
Terquem |
I started this game back in March of 2013 and it is still going, not strong, but still going
The summer almost did me in, and this game almost ran out of energy, but I think it is about to come back to life.
I am hoping to find a very special player. This player will be special for a lot of reasons, mainly because this player would be willing to jump into a game that has a long history, yet is still at very low level, this player would be willing to put up with some new house rules, but most of all this player would be willing to play a specific class and race of character, which I know is a huge thing to ask, hence my timid approach
You see, originally this game was supposed to be an adventure for the characters as well as a world building game for the players. I had wanted the party to be made up of each of the three different races found in the village of Woodbridge, Human, Maetaur, and Gymnagaopthian
We’ve lost almost all of the original players, but we still have three humans dedicated to this adventure (and one human character dedicated to building the village, Marcus, the local craftsman)
If you would like to join this game, or if you have questions about what it would be like to join this game, post here, and we will talk about it.
Oh, and one more thing, I will be slightly deviating from my original idea for this setting and running the Adventure Path,
Giantslayer
with necessary modifications to place the setting here, instead of Golarion

Terquem |
G-unit : The map was made with Campaign Cartographer 3+, which I am still learning how to use so it is by no means a good example of what CC3+ can do.
Mainer : the new player would be patient, probably first. Also, the new player would have at least a small interest in building onto the world.
As far as Race Class, I am looking for a Gymnagaopthian Druid, or a Mautaur Cleric
if you want to see more details of these two campaign specific races I will post them tomorrow.

Terquem |
I'll post a bit about how the players have contributed to building the world of Alodoa later (it is not a structured, or formula following sort of activity)for now let me tell you about the Maetaur and Gymnagaopthians
After these two posts I will try to put together a short post explaining what is going on with the two races with regard to their presence in Woodbridge so far).
Maetaur
The Maetaur are a race of “Centaur “-like creatures with a strong connection to the natural world. A normally shy but friendly people the Maetaur are slow to make friends but tend to be loyal and trustworthy once the bonds of friendship are made.
Physical Description
Maetaur are medium sized creatures. They have the torso, from the mid waist up, of a humanoid creature resembling a Halfling in size and build but with delicate facial features, round (instead of pointed, ears) and straight, light colored hair that is thick and lustrous. Their lower bodies resemble a small pony, and can be solid colored in brown, grey, or white. Piebald and other unusual colorations (speckled or spotted) are very rare. Maetaur males do not normally grow facial hair. Both Male and Female Maetaur prefer to wear the hair on their heads long and loose, but braid or tie the hair on their tails (they have no “mane”).
Typical height for a Maetaur is 5’4” to 5’10” for females and 5’6” to 6’2” for males. Average body weight for both male and female Maetaur is 460 to 540 pounds (obesity is rare among Maetaur, but not unseen).
Society
Maetaur and Humans have similar social behaviors, with the notable exception that Maetaur are particular about conventions of dress, and use types of dress to denote station and social status. All Maetaur are conservative when it comes to their bodies and both male and female Maetaur wear variations of the traditional “Rafgham” (a long skirt made from woven threads of cotton or wool, it buttons across the top of the equine part of the Maetaur and is worn to within a few inches of the ground). Male Maetaur will wear a wide belt and shirt on their human like parts, and females normally wear a long shirt and a narrow belt (or belts). Gender identity is an important part of Maetaur society, and the culture recognizes more than two gender roles for each sex. It is not uncommon for Maetaur to be flirtatious and promiscuous when they are among their own kind, but they are standoffish and cold when the subject of interspecies dating or coupling is raised. In relationships with each other they are traditionally committed to a partner when raising children, but can often change partners several times through their lives. It is not unusual to find large households of mated Maetaur raising from four to nine young in a collective parenting environment where it is difficult to tell what the intimate relationships are among the adults, but these family units are normally headed by an older female who enjoys the attention of many males. Maetaur will typically take offense to suggestions that they can or do engage in interspecies couplings (though it is not uncommon for a Human and a Maetaur to interbreed, the offspring is always a Maetaur).
Relations
Maetaur get along well with most other races, but tend to be uncomfortable around Halflings.
Alignment and Religion
Maetaur are general Good, and often Neutral. They can be Chaotic (rarely) and Lawful (even rarer). Maetaur follow a Nature Religion overseen by a council of Druids (and there is often talk of a High Druid Council that calls secret meetings during the High Seasons, the winter and summer Solstices). They recognize several Nature Gods, each having dominion over different natural aspects of the world including elemental gods. Maetaur Druids do not, usually, seek to have authority within Maetaur populations, but do not object to being called upon to be arbitrators in disputes.
Racial Build: (standard – 12 points)
---Racial Qualities---
Type: Monstrous Humanoid (3 RP)
Even though Maetaur are Monstrous Humanoids, they lack Darkvision, and instead have Keen Hearing, granting them a +2 racial bonus to Perception checks where hearing sounds is part of the challenge. Maetaur have Normal Vision
Size: Small (0 RP)
Due to being Quadrupeds, Maetaur are medium sized creatures. They are required to use small sized weapons and armor (worn on their human-like torso) due to the small size of their human-like torso.
Base Speed: Slow Speed (-1 RP)
Maetaur have a base speed of 20 feet, which is improved to 30 feet because they are quadrupeds.
Ability Score Modifiers: Standard (0 RP)
+2 Dexterity, +2 Wisdom, -2 Intelligence
Language: Standard Language Quality (0 RP)
Maetaur speak Common
---Racial Traits---
Advance Charisma (4 RP)
Maetaur are considered attractive and well mannered by almost all intelligent races, and receive a +2 racial bonus to their Charisma Score
Skill Bonus, Empathetic (2 RP)
+2 to Intuition* Skill checks to Sense Motives
Quadruped (2 RP)
Increase size to medium
Increase Base Speed to 30’
+4 racial bonus to CMD against trip attempts
Sure-Footed (Quadruped) (1 RP)
+2 to Skill Checks or Saving Throws that involve balance or footing
Pack (Quadruped) (1 RP)
A Maetaur can carry, pull, or drag +20% of weight allowed by its strength, but is limited to normal strength ratings when attempting to lift.

