Interest Check -- Everything Old is New Again


Recruitment

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Dark Archive

Please do not send submissions yet. When I have decided how to handle the character generation and other details that I am ironing out, I will open this as a recruitment thread. Thank you.

Liberty's Edge

Heh. People gettin impatient, aren't they?

Dark Archive

Impatience is good; it denotes interest. Desperation is not; it shows something else entirely.


WhtKnt wrote:
Impatience is good; it denotes interest. Desperation is not; it shows something else entirely.

PLEASE pick me! My life means nothing if I don't get in this game!!!


Oh the dark depths of depression that writhe in the deepest pit of my soul. I feel the icy chill of the world try to grasp me. The only comfort I may take is in the warm embrace of this gentle game. Snuff not the spark of my enthusiasm oh WhtKnt. :)


What about Planetouched?


I decided against posting a few nights ago (a lot of applicants already and all), but I dont think I can resist! Sue me.

My only experience with classic D&D is the Temple of Elemental Evil computer game. I'd love to play a Dwarf Fighter or a Cleric of one of the Greyhawk gods (assuming thats what we'll run with?). Single classed and Core as close to 2E flavour as I can get them. (Okay so maybe ToEE and a lot of baldurs gate...)

DMDoctorEvil:
'eeeeeeeeeeeehhhh, whats up, doc?

Dark Archive

In answer to Aron and Twigs:

Aron, I have no issue with a planetouched, but know that you will be considered an outsider socially; an enigma at best, a freak at worst.

Twigs, we won't be using Greyhawk deities, but rather deities of my own design. However, I'm sure we can accommodate.

Liberty's Edge

No official deities here, kiddo. *sniff sniff* ahhhhh. that's the aroma of home-brewed goodness right there.


Sure. Suits me. If that's the case I'll probably opt for a filthy, money-grubbing Dwarven Fighter, with loose morals and tight purse-strings. Not necessarily evil, just very greedy (think Kagain from BG). A strong do-gooder like the Doctor's potential character should keep him in line.

I've nothing against homebrew, by all means. It's just that the Greyhawk deities just push all my nostalgia-buttons. Also I'm dying to play a dwarf, so that's a big factor.

Dark Archive

Deities in Jenneria is an interesting and in-depth subject because of the varied nature of her peoples. What deities are availble is largely a function of who is being asked.

In most civilized regions (including Valenor), there are two dominant faiths: Krystaranism and the Old Faith.

To understand Krystarans, you must first know a little history of the world. When the world was first formed, the three tribes of humanity inhabited a continent known as Arcadia. No one ever left Arcadia, becuase all their needs were met. The three tribes of humanity lived in harmony and Arcadia was a society of art and culture.

Krystos was a prophet who predicted that Arcadia would soon be destroyed. Most treated him as a fool, but a handful of folk (a few hundred) believed him. They followed him when he left Arcadia, leading his followers to the untamed lands beyond. As it hapens, Krystos was correct. One fateful evening not long after their exodus, a meteor hit Arcadia, sinking the continent, destroying the Arcadian civilization, and spreading the shattered remnants of the three tribes of humanity across Jenneria. The region that was once the continent of Arcadia became the location of a permanent storm known as the Maelstrom, a hurricane of gargantaun proportions.

Following Krystos' death several decades later, his followers deified him and began worshipping in his name. Their ranks grew, and the religion became more formalized until it congealed into the belief system known today as Krystaran. Krystarans believe that Krystos is the only true god and that only through him can humanity be saved.

There are different sects of Krystaranism, and each is slightly different from the others, though most revere Krystos as a divinity. Some are violent in their efforts to turn non-beleivers, while most take a more peaceful approach and fight their battles with honeyed words.

But Krystaran is not the only religion practiced on Jenneria; not by a long shot. Almost as widespread is the Old Faith, based on the worship of a male and female deity pair. They are known by many names, and sometimes only one or the other may be venerated, but in almost all cases, the male aspect represents the sky while the female aspect represents the earth. The Old Faith also recognizes four minor deities, all female, which represent the four seasons.

