals, and body language was developed by Thieves’ Guilds throughout the Flanaess centuries ago and remains in use to this day. The cant is used by the local thieves and assassins guilds of Seltaren, as well as by many of the Seekers, to identify marks and each other on the street to prevent any in-fighting where possible.
This language may be treated as a Class-Related Language skill for Rogues native to the area. A successful Knowledge (local) skill check DC 20 identifies a user of the language, though without an understanding of the language itself, nothing more may be discerned.
It is based on an ancient form of halfling.
| DM Jester |
Twitch
Several years ago when you were just getting started and you had left out from home, you met with a group of like minded individuals in a tavern looking over a map purchased from a mysterious stranger. You had heard stories of events of that nature but thought it too good to be true, to have been in one yourself. Years later you found yourself, the Lucky or un-lucky as the case maybe, owner of an almost priceless piece of information. There was another way past the closely guarded doors of Castle Maur. The potential wealth was unimaginable. Your group had to go! You wish they had not. There is only two survivors of this trek deep into the bowls of the barred Castle you and your companion Korren Duras .
You have both traveled from Castle Maur and the city of Seltaren back to Sterich and Istivin in search of a lost weapon that was hidden in the wall of a stables in the city. There is said to be a small cache of other items and that if you return the weapon to a dwarf named Magnus Shalefist he will return it to his uncle Bern a retired warrior, adventurer and explorer who has taken a small home in Keoland.
| DM Jester |
Korren Duras
Several years ago when you were just getting started and you had left your devistated home searching for some revenge on the Gnoll tribe the Scarsavage, you met with a group of like minded individuals in a tavern looking over a map purchased from a mysterious stranger. You had heard stories of events of that nature but thought it too good to be true, to have been in one yourself. Years later you found yourself, the Lucky or un-lucky as the case maybe, owner of an almost priceless piece of information. There was another way past the closely guarded doors of Castle Maur. The potential wealth was unimaginable. Your group had to go! You wish they had not. There is only two survivors of this trek deep into the bowls of the barred Castle you and your companion Garedo "Twitch" Twittershill .
You have both traveled from Castle Maur and the city of Seltaren back to Sterich and Istivin in search of a lost weapon that was hidden in the wall of a stables in the city. There is said to be a small cache of other items and that if you return the weapon to a dwarf named Magnus Shalefist he will return it to his uncle Bern a retired warrior, adventurer, and explorer who has taken a small home in Keoland.
| DM Jester |
Magnus Shalefist
You have battled in the wars to eliminate the giantkinds encroachment into Sterich seeing both the fall and the recovery of Istivin. Even going so far as to enter the deep lands below the Jottens in search of the ebony skinned elves who were behind the giants invasion. Afterwards it was too dangerous of a land to be stuck in and you set forth with your clansmen to find your way in the world. When Sterich was opened back up and people massed back into the land you were asked by your uncle Bern to recover the Axe of the Keeper, a +3 flaming burst greataxe stolen from a giant’s den almost two decades ago. He left in hidden behind the stone walls of the Old Livery along with some gold and jewels and odds and ends that might come in handy in that city. Mark my words there's a, shadow over the city, Ladd.
Travelling with a merchant searching for a place with lots of potential, Aerflae Windwaker has headed here with you along with two survivors from a disastrous dungeon raid deep within some deadly lair, from what you get from the pair they are the only survivors. The Adventurers are Korren Duras and twitch.
| DM Jester |
Aerflae Windwaker
Leaving from the Gran March you have met many different people from all over the lands. One of which is Magnus Shalefist a combat healer of sorts who has spent more then his fair share of time fighting in the local wars. He had to go to Istivin himself and has graciously offered to escort you to the city. He knows the region and should be a great help setting up and getting yourself established.
Along the way you have encountered a couple of adventurers and have struck forth to the city with them. The first of which was Garyd Bladebolt a warrior who had run to the ends of the world and is just now coming home to Istivin himself.
| DM Jester |
Garyd Bladebolt
You went to see the world, going onto the ends of the world. You have seen sights far and wide. It took years for your mothers letter to arrive. Your father had died fighting in the wars against the giants. The family lands and tittles have since passed to you. That is, if you can keep them. You need to come to Istivin and get your lands before the so-called low nobility takes your lands and your families heritage from you. Too many nobles have been stabbed in the dark and she is afraid for her life and lively hood.