Terquem |
Gymnagaophthian (Gymnaga) the name is derived from the species of legless lizards on earth, the Gymnophthalmidae
Gymnaga people prefer to live close to sources of fresh water, but even something as small as a four acre pond will be sufficient for their needs. They can, and often do, live among regular populations of Humans and Maetaur.
Physical Description
Gymnaga appear to be a mix of a reptilian creature and a Halfling. It has always been interesting to both the Gymnaga and Maetaur people that their Halfling-like parts are very similar, though generally speaking Gymnaga have a more robust Halfling physique and are considered, by Humans and Maetaur alike as more physically attractive, having larger, more almond shaped eyes, wider mouths, and shinier hair. It is important to note that a Gymnaga’s lower body is not Snake-Like, and a common misconception among many races is that the Gymnaga are “snake-peopl.”. All of the major body organs of a Gymnaga are found in the torso. Gymnaga take offense to being called “snake-men,” “snake-like,” or “snake-people,” and will quickly point out that they are Lizard-folk, and explain that snakes have long bodies and short tails, while lizards have short bodies and long tails. This difference is very important to the Gymnaga folk who have a history of conflict (and were once slaves) of a race of snake-people called the Sashi-Anhain (what would be Yaun-ti). The reptilian lower body, which begins at the hips is scaled, muscular, and contains a short bone structure that is connected to the hip bones and is a strange fusion of two upper leg bones that are separated at the hip but join together into one common knee. There are no lower leg bones, only the tail bones continue after the knee. The color of a Gymnaga’s lower body can be dark brown through dark green, and speckled yellow and blue over a deep emerald green is not uncommon. Typical height, when standing on the knee, of a Gymnaga is 4’’-10” to 5’6” for females and 5’2” to 5’8” for males. Typical overall length for a Gymnaga is 9 to 12 feet. Typical weight is 190 to 300 pounds. Obesity is extremely rare, but very thin Gymnaga are not uncommon. Gymnaga are semi-aquatic. They cannot breathe water, but can hold their breath for very long periods. A Gymnagaopthian can hold their breathe for up to four times their constitution score in rounds, before any checks would be required to continue to hold their breath, even while performing strenuous activity like swimming at a full round movement rate).
Society
Gymnaga have strict rules for place among their communities based upon Class. There are four Classes in their society, The Priest Class (the ruling class, and this is handed down from mother to first born daughter), The Artisan Class (which includes all craftsmen but not laborers or people who take care of animals, hunt, fish, or farm), the Warrior Class (a very small class), and finally the Low Class which is all unskilled workers (laborers, animal handlers, hunters, fishermen, farmers). Class conflict is rare, and each Gymnaga respects and understands their place in society. However, these class distinctions are often pushed very far to the side when a community of Gymnaga is smaller than a few hundred. Generally, when encountered as isolated small settlements, Gymnaga will be found trying to break out of their class roles, though there will always be Priestesses (Clerics) among any settlement population. Among the Gymnaga are a strange sort of warrior (Inquisitors and Paladins) who would be technically considered to be part of the warrior class, but, due to the nature of the vows they take (they have taken a vow to enforce the society accepted norm that only females can be priests of their Pantheon), these unique individuals are often