Of course, each race of beings has their own deities, as well. Dwarves almost universally venerate The Great Creator, the master of the cosmic forge, who created the earth and the dwarven people. The pureblood elves do not recognize deities, but the mixed elves venerate several different gods, as do the lost elves. Gnomes follow a deity all their own, and halflings generally follow whatever faith strikes their fancy. Orcs have a very violent pantheon of beings.

In other regions of Jenneria, there are different pantheons and faiths. The Keltoi people have their own belief system, as do the Norvalders of the Frozen Reaches. In Aegyptia, they worship animal-headed gods, and far across the seas to the west, in Nihon, they practice ancestor worship.


Dotting. Even if I don't submit a character, I'm enjoying watching this world 'come together' so to speak.


Are there any CG deities with the liberation domain?

Dark Archive

A SHORT HISTORY LESSON

In the beginning, there were the dwarves, the “Children of Stone.” Born of the very earth itself, the dwarves were the first beings to set foot upon (or more correctly, in) Jenneria. The dwarves refer to themselves as khuduk, which means “the People” in their rough tongue.

The elves, the “Children of the Stars” were next. Millennia ago, a vessel crash-landed on this world. The occupants were a race of tall, light-haired beings who called themselves the mawr. With time, the progeny of these survivors spread across the world, some mingling with other races, while others stayed hidden away. This gave rise to two castes of elves; the mawr, descendents of the original refugees, and the adlawiaid, mixed or “low” elves, the children of those who intermingled with other races of Jenneria.

The humans were next, known as the “Children of the Gods,” for their creation myths which state that the gods formed them from clay and water, baked then in fire, and then blew the breath of life into the shapes. There are three tribes of humans; the dark-skinned, the light-skinned, and the olive-skinned. Once, they all lived together in relative harmony on a continent called Arcadia. But Arcadia was destroyed in a cataclysm some thousand years ago, and the three tribes were dispersed throughout the remaining lands. The area where Arcadia once stood is now a swirling permanent storm known only as the Maelstrom.

Some humans displeased the gods and rebelled against them, and these were twisted and malformed, becoming the beast races; the orcs, minotaurs, gnolls, goblins, bugbears and the like. They are sometimes called the “Children of Darkness,” but this is strictly a human sobriquet. Few get along with one another, even their own species, and they do not typically form societies so much as loose communities or warbands held together by a powerful leader.

Gnomes are a fey race, distantly related to the elves. The details of their creation are lost to themselves, though many speculate that the dwarves were involved as well (a notion that both elves and dwarves scoff at). The gnomes themselves don’t seem to care overmuch. As they are fond of saying, “We’re here; what more is there to know?”

And then there are the halflings (or as they refer to themselves, the hinfolk). Ask a halfling where the halflings come from, and you’ll get the ubiquitous answer; “A mommy and a daddy love each other very much, and to show just how much they love each other…”

The yuan-ti’s origins are extraplanar, though a mystery beyond that. As the snake-men are notoriously uncooperative and generally do not permit themselves to be taken prisoner (preferring death), it has proven difficult to learn much about them and their origins.

Dark Archive

I am preparing a wiki that will answer many questions about the setting. I will post the address as soon as I get some content filled out.


That sounds excellent. I was thinking of compiling all this on my own for convenience, but if you're going to do it that would be lovely.

Dark Archive

Shhh! Here's a sneak peek at the local area of Valenor.

Liberty's Edge

Ah. the world begins to take shape.


Liking the looks of this so far ^-^


This is looking cooler and cooler. Love the lore so far, and hoping this game comes together.

Grand Lodge

same here


Still intrested, but I am switching aliases.
This is Gobo Horde.

Dark Archive

MORE TIDBITS TO GO ALONG WITH THE MAP

REGIONS
VALENOR - A region ruled by Jean Le Blanc Roi (King John the White). This is where the heroes originate from and where many of their early adventures will take place.

DARQUEMOOR - Darkmoor was once a part of Valenor, and it's citizens still consider themselves Valorans-in-exile. About two decades ago, however, King John's half-brother, recently exiled from Valenor, took power and seized the lands from the Rivière des Ombres (River of Shadows) to the border with Thetia. Sean declared this area his territory, as was "his rightful due," and named it Darquemoor. Darquemoor is a land held in the grip of terror, as Sean's evil creations (undead, and far worse) patrol the landscape and keep the people under his sway.