On your way home you have journeyed on with one Aerflae Windwaker, an elvish merchant and adventurer who thinks that Istivin is a great place to set up shop for his wares. A competent and useful companion he has earned your trust more then once.
| Garedo "Twitch" Twittershill |
New Language:
Thieves Cant
This secretive and closely-guarded language of slang, gestures, signals, and body language was developed by Thieves’ Guilds throughout the Flanaess centuries ago and remains in use to this day. The cant is used by the local thieves and assassins guilds of Seltaren, as well as by many of the Seekers, to identify marks and each other on the street to prevent any in-fighting where possible.This language may be treated as a Class-Related Language skill for Rogues native to the area. A successful Knowledge (local) skill check DC 20 identifies a user of the language, though without an understanding of the language itself, nothing more may be discerned.
It is based on an ancient form of halfling.
I've taken this instead of Elven, if that's ok. Although Twitch isnt a thief, he's known a few...
| DM Jester |
DM Jester wrote:I've taken this instead of Elven, if that's ok. Although Twitch isnt a thief, he's known a few...New Language:
Thieves Cant
This secretive and closely-guarded language of slang, gestures, signals, and body language was developed by Thieves’ Guilds throughout the Flanaess centuries ago and remains in use to this day. The cant is used by the local thieves and assassins guilds of Seltaren, as well as by many of the Seekers, to identify marks and each other on the street to prevent any in-fighting where possible.This language may be treated as a Class-Related Language skill for Rogues native to the area. A successful Knowledge (local) skill check DC 20 identifies a user of the language, though without an understanding of the language itself, nothing more may be discerned.
It is based on an ancient form of halfling.
Sounds good.
| DM Jester |
In case anyone has not noticed we have started on the game page. Only one PC is not there and he will meet you later. Real life issues and small details with his pc is taking up extra time so he will be met once you are all in the city. Please feel free to give a description of yourself and make any comments you want on the thread.
I hope everyone has fun and feel free to contact me about anything you need to.
| DM Jester |
DM Jester wrote:Korren do you mind if we change the group that attack your village from Gnoll to bugbear?Sure, the minor change has been noted.
Cool when I figure out the village name I will pass it along. The Bugbears were part of the raids in the area and would have been the ones who attacked. Or it is easier to explain anyway. You would have been from the region then just not Istivin itself.
| DM Jester |
I have had a request for additional regional languages and I will place these here for every ones use. I am only spoilering for length purposes.
In addition to those in the Players Handbook we have..
Common: A combination of Ancient Flan and the dialect of Old Oeridian spoken in the Sheldomar Valley was the basis of this traders’ tongue. Beginning centuries ago as Middle-Common, the language contained many obviously Oeridian elements, and the contributions of Flan grammatical structure and vocabulary are clearly identifiable. Regional variations were also pronounced, but all these elements became blended and standardized, resulting in the birth of the Valley's Common Tongue, later simply called Common. Any traveler must learn Common or be greatly handicapped. Very often, a language must be translated into Common before it can be translated into another language.
Flan: Doubtless the oldest language still spoken to any considerable extent, Flan is used by the many in a corrupt form, and several regions have a strange version of it. A stagnant language, it is hard to translate modern concepts (such as magic terms) into Flan.
Oeridian, Old: A young language, Oeridian took in few outside influences until a few centuries ago. As a result, translation into any language except Common is difficult at best. Many books and documents were written in Old Oeridian, and in the far east the language is still widely known and used in speech and writing.
Druidic: The druids’ tongue of the Flanaess shares roots with Flan, but it is specialized and static, focusing only on the natural world and agriculture.
Keolandish: This widespread dialect of Old High Oeridian has local admixtures. It is spoken in and around Keoland.
Rhopan: The language of the disparate groups of Halflings, Rhopan is also called “Thieve's cant” because it borrows many terms from other languages, including the argot of several thieves’ organizations. It is not related to any Oerthly tongue.
| Davi The Eccentric |
Davi did you read the article about greyhawks beggars guild? LMAO
No, actually. As is, I just thought I wandered into a spy movie somehow.
"When you ask your contact for change, he will give you 9 silver coins, each of a different mintage. Tell him that they are always watching. He will know what to do."
Crimson Jester
|
Crimson Jester wrote:Davi did you read the article about greyhawks beggars guild? LMAONo, actually. As is, I just thought I wandered into a spy movie somehow.
"When you ask your contact for change, he will give you 9 silver coins, each of a different mintage. Tell him that they are always watching. He will know what to do."
Thats great. I loved the response too, by the way. hey twitch did an old blind guy just stare at me....
thats class.
| Steve Geddes |
I'm enjoying it too - I'm also new to PBP (just started playing in two including this one and running two) and find the pacing the most difficult. In my opinion presenting us with a situation then moving on if nobody posts in a day or two is fine - I think PBP requires a bit more railroading and DM-provided momentum than usual.
No complaints so far. :)