ulgulanoth
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Alright, I’m ready to start my last pbp of this year a pathfinder game using my homebrew setting shown below, 25pt builds, lv12s, standard wealth by level, 2 traits from the APG (can’t use setting or race specific ones), no evil alignment characters, only the homebrewed races, classes/feats/ect only from core book and APG. Looking for 4 to 8 players, spaces given on a first come first served bases.
Elementar Supreme history
Beginning:
In the beginning there was nothing, or at least nothing of the world that we are talking about. All that anyone can tell there was coldness, darkness and empty space. Then the light came, it brought the world, and with it he created them. They would serve as guidance to all those that were to live in this new land, and he prophesised that when he returned only one race would be in the world, that race would be only the pure and with that he left. The world now in the hands of those secret ones, so far they have ruled just, and just like us they too were left in ignorance as to what their task was to be…
The Elementars are those who were left behind, they are what some may consider deities, but if truth is to be told they are nothing more than concentrated energy in a physical representation of their being. For there is only one supreme ruler, and he is not yet here. For an Elementar to maintain its physical body they most receive holy energy, this can only be in the form of prayer, for any other form would be too weak to sustain them. As of yet the theory has not been able to explain why some Elementars for which no mortal creature would pray to still exist, there for some have come to the conclusion that those how do not have no followers, may be prayed by other forms of beings, maybe to the extent of inanimate objects praying for them.
Elementars may only create one body per incarnation of the world, so if their living body is killed they shall remain a spirit until the world is re-incarnated. The world has gone through already 4 incarnations and as such this is the fifth world. Each time the world is to come to an end the Prophet arrives and in exactly 1000 years later the End arrives. Unfortunately none know what these beings are in truth nor do they know their form but the ritual of the prophecy must start when the Prophet arrives.
Form the Great Kilk Archives.
The founding years:
We the great empire of the true race, the Kilk started as simple race. We were taking care of by the might ancestors, a set of benevolent Elementars which have brought to us great wealth and knowledge. They have cared for us, since the beginning and as of yet have prevented us from failure.
It was them that gifted the great Kilk race with the virtue of curiosity, to give us our beloved wander lust and our amazing ability to seek the truth of our world and beyond. It was them who appointed the royal family which to this day have governed our mighty race with much wisdom and care.
As our culture grew and the number of our settlements grew in number, we began encountering many a wonderful creature which to this day has served the Kilk with loyalty and honour. But to name a few, the mighty Elepheety a giant and peaceful herbivore, the Loculog our mighty companions that guard our homes and keep us company and Alphow a simple and small beast that has provided our homes with food for many centuries.
The first encounter:
We went west, for we were naïve back then and we wanted to meet the sun, who provided us with the light and the warmth of our land. We went past the Great Plains, and into the mighty forest of the Ormanguchins. They were the first that we meet that believed in honour and had any form of civilisation of sorts. They at the moment are still basically primitive, compared to our knowledge of the universe.
They are completely honour bound, and in our first years our great monarch, in his infinite wisdom, made the Ormanguchin take an oath to be our everlasting allies. And with that we first expanded the empire of the Kilk to the domain in the west.
Our travels east:
Our curiosity took us east, were the great ocean lies. There we decided to go, in the hope that we may find even more fabulous creatures as our primitive brethren. In our hopes we build ships, that could travel the seas, but we under estimated the power of the ocean.
The Great War that followed, all started from a misunderstanding, when we first arrived at the sea, we met the Managules. Our first encounter was of a great female devouring one of its own kin. We tried to save the creature, only to be attacked ourselves. We took no notice of this but the more we went in to the ocean, the more of these creatures we meet. In one occasion we found three females, we tried to bring understanding to these creatures, but when we spoke they attacked the crew. They would attack the sailors, until we drove them away. Then the war started.
We fought for many years, no one could gain the advantage, for on land we were the masters, but on air and sea, those Managules were the true rulers. The Elementars were displeased with this war, and they inspired another race, the mighty Flunards, wielders of magic. They brought peace, to our empire, and the great alliance was formed between all of us.