THETIA - Thetia is an old empire, much older than Valenor, Darquemor, or Haven. The people here speak a variant of Arcadian known as Thetian and the empire is fiercely guarded against incursion from Darquemoor or Haven.

HAVEN (AKA THE GREAT GREY LAND) - Haven is, quite literally, a wasteland. Much of the region is covered in a virulent red glow that literally saps the life force from animal larger than an insect that enters it. It is said that the source of the disaster lies within the ruins of Castle Argenta, The Palace of the Silver Princess, and that if someone bold enough were to enter the castle and lift the curse, the land would return to the verdant and thriving valley that it once was.

THE PLAINS OF KALISH - The Plains of Kalish are an untamed wilderness, named for the first person ever to attempt to explore them (and whose fate remains unknown).

THE WILD COAST - The Wild Coast is a lawless region that serves as home to many evil humanoid tribes. The free city of Trader's Harbor is a capitol in name only.

SETTLEMENTS
LIONSGATE - Lionsgate, so named for the great marble lions that stand at the entrance to the harbor, is the largest city in the region with a population that hovers around 36,000 people. It is from here that King John rules from his alabaster palace.

SALTMARSH - A good-sized city, Saltmarsh began as a fisherman's village and trading post and grew into a walled town and harbor. It is an important center of trade within Valenor.

ORLANE - Orlane is hardly worth mention except for it's proximity to the Rushmoors, a swampy area where grow a wild leek that are said to be the "tastiest vegetable that has ever graced your mouth." Unfortunately, the Rushmoors are also home to tribes of savage lizardmen and far worse.

HOMMLET - The village of Hommlet, a well-known trading stop, gets it's notice from a more sinister secret. A decade ago, an evil cult began to erect a fortress nearby. The good folk of the region rose up to stop them and the fortress was never completed, but remnants of the cult still exist in the area, even today.

RESTWELL KEEP - Restwell Keep is a small borderlands keep along the Moonset Hills that border the lands of Haven. It is a draw to adventurers of all stripes because of the nearby location of the Caves of Chaos, a canyon that houses numerous tribes of evil humanoids. Also nearby are rumored to be the ruins of the dungeon complex known only as Quasqueton. This was once the home of two powerful figures of legend; Zelgar, a powerful wizard, and Rohn, a mighty-thewed warrior. They built a vast underground complex somewhere in the Blacktip Mountains, but they have not been seen in over a century and are believed long dead. More than one adventuring company has tried to locate their lair and has died in the effort.

SPIRIT'S HOLLOW - Spirit's Hollow is the largest city in Darquemoor, and it is here that Sean (John's half-brother) rules Darquemoor from his ebony tower. Many say that Sean is not the true power behind the throne, however.

ATHICA - The de facto capitol of the Thetian Empire, Athica is a city of beauty and philosophy. In the public forums, governing officials debate endlessly while slaves hurry to and fro on missions from their masters.

TRADER'S HARBOR - Trader's Harbor is a capitol in name only, and is the only city on the Wild Coast where humans and demi-humans may be found in prominence. It is a lawless, grimy city where criminal overlords hold sway.

Liberty's Edge

Hi WhtKnt,

Great idea and development - please count me as very interested in participating, or at least seeing how this all develops.

I could play whichever type seems needed. I've been enjoying the clerics of late. A cleric with a mace and turn undead seems very old school, too.

~~ Matt/Furtivezoog/Norine from "PFS First Steps II - To Delve the Dungeon Deep".

Liberty's Edge

Hmmmm...the hills and valleys begin to find form...


How's this coming along? I quite like the idea so consider this a bump!

Dark Archive

I am currently working on the wiki and hope to have it up soon. Once the wiki is at least somewhat filled out with important info (such as deities, races available, and the like) then I will provide rules for character creation.

Liberty's Edge

Good to see it's still coming along. I have a taste of the work involved with making a campaign setting, albeit unsuccessfully, so no rush.


Still checking in on this. Interested to see how it all comes together and what Character Creation will be like.


This looks like it will be very interesting. Excellent use of teasers, WhtKnt.