considered “classless” by other Gymnaga. Typically a Gymnaga, male or female, will wear a long dress like garment that is wrapped around the upper body (in the fashion of what we would know as “Ancient Greece”). These garments can be made from cloth or skins, and often the finer, more delicate the fabric, the higher the class of the wearer. Belts are common, but the preferred material is wool, tightly woven and colorfully died. While Gymnaga interact with other races amicably, they can often cause unusual “bad” relations to exist because of their lack of acknowledgement of the need for physical boundaries. They are often intimate with Humans and Maetaur alike and while Humans find this behavior welcome, if challenging, Maetaur find it offensive. Gender Identity is not clear among the Gymnaga, and no non-Gymnaga races understand this. It can be difficult to differentiate a male from a female Gymnaga, the only absolute behavioral differences that can be observed by an outsider are the behaviors of the Priestesses, which tend to be authoritative, a behavior no male Gymnaga exhibits. It is not uncommon to see male and female Gymnaga be overly concerned with their physical appearance and charm, and the attention of other Gymnaga, and other races, of a sexual nature, is always welcome if not sought after. Gymnaga, as far as anyone knows, cannot produce offspring with Human or Meataur relations. Gymnaga bear live young, typically one baby is born, but twins are not unheard of. Gymnaga do not form mated or bonded pairs and families of Gymnaga raise children as a cooperative effort. Gymnaga see all other races, regardless of an individual’s place within their own society, as “Classless”. This does not mean they treat other races with disdain, only that they do not see a need for other races to be identified by class as they are not Gymnaga.
Relations
Gymnaga like the company of Humans and Maetaur and find their behavior, their tendency to be uncomfortable around Gymnaga, as a curiosity. Indigenous Humans, being accustomed to the behavior of Gymnaga, find them pleasant if a bit difficult to interact with at times.
Alignment and Religion
Gymnaga are predominately Good and Lawful but can be Neutral and are rarely Chaotic. Their religion is highly structured and worships a Pantheon of various gods that are both like the Gymnaga in appearance, and in some instances, not at all. Some isolated Gymnaga communities have been known to adopt Druid-like followings. They are reluctant to acknowledge the authority of other race’s deities. Gymnaga Clerics are always leaders of their communities and can be found acting alone, as a village leader, or at times as groups.
Racial Build: (standard – 12 points)
---Racial Qualities---
Type: Monstrous Humanoid (3 RP)
Even though Gymnaga are Monstrous Humanoids, they lack Darkvision, and instead have Low Light Vision
Size: Small (0 RP)
Due to the long tails, Gymnaga are medium sized creatures. They are required to use small sized weapons and armor (worn on their human-like torso) due to the small size of their human-like torso
Base Speed: Slow Speed (-1 RP)
Gymnaga have a base speed of 20 feet.
Ability Score Modifiers: Standard (0 RP)
+2 Strength, +2 Intelligence, -2 Constitution
Language: Standard Language Quality (0 RP)
Gymnaga speak Common
---Racial Traits---
Advance Charisma (4 RP)
Gymnaga are considered attractive and well mannered by almost all intelligent races, and receive a +2 racial bonus to their Charisma Score
Swim (2 RP)
+8 to Swim Skill Checks
Swim Speed of 30’
Skill Bonus (2 RP): Alluring
+2 to Diplomacy Checks
Hold breath (1 RP):
Can hold breath for 4 x constitution in rounds
Flexible Body (1 RP):
Gymnaga are never denied their Dexterity Bonus to AC unless they are magically or physically restrained