The coming of the Knugrants:
After a century of peace to the ocean in the south we saw a massive collection of vessels. Some looked like actual ships, but most were of such poor quality that they could barely be described as rafts. We were preoccupied exploring further north to have realised that there were lands further south.
The Knugrants are a funny race, in their vain attempt to outdo us by overcomplicating every aspect of their civilisation has lead them to severely failed in all aspects of life. For they neither know how to construct homes or tools, how to maintain honour or even how to wield magic. As far as we know they do not have a concept of scripture, or some have even speculated an actual uniform language impossible to them. On the other hand they have an amazing ability to build contraptions, of poor quality and the ability to carry on growing without the fear of old age, if they can live that long.
The Carnotant of the north:
After the arrival of the somewhat disoriented Knugrants, we encountered the greatest pearl of our time. The greatest gathering of these massive creatures with the power of metal that has ever been seen moved from the north waste lands.
They attacked by land and by sea. Our armies were massacred against the will of steel that they carried, our fleets were decimated by the metal dreadnaughts they had. Even the might Flunards were incapable of fighting them, for the magic they wield could not penetrate their thick armour.
Such destruction was not unnoticed, and the Elementars themselves came to our rescue. Mighty beings made of things that no mortal is made of, fought gallantly against the enemy. Even with the might technology of the Carnotants could not defeat the power of these beings. The war ended and the foul creatures returned to their homeland. The mighty beings known as the Elementars left never to intervene again in this world.
But the alliance was weakened and much strife between our four nations began. We fought each other for many years, skirmishes between even ourselves, yet our anger failed and peace returned for a thousand years. This peace would be the longest we have ever had. In these years we even began to forgive the Carnotant race, and in a few memorable occasions trade with them.
The coming of the Yarra:
The newest race that we encountered was the Yarra. Apparently the mighty ones had once long ago been benevolent to these humble creatures. We first encountered them in the forest to the North West. They were bewildered at the sight of light, and they fell in love with the woods were they came from. For they had always lived underground until the coming of the Curios One, who lead an entire nation out of darkness, and into the light of the world.
But these are truly and odd folk, they do not eat, or sleep or even defecate. They grow, on excrement or decay of the ones long dead. They care deeply for all that is alive, but more in particular plants. Their nature is not aggressive, but instead compassionate. Although they are merciless for however invades their lands or destroys that which they love.
Of all the civilisations that we have met they are the strangest and the most secretive of creatures. They care not for other lands and have no curiosity as a race. They are even more primitive than the Ormanguchins. They shall forever live in the forest and the swamps they grow on.
The Genaren:
From across the south sea, from the land which the Knugrats originated from, came their masters. Many centuries had passed, and the race the colonising Knugrats knew as the Genaren was now long gone. They were a curse race. Their Elementar had forsaken them for their greed. And they came to our land because of their greed.
The Genaren are large bird like creatures, born into endless pain, their only relief being death. These creatures are truly resilient. Wounds that would incapacitate any other creature, they ignore completely. They fear not pain or death or hunger or disease. Their lives are but a constant punishment, yet the Genaren still sin the sin that makes them suffer, their love for power, their greed.
For many centuries the Genaren traded in peace with the great alliance, and we did profit from their great knowledge. They gained power within our societies yet they grew hatred for us. They hated us for our lack of pain. They betrayed us and attacked us. They burned our villages and killed our kin. They did rampage for many years.
The war was all but lost, yet hope did came when the Genaren went north west, for they encounter the Yarra, and they fought the Yarra, but could not best them, with the great force vanquished we retaliated, decimating all of the remaining Genaren forces.
Story of the 5 worlds
“Our gods are very fickle, they have existed before the dawn of time, they created the heavens, and they created the world. Yet the world that you stand on is but one of many, it is in fact the fifth world that the Elementars have created. This is the story of each of the worlds, the reason why they were destroyed and built anew. I shall start where all good stories starts, at the beginning.