Dark Archive

Thank you, and for the compliment, here's a look at the dwarves of Jenneria:

DWARVES
The dwarves were the first inhabitants of the world of Jenneria, born from the very stone itself. The dwarven people are a monotheistic race, recognizing only one deity, whom they call the "Master Craftsman." They believe it is this divine figure that created the world and the dwarven people, crafting the first dwarven couple from clay and breathing life into them. The dwarves believe that the Master Craftsman created the world on his divine anvil, and that the sparks that flew from his hammer formed the stars that light the night sky.

All dwarves venerate the Master Craftsman, and those that do not are considered mad. They recognize that other races have differing beliefs, and they accept this with not much more than a wink and a nod amongst themselves. Curiously, they have no problem with members of other races who choose to accept the Master Craftsman as their deity of choice. They simply evidence this as further proof of His divine glory. Some dwarves, living away from their ancestral homes, have even accepted the idea of human priests conducting worship services to the Master Craftsman.

Dwarf, Deep
Deep dwarves resemble mountain dwarves, but have skin tones in varying shades of grey, white hair, and pale eyes. Unlike their mountain cousins, deep dwarves keep their beards trimmed short and females often shave theirs completely. A deep dwarf has a lifespan about the same as a mountain dwarf. Deep dwarves are not available as player characters, and are included here for completeness only.

Dwarf, Mountain
The mountain dwarf is the dwarf that most people think of when they think of dwarves. They are a short, stocky race with resilient bodies and surprising strength in their limbs. They average four to five feet in height and tend to have brown or black hair (greying with age) and brown or grey eyes. Almost all dwarves are bearded, even the females, and a beardless dwarf is a shamed dwarf. The males grow their beards thick and braid them in intricate designs, often studded with worked metals or jewels. Females tend to keep their beards shorter, but no less decorated. The typical mountain dwarf can reach 300 years, on average, if their life is not cut short through disease, violence, or pestilence first.

  • +2 Constitution, +2 Wisdom, -2 Charisma: Mountain dwarves are both tough and wise, but also a bit gruff.
  • Medium: Mountain dwarves are Medium creatures and receive no bonuses or penalties due to their size.
  • Slow and Steady: Mountain dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Darkvision: Mountain dwarves can see in the dark up to 60 feet.
  • Defensive Training: Mountain dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
  • Cave Dweller: Mountain dwarves gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground.
  • Greed: Mountain dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
  • Hatred: Mountain dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblin subtypes due to special training against these hated foes.
  • Hardy: Mountain dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Stability: Mountain dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
  • Stonecunning: Mountain dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
  • Weapon Familiarity: Mountain dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the words “dwarven” in its name as a martial weapon.
  • Languages: Mountain dwarves begin play speaking Common and Dwarven. Mountain dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

    Dwarf, Sundered
    Sundered dwarves are those who have separated from their clans. This may be a result of exile as a punishment (in which case the sundered dwarf is likely to have had his or her beard shaved), the loss of the entire clan to some tragedy, or just a desire by the dwarf to explore the surface world. While they give up many of the abilities of their cousins, they have become quite adept at living alongside humans. Their physical attributes are the same as for mountain dwarves, but they do have shortened lifespans, with most living only about 200 years.

  • +2 Constitution, +2 Charisma, -2 Wisdom: Sundered dwarves are both tough and chummy, but lack the wisdom of their fellows.
  • Medium: Sundered dwarves are Medium creatures and receive no bonuses or penalties due to their size.
  • Slow and Steady: Sundered dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Greed: Sundered dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
  • Healthy: Sundered dwarves receive a +4 racial bonus on Fortitude saves against disease and poison, including magical diseases.
  • Master Tinker: Sundered dwarves gain a +1 racial bonus on Disable Device and Knowledge (engineering) checks. They are also treated as proficient with any weapon they have personally crafted.
  • Stability: Sundered dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
  • Stubborn: Sundered dwarves gain a +2 bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a sundered dwarf fails such as save, it receives another save 1 round later to end the effect (assuming the spell or spell-like ability has a duration later than 1 round). This second save is made at the same DC as the first. If the sundered dwarf has the same ability from another source (such as a rogue's slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.
  • Urbanite: Sundered dwarves gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.
  • Weapon Familiarity: Sundered dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the words “dwarven” in its name as a martial weapon.
  • Languages: Sundered dwarves begin play speaking Common and Dwarven. Sundered dwarves with high Intelligence scores can choose from any language desired (except druidic or other secret languages).