Terquem |
Woodbridge is a small community that is spread out over four distinct areas, three of which are in close proximity, while the fourth lies a short three quarters of a mile away.
Riverside and Lakeside are the two largest communities of Woodbridge, where the Humans (Urandomans and Alodoans) as well as a small number of elves and halflings live
Just north of Lakeside is the small Maetaur community of Mingary Bend (properly, Mingary Bend upon the Lorrisane). Mingary Bend is a hilltop community in a small bend of the Lorrisane river. During the recent activity within Woodbridge, the Maetaur of Mingary Bend have been divided, with the majority of the Maetaur folk wanting to bring their community closer to the people of Lakeside, and a small minority speaking out for remaining isolated. A group of young Maetaur calling themselves the “Children of the Crescent Moon,” have taken to arming themselves, and adopting a Rafgham that has a distinct pattern. These Maetaur youth see themselves as protectors of the Woodbridge community at large. When a Tafganor (orc) force attacked Woodbridge directly, the entire population of Mingary Bend moved to Riverside (the small island in the oxbow lake of Woodbridge). Currently the Maetaur are working with the people of Woodbridge to clear trees north of lakeside, to establish a wide, permanent, and safe road between the two communities. The most recent trouble of the Maetaur people is the disappearance of Cicily Fautinbino, a Maetaur druid, and the head of the Maetaur community of Mingary Bend. She was last seen in the company of Auria the One Handed, a human witch of Woodbridge. The two are believed to have gone north to warn other communities of the advancing Tafganor horde.
The forth community of Woodbridge is a place known as MacNorra House, named for the man, Duffy MacNorra, who discovered the site along the Lorrisane River, three quarters of a mile to the south-southwest of Woodbridge. These ruins are a great mystery among the local population, and no one knows how they came to be built, or how long ago they were constructed. Duffy MacNorra had plans to rebuild the ruins into a great farmstead for his family, but abandoned his plans after putting forth three years of effort. A few years ago the ruins of MacNorra House were granted to a small community of Gymnagaopthians who had separated from a larger community of Gymnaga-folk living to the northwest. The recent trouble with the Tafganor began when a sizeable force of Tafganor attacked MacNorra House in the early hours and took captive the entire population, marching them northwest into the mountains. A group of heroes from Woodbridge followed the fleeing Tafganor and discovered that a band of Sashi-Anhain was helping the Tafganor. After rescuing the Gymnaga-folk, the leader of the Gymnaga-people, a female named Rosilindeae, decided to not return to MacNorra House directly, and instead lead her families to the coast, to the southeast, and then on to the northeast to Castletown a large recently settled Alodoan community, while a small number of Gymnagafolk from MacNorra House remained with the heroes and returned to Woodbridge to defend the town against the attacking Tafganor