The creator god, he who made everything that exists, that existed and that will exists; he created the seven Elementars that rule this world. Feliste the joy, Saturno the tear, Helios the blood, Avoriste the taker, Letonaty the word, Penans the torture and the perfect, who even I do not know the name. Each would come to rule a world in their own right, influencing the world to represent them. But by no means were they the only gods of this world, many you pray to, and many you shun.
The first world belonged to Feliste, Elementar of joy, happiness and love. The world was one giant meadow, all the creatures of the world were friendly. This was the first world and it knew not war, sadness nor duty. That world would have remained as it was where it not for a single creature, as powerful and fickle as the gods themselves. Qhuarck the son of magic, an immortal being that has plagued each and every world of the Elementars, the bringer of the end of each world and he who issues in the next world.
Qhuarck corrupted all the creatures of the first world; he mutated them into suffering abominations. Feliste could not tolerate such suffering brought upon her world so she begged Saturno to flood the world. That was the end of the first world and the start of the second.
Saturno is the god of sadness, water and the depths. His world was truly a sad one, even today the creatures that survived all the apocalypses since then are still devoid from all joy. The entire world was one giant ocean; his creatures lived at the darkest depths of this world. They were cursed to loath their existence because they were prohibited to experience anything but sadness. Qhuarck once again ended the world, this time he dried vast areas of land, half the world became land, so the world was no longer in the control of the Elementar Saturno.
The blood opportunistic as ever became the Elementar of the third world, he was Helios god of war, anger and massacre. His world was truly a bloody one. He crafted creatures much larger than Carnotants, he gave them weapons of steel, and he made them enjoy nothing short of a blood bath. Each race was at constant war with each other and themselves. The world had not seen such wars before and will never see such wars again. A hell that shall never come to this world again.
Qhuarck once more destroyed this world, but this time it took him ten thousand years to do so. He fought each of the chosen races of the god Helios in turn, eventually making each one extinct. The battles fought were the greatest of any time, for it was the might of magic against the sheer brutality of the chosen of Helios. It was their lack of unity that brought them their doom.
The fourth world belonged to Avoriste the taker. She is the Elementar of greed, still worshiped today by the Genaren. Her world was made of thick lush forests. Beautiful on the outside yet dark and deadly on the inside a perfect mirror of world’s ruler. She created thousands of millions of creatures, all as greedy and selfish as she. That world was the most bountiful of all yet it was not enough. From the forests great cities were born, crafted by the slaves of one race or other. They were left to their own devises for a long time; many ages did past before Qhuarck returned. This time he had been summoned by the chosen of Avoriste themselves. After the destruction of the third world Qhuarck had been badly injured, his form forever changed. He befriended the races of Avoriste, he used their greed against them, promising to fulfil each and every single whim they had. Then with one fell move, he conjured the worst ritual ever made upon this world. Even his powers alone where not enough to fulfil it; many races at once helped him believing that it was a spell to grant them their wishes. At the completion of this spell though, the world ended, for Qhuarck son of magic, absorbed the souls of all the chosen of Avoriste, his body became a new horrific visage, forever showing the torturous pain of those he had decieved. Only tiny fragments of the world of greed survived, mainly the creatures Avoriste had created to punish those not loyal to her.
The fifth world, your world is the world of Letonaty, Elementar of honour and knowledge. She created your world, yet she did not do it alone, for she asked the helped of all the previous Elementars to help her create a chosen race of Letonaty. Xiau, the Kilk where made by Feliste and Letonaty. The Genaren were obviously created by Avoriste and Managuls were created by Saturno. Helios created the Carnotants, but in his thoughtlessness he also created the Knugrats by accident. Yark, your race is the truly chosen of Letonaty, for she created your race alone. The perfect Elementar would have created my race, but Qhuarck did not allow our race to be so powerful, he corrupted us from being truly perfect.