  • This is great stuff. I've been lurking for some time, but wanted to join others in expressing my excitement to see how this turns out and likeise to express my interest in the campaign.

    Between the use of classic modules that I missed (why was I playing Cyberpunk instead?) and the colorful, detailed setting, this should be a great campaign.

    Liberty's Edge

    Hey hey now, don't knock the cyberpunk genre. It's a contender. Just needs better rulesets, heh.


    Oh, I'm not knocking it (Friday Night Firefight was great; a system that encourages everyone to be a 28-year-old ex-mafia ex-military college grad was iffy); it just keeps me from achieving the kind of deep-seated grognard status that would have come with more Tomb of Horrors and more THAC0.


    Color me interested as well, dotting to see how this plays out.

    Dark Archive

    So, not in any way saying that this will be the case, but...

    Just out of curiosity, how many of you would be interested in doing this old-school? That is to say, using 1st edition D&D rules? I have the actual, honest-to-Gods 1st edition books, but if you don't. OSRIC is a free and pretty close second.

    If there is enough interest to run it as such, we may do it that way instead. Eh, it's a thought.


    I think I have OSRIC on my family desktop, though it's not on my laptop as of yet. If I recall, I found it very different, but neat and worth a try. No access to the actual 1st-edition books, though.


    I likewise do not have access to the actual books. I have not had a chance to look at OSRIC, but I'd be willing to give it a shot.

    Liberty's Edge

    Hmmm...Never played 1st edition, but I do recall common opinions in my neck of the woods, mainly being that later editions opened up the game quite a lot from the fairly "railroaded" character development of 1E. Just opinions I've heard, mind you; Not sure what to think myself. I maintain my curiosity and will fence-sit on that particular topic for now.

    Dark Archive

    Yes, 1E did railroad character development quite a bit. "Once a fighter, always a fighter."

    There was no multi-classing later in the ascension scheme. If you were going to multi-class, you did so at first level and stuck with it for the rest of your character's career. The exception was for humans, who did not multi-class.

    Multi-classing was very restrictive You were limited in your choices. Humans did not multi-class; they dual-classed. Dual-classing was limited only by alignment restrictions, but could lead to a very powerful character. The problem is that in order to dual-class, you had to have a score of 17 or 18 in the primary attributes for your class and a 15 or higher in the primary attributes for your second class. Furthermore, you could not use any of the abilities of your first class until such time as your level in the second class exceeded that of the first. Well, you could backslide, but if you did, you sacrificed all experience for that adventure.

    There were no mechanics for skills. Skill use was the province of the DM and was generally very vague.


    I would be fine with first edition but would have to pull those books out of storage.


    I'd love a chance to try 1E. My interest in this game just piqued!

    Dark Archive

    Okay, of those who are still interested, a show of hands, please. If you would be interested in playing these adventures old-school, as Gary intended, using the OSRIC and OSRIC Unearthed rules (essentially 1E), please submit a message with a "yes."

    If you would prefer to play them using the Pathfinder ruleset, please submit a "no."

    The setting will still be Jenneria, but the mechanics will change.

    I'll allow a week (the deadline is midnight, CST on Monday, August 5) for voting. At the end of that time, the majority from among those who cast a vote, will rule.


    Either works for me. I know that is not what you asked so if that doesn't work I will go with a yes.


    I prefer PF to OSRIC, but am up for either. Therefore, I vote no, but am still interested if the ayes have it.


    I'm voting no.

    Liberty's Edge

    Yikes. Nothing more distressing for a fence-sitter than an ultimatum.

    ...except maybe an earthquake.

    ...Or an electric fence.

    Anyway, I guess if I have to vote one way or the other, I'll go with no in this case.


    I would vote no if I had a choice, only because I have no experience or access to the other ruleset.


    I would vote a hearty NO as I would much rather play pathfinder instead.
    Also, this is me piping in and saying I am still here and waiting expectantly!


    Considering my time constraints, learning a new system (or re-learning it, as the case may be) would pretty much completely take me out of the running, so I will say no.

    Of course, considering said time constraints, I should be the last person here that would influence your decision since I may only be able to watch, anyway.

    I did download the OSRIC rules, but I have yet to have time to even open them.

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