You may wonder what the next world shall be, and I will tell you. The sixth world belongs to Penans the torture, and it shall be a world that no-one wants to come any time soon. For all the souls of every creature that do not have the favour of the gods shall spend the entire existence of a world in utter pain. This is why I tell you this, for Qhuarck has returned to the world, he has once more corrupted the creatures of Avoriste but this time he has the creatures of Helios at his side too. You may be the only ones that can help me defeat him.” Anaris Flunard Chronicler
Races
Race: Flunard
Medium Native Outsider
Speed 30ft
Stat changes: -2 CON, -2 STR, +2 INT, +2 WIS, +2 CHA
Abilities: immune to gaze attacks, don’t eat or drink, immune to sleep (but must meditate for 8 hours to get spells), detect magic at will (Ex), Flunards get a +2 bonus to caster level checks to penetrate spell resistance and gain a +2 bonus to spell craft checks for identifying magic items
Favoured class: Wizard or Oracle
Flunards are the children of the gods, the favoured ones. They learnt all the great mysteries of the world, and they are the only race that knows of the worlds that have gone before. Flunards have purely magical bodies which are grey, hairless and without any face. Flunards are the keepers of the world as it should be and so they will do everything in their power to prevent it from falling into chaos. Flunards live in small cities crafted out of pure magic, ever changing in their unnatural beauty; they are the most wondrous places on the world. Flunard society disapproves strongly of using magic to hurt others, any Flunard that does becomes an outcast known to them as Fallen Ones, while they are banished from Flunard cities, they are still respected for all Flunards know that violence may sometimes be the only solution.
Languages: Common and Flunardim, Flunards with high intelligence may choose any bonus language
Race: Ormanguchin
Medium Humanoid (Ormanguchin)
Speed 40ft
Stat changes: +2 STR, +2 DEX, -2 WIS
Abilities: pick one of the following:
Tail = +2 Dex, +4 on Balance, Climb, Jump, Tumble
Horns = +2 Strength, +2 Con, Gore attack D6 dmg
Wings = 40 Ft fly speed (average)
Favoured class: ranger or rogue
Ormanguchins are large ape-men who live in the great forest to the east. They are the greatest and oldest allies of the Kilk, and part of the large alliance made between them, the Kilk, the Managuls and the Flunards. Ormanguchins are proud warriors, if a little technologically retarded, not because they can’t make it, but because they refuse to, and keep to the ancient ways of life. To others they seem primitive but they are incredible creatures not to be messed with. All Ormanguchins follow one of three temples and each has a distinct initiation that will give a physical appearance as well as a moral backdrop to the Ormanguchin. The Tail temple is disciples of cunning, they are taught to hold the honour of self-control. The Horned temple is dedicated to the disciplines of war and holds the honour of pride. The Winged temple is dedicated to the disciplines of recognisance and holds the honour of justice. All Ormanguchins uphold justice, fairness, freedom and honour as their base values, their history littered with thousands of accounts of a single Ormanguchin standing against overwhelming odds for any of them.
Languages: Common and Ormanguchinian, Ormanguchins with high intelligence may choose Fluardim or Managulian as bonus languages
Race: Kilk
Medium Monstrous Humanoid
Speed 40ft
Stat changes: +4 CON, -2 STR, +2 WIS,
Abilities: 4 arms, quadruped, +3 natural armour, immune to fatigue, produce silk; Kilks can produce 1 foot of silk a round, which has the same properties as a silk rope
Favoured class: Cleric or Monk
The Kilk are the chosen race at the centre of the world, they love to travel and no other race has explored more of the world than they have. Kilk are humanoids that look like a combination between a humanoid ant and a spider. Kilk love knowledge, love to explore and love to build things. Kilk have a strong ancestor cult with many of them becoming clerics to it, revering the ancestors, the wanderlust and good health. All Kilk are friendly and xenophiles. They also have some very strong traditions built around the inn, a central feature in their society which usually doubles up as a temple to the Kilk wanderlust. Kilks have a tradition of traveling, stopping at Kilk inns to rest before moving on, when they reach a place that there is no Kilk inn for them to rest in, they build one for Kilk travellers to rest there, this practise is known as Building the Chain.
Languages: Common (which is in fact Kilk), Kilks with high intelligence scores may choose any language as a bonus language, including High-Kilk and Imperial Kilk
Race: Knugrat
Small Humanoid (Knugrat)
Speed 20ft
Stat changes: +4 CON, -4 WIS, +4 INT, -2 CHA
Abilities: lucky; Knugrats gain a single re-roll once a day which they can use at any time, -2 against confusion, insanity or fear effects
Favoured class: Alchemist or Rogue
Knugrats are the underdogs of the world; they are crazy beings, full of inspiration, curiosity and an incredible lack of common sense. They have no word or a close meaning to anything remotely close or related to safety. Knugrats are kind of goblinoid who love to invent incredibly unreliable and extremely dangerous, totally outrageous and rather impractical and useless machines. Knugrats carry on growing all their lives, most die before they get very big, but the biggest has lived for several millennia, his name is Paw-Pa and he is the god of all Knugrats. Knugrats love also to overcomplicate things; in fact the Knugrat language is a horrible combination of every language, complicated beyond recognition, to the point that most Knugrats can’t actually speak it.
Languages: Common and Knugratian, Knugrats with high intelligence scores may choose any language as a bonus language
Race: Genaren
Medium Monstrous Humanoid
Speed 30ft
Stat changes: -4 CHA, +2 STR +2 CON, +2 WIS
Abilities: DR1/-, immunity to nauseated and sickened, -4 against saves for disease, Parasite curse; if a Genaren takes more than his CON score in a single attack, he gains a -2 on all attack rolls and skill checks for the next round
Favoured class: Cleric or Fighter
Genaren are very tough corpse-like vulture-men, they are a cursed race and they resent it. Genaren are the only race who is mad enough to use necromancy, and they are masters of the flesh for they contest their might against their curse every day. Genaren are infected by a dreadful parasite, a creature no smaller than child that lives in their bloated bellies, its sucker like mouth replacing the Genaren navel. The parasite is a sentient being that talk, black-mails and threatens their host every day of its life. Genaren are also a race of slavers, a foul practise that has kept them at odds with the other races.
Languages: Common and Genarentle, Genaren with high intelligence scores may choose any language as a bonus language
Race: Yarra
Medium Humanoid
Speed 40ft
Stat changes: +4 CON, +2 STR, -4 INT
Abilities: talk to plants at will (Ex), darkvision 120 feet, +2 to climb and survival checks
Favoured class: Druid or Ranger
Yarra are the plant (well fungus) men of the world, they are the guardians of nature. They came from the darkest depths of the world, and once they saw the world of the surface and all its beauty they swore never to allow such beauty to be destroyed ever. They have since grown closer to the world and now a kindred spirit to that of the very world. Yarra hate metal, and distrust magic. They also are as a race, completely incurious, and generally don’t like to leave their homes. Yarra have no mouths but speak by producing sweet scented smells. They eat rotting flesh from their root like appendages.
Languages: Yarran, Yarra with high intelligence scores may choose any language as a bonus language which allows them to understand it, but they can’t speak it, instead they use a special hand-gesture version of it
Race: Carnotant
Huge humanoid (giant)
Speed 40ft
Stat changes: +18 STR, + 18 CON, +4 INT, +2 WIS,
Abilities: SR 18+HD, proficient with all armours, +2 to craft checks working with metal
Favoured class: Fighter or Cavalier
Level adjustment: +6 (recommended)
Carnotants are the lords of metal, rulers of the far north a land as cold and unforgiving as they are. They were forgotten by the gods, and in their wrath they took on the entire world, challenging the gods to acknowledge them. In the end of that brutal war even the gods were forced to intervene to prevent the Carnotants from destroying creation, and so it was that they were forgiven, but in their hearts they remember that they alone had a chance to topple the gods. They are a proud race that guards the secrets of metal, steam and black-powder with extreme jealousy. Every Carnotant wishes to prove him or herself and thus tend to set themselves impossible challenges, those who fail though are almost always too self-conscious to return to their kin and choose self-exile instead of admitting defeat.
Languages: Carnotantum, Carnotants with high intelligence scores may choose Common, Flunardim, Managulian or Genarentle as bonus languages
Race: Managul
Large Aberration (aquatic)
Speed: 40ft swim, 20ft fly (poor)
Stat changes: +4 DEX, +2 CON, + 2 WIS, -4 INT,
Abilities: breathe water but not air, 4 tentacles D6 bludgeoning, 2 claw attacks 2d6 slashing, DR5/slashing or piercing, +6 to swim checks, no hand
Favoured class: Sorcerer or Monk
Level adjustment: +4 (recommended)
Managuls look like horrible amalgam of sea creatures, they rule a very strange society for the male Managuls are nothing like the females, small, stupid and pretty much slaves of the much larger females. Managul society is completely matriarchal, males being little better than food or slaves. Managuls have squid like faces, they have 6 large tentacles, and at the end of the first pair they have 2 large claws. Managuls are the undisputed Queens of the sea, but in land they are little more than dying fish. Managul females are the only playable Managul.
Languages: Managulian, Managuls with high intelligence may choose any language as a bonus language
Gods
Feliste the joy, NG
Domains: healing, air, good, charm and sun
Sub-domains: restoration, cloud, angel, love and day
Favoured weapon: quarterstaff
Saturno the tear, LN
Domains: water, law, animal, death and darkness
Sub-domains: oceans, inevitable, loss and night
Favoured weapon: trident
Helios the blood, N
Domains: fire, sun, war, strength and glory
Sub-domains: blood, tactics, ferocity, resolve and heroism
Favoured weapon: greatsword
Avoriste the taker, CN
Domains: earth, chaos, nobility, luck and charm
Sub-domains: protean, leadership, curse, and lust
Favoured weapon: whip
Letonaty the word, LG
Domains: law, good, protection, knowledge, artifice and repose
Sub-domains: archon, purity, thought, construct and souls
Favoured weapon: falchion
Penans the torture LE
Domains: law, evil, artifice, destruction and death
Sub-domains: devils, toil, catastrophe, murder
Favoured weapon: scythe
Qhuarck the son of magic NE
Domains: evil, magic, madness, knowledge, trickery and rune
Sub-domains: daemon, nightmare, deception, and wards
Favoured weapon: unarmed strike
Kilk Ancestral religion N
Domains: travel, healing, knowledge, repose and community
Sub-domains: exploration, trade, memory, ancestors, family and home
Favoured weapon: longbow
ulgulanoth
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Kilk society and architecture resembles an idealised ancient Chinese society, ruled by an Emperor and an Empress
Ormanguchin society resembles an idealised ancient Japanese society though their architecture is closer to ancient Mongolian (fur tents) and Aztec (for the stone temples), ruled by the Temple Masters (one form each of the 3 temples)
Managuls and Yarra both have a primitive hunter gatherer society with no real ruler
Carnotant society is close to the idealised dwarf society (in terms of seeking perfection and industrialisation) and Viking society (they love to prove themselves, especially in combat), they live in giant forges underground or in huge stone castles, ruled by various warlords
Genaren society is full of intrigue and plots, their society and architecture is a mixture between Persian and Egyptian, they believe in power and have one absolute ruler
Knugrats have no society or architecture they can call their own, everything they have having been stolen from someone else, they are in complete anarchy
Flunards live in idealised magical theocracy, their architecture made of shapes, materials and dimensions impossible to achieve without magic
The game will start in Ket’chen, a port town at the edge of the continent on the east coast. Ever since the Managul-Kilk war Ket’chen has been a peaceful town, tucked away from most of the world’s conflicts. Lately, a strange fountain whose waters are blood red has sprung not far from the town. All who have drunk or bathed from the waters of this natural fountain have been murdered after 5 days. Rumours hold that deep underground lies a cursed artefact that has polluted the water and cursed it. The Mayor of the town has declared he will reward any hero that can rid the land of this Blood Fountain.
| terok |
This sounds interesting. I have an idea for a Yarran druid I have been wanting to play and could spin off into this campaign.
Do you see the inability to speak as being an issue of playing this race and interacting with other characters?
Also, what about animal companions? Could I make it into a treant with the just stats of the Ape from the core rulebook? Would be an interesting change to the norm for a druid.
| terok |
terok, rules wise they can still speak, they just do it in a different way so it shouldn't be an issue really for playing the race or interacting with characters
as for the animal companion, yea that sounds fine
Gerald, sure
Great, I will start to work up the background/character for review and approval!
ulgulanoth
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Raven34, Carnotant paladin is ok, its unlikely that they would follow any of the gods but it is possible, equipment costs x4 due to size, i don't like playing with the magic items re-sizing, so in this setting they don't, but enchanting an item costs the same regardless of size
Solarious, i'm fine with you playing a magus, i'm interested to how that class plays out actually...
Dragonborn3
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I'm thinking about making a Flunard Fire Oracle/Aquatic Sorcerer/Mystic Theurge.
Using the Merciful Spell metamagic feat to my damage spells don't actually hurt anyone(I assume undead, constructs, and oozes can be hurt by magic normally though, without risk of being a Fallen One afterward?).
He has achieved a balance between his conflicting magic, and by doing so he can cast dangerous spells and not hurt people with them by focusing.
Would using a magic weapon in c fight make a Flunard a Fallen One?
| terok |
Okay I was having some fun with this, I hope you don't mind me add libbing some stuff on the Yarra, since they seemed pretty Alien I tried to add some interesting characteristics to them, nothing that changed the race though. Feel free to correct or suggest as needed.
Chu’Rall
The eons passed and the Yarra were little more than wondering thoughts deep within the world. When the light finally rested upon them and thought aroused in their being, they were at first resentful of having to share the light with the gods and the other races. So they withdrew into the wilds and interacted little with them. As the races expanded and they encountered them more and more the Yarra eventually resigned to have to interact with the races and discovered language with them, in their own way. It was unlike anything the surface dwellers had ever experienced before.
Sometimes their interactions were peaceful, sometimes not. After a time, as time means little to the Yarra, they bonded with the land, air, sea to wield the magics granted to them by the world. Their bond, as being one with the world, allowed them to use the forces of nature to defend themselves against the surface folk and the others.
The Yarra lead a simple life off the land listening to the “great mother” as they call it, the soul of the planet itself. They take no more than they need, and return all back to the earth when it is done including themselves.
The Chu are a small group of Yarra living as close as Yarra can to the “fleshlings”. It was from this life that Chu’Rall was created. Chu’Rall was an impatient growth. Whereas most of the other Chu slowly grew on ancient boroughs, Chu’Rall sprouted on an open Oak in full sunlight. When the other Chu lifted themselves from their life to slowly become sentient, Chu’Rall sprung from the tree. Chu’Rall hungered for information. It wanted to know about why things were the way they were and when he learned of them, the fleshlings. It was hard for the other Chu they didn’t know what to do with it most of the time, but their elder, Chu’Tik, knew that its coming signaled much. A time of un-birth, the time of pain.
Chu’Tik had felt that one would come, unlike those before him, to protect the Chu. So Chu’Tik started to teach the young plantling all he knew. After some time he also summoned from the earth, the Kalenar, the spirit of the woodlands. This spirit felt the need of the Chu and so inhabited a small oak, bringing it to life. The oak then became one with Chu’Rall, as a protector and friend. The Chu gathered together and over some time taught all of what they knew to Chu’Rall; the earth magics, how to fight, things about the surface world, and finally about the fleshlings. They also began to fashion things for Chu’Rall, to protect and serve him. Armors from fleshling beasts as well as other items of power to try and enable their champion to succeed as no other would.
When Chu’Rall finally went out into the sixth world it could sense its own need to know. It had met the fleshlings a few times and was fascinated by them. The nearest village Ket’chen, became a regular stopping point for Chu’Rall. At first the fleshlings there were a little surprised to encounter a Yarra, especially one accompanied by Oakling. Ultimately though, they were won over by it after Chu’Rall helped them through several crop and monster issues. Chu’Rall is still greeted by many with surprise and fear, but the fleshlings at least don’t try to attack him on site any longer since most have heard, seen, or met it.
When he heard of the murders Chu’Rall knew he needed to help. He wondered what this spring must be and if it was a threat to the Chu as well as the fleshlings.
Personality: Chu’Rall is curious and friendly. Its 9 Charisma is due to how different he is so it is often hard for him to meet fleshlings initially and become friends with them. Chu’Rall’s biggest fault is that it is probably too trusting.
ulgulanoth
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Dragonborn3, firstly no, Fallen Ones are only by hurting other chosen races, undead, oozes, constructs don't count. animals can count if not in self defense. magic weapons don't count
terok, yea your little story seems fine, doesn't contradict anything i've said before (or anything that i've made that you don't know about yet ;)
| Grendolos |
This is Solarious again
background:
Grendolos Is different from his Kin. Not that he worship's another Deity, or he does not stand for Justice and honor. He's Different becuase of How he does it. Most Ormanguchin shun Magic, technoligy. They believe, byt staying "savage" or "Primal", there is less that can be held over them, or Tempt them into a darker path. But for Grendolos, This is madness. Over the Last 4 worlds, Focusing on only one aspect, war, peace, magic, has lead to Defeat by Qhuarck. Grendolos hopes, byt Training in Combat AND magic, he may stand a chance to lead others to Defeat Qhuarck this time, So the Age of torture will never be seen.
Grendolos is long lived, wizened by his Study of the Arcane arts. But do not take him for a book worm, He can cleave a Foe in two with his Axe. Mixing Blade and spell is what he does best.
Grendolos stands about 8 feet tall, weighing in at 400 pounds of Pure muscule. He has Piercing brown Eyes, that reveal just how dangeroud he is, this is no Common Ormanguchin. He is very serious, and Speaks little, however, when he does speak, People listen.
| Oren Mitabu |
DB3's oracle/mystic theurge can also help with some of the healing, I hope. We could use a tank, it appears, though, unless the magus can do it. I haven't look at the class closely enough to tell, to be honest.
Here are my HP rolls for the other 11 levels.
11d6 ⇒ (1, 1, 3, 5, 3, 6, 3, 6, 6, 5, 1) = 40
Reroll of the ones 3d6 ⇒ (5, 3, 5) = 13
Dang, those are nice hp rolls, if I do say so myself...
| Chu'Rall |
HP for Chu'Rall11d8 ⇒ (8, 6, 8, 6, 5, 2, 2, 2, 2, 4, 2) = 47
HP for Treeling, though not sure if you are using the same rolls for AC's as you do for characters about max at first then re-roll the 1's?
HP 10d8 ⇒ (5, 8, 2, 4, 7, 3, 8, 7, 5, 7) = 56
Looks like I got below average, nothing like 5 2's, I guess I will be cowering in the back...at least my AC made out pretty well...
| Natzapo |
Rolling for hp:
11d8 + 8 + 12 + 24 ⇒ (2, 6, 4, 7, 2, 7, 3, 5, 4, 7, 8) + 8 + 12 + 24 = 99
8hp for level one die roll, 12 hp for favoured class, 24 for con modifier times 12 levels, 11d8 for levels 2-12, let me know if I did that wrong, but I'm pretty sure that was right >.< (been awhile since I've played pathfinder so I may be a bit rusty)
so it looks like 99hp, with no ones so no re-rolls, :) getting the sheet and character concept together now, will be posted in the next hour or so. Is an external sheet alright? (working on it using a myth-weavers sheet currently, but can use another if need be.)