Mainer |

I really like the lore of this area, and both races look like they'd be fun to play.
I would like some clarification on what you mean by patience, but that can mean many things. I can wait on that. The idea of world building and building up the community is appealing.

Terquem |
Well, by patient, I mean that the game has not, in the past, moved quickly as far as character advancement is concerned, and there have been some periods of slow posting rates.
If you can put up with that, it would be good.
I have no intention of ever leaving these forums, or ending my games unless all of the players willing drop out (for whatever reason), and I was reluctant to recruit a new player because this past summer was particularly hard on me and I was afraid that many of the players would give up, but most did not, and now I am back in good health and ready to get posting again.
I asked (and continue to ask) any player in this game (as well as the 5e version of Palace of the Vampire Queen, and the Castle Caldwell and Beyond games I am running which are all set on the same world) to participate in developing the game world as much as they are willing to contribute.
We've had some new places added to the world map (which is big enough for what we are doing now if you ask me) and we've added some interesting Human cultures.
What I would like to see is the island country of Urandoma developed a little more, with some work put into developing more about the Maetaur and Gymnaga history and pantheons

Terquem |
The adventure that is about to start will be a modification of the Giantslayer adventure path
We had an orc assault on Woodbridge occur just recently in the game, and now the active player characters are going to go searching for two missing people, which will lead to the discovery of the tomb location in the first part "Battle of Bloodmarch Hill"
Significant changes are being made to the adventure path to adapt this adventure to the setting, but the basic elements of the adventure path will remain.

Abasi Ghaiji |

First Question-
Why is a Maetar Cleric from a tribe ruled (well, Council Led) by druids?
Not a hostile question but, instead, more of a "what domain / deity should I look to" question. Erastil? Gozrah? They are open on gender roles, but are they as orthodox in religion as they are conservative in their clothing?
Obviously, the Maetaur interests me the most, though Druid is also my favorite class, Cleric is extremely fun to play.

Terquem |
Good questions - but first to be clear, this adventure began as a "sand box" and has floundered several times, so I hope to give it focus by adapting a current Adventure Path, Giantslayer, to the setting and tying it into the current plot affecting the community of Woodbridge
Why a Maetaur Cleric? I was looking for a Player Character to take on the role of the increasing tensions between the minority voices in the Maetaur community (who, though they are happy to share their existence with Humans, both local Urandomans and the newly settling Alodoans, would prefer to keep things in the Maetaur community, strictly Maetaur in practices)with the majority voices in the Maetaur community who are saying that maybe it is time for things to change, thus we might see a young Maetaur who is breaking away from traditional roles (druids and nature worship) and adopting a form of worship that is more like the Human clerics.
it was just a thought
I have an interested player who might be taking on the role of a Gymnaga Druid (which would be the "same sort of thing" in the Gymnaga community as what I described for the Maetaur, a young Gymnaga-folk who is breaking away from the traditions of the race.
As far as Domains, and Pantheons, I would be asking any player interested in taking on one of these roles to help in the creation of the pantheon for the race they are playing.
We've had a few Maetaur and Gymnaga-folk player characters in the game before, but no real progress was made on establishing exactly what the pantheons of the two races actually were. There are some suggestions, and I would share them with you if you are interested, but hopefully it is something you would develop further with the rest of the players input.

Mainer |

Rolling.
4d6 - 1 ⇒ (1, 4, 5, 2) - 1 = 11
4d6 - 1 ⇒ (4, 4, 4, 1) - 1 = 12
4d6 - 2 ⇒ (2, 5, 2, 4) - 2 = 11
4d6 - 2 ⇒ (5, 3, 2, 4) - 2 = 12
5d6 - 1 - 3 ⇒ (6, 4, 6, 1, 3) - 1 - 3 = 16
5d6 - 2 - 2 ⇒ (2, 4, 5, 6, 2) - 2 - 2 = 15
5d6 - 1 - 2 ⇒ (1, 3, 3, 2, 6) - 1 - 2 = 12

Abasi Ghaiji |

@Terquem
I was wondering if that was your angle for doing that. I'm totally in <3
Plus, someone healing based would literally *have* to break from tradition of what the rest of the Maetaur have been doing, especially due to what sounds like a pretty sizeable assault just happened nearby.
If there's no one else for the spot, I'll happily be a Maetaur Cleric, and work with you on the domains / pantheons of tradition vs. what my Maetaur would be of.

DavianGrallus |
Stat Rolls for Character / from Relic Swanson:
17: 4d6 ⇒ (6, 5, 2, 6) = 19
13: 4d6 ⇒ (5, 3, 1, 5) = 14
10: 4d6 ⇒ (2, 4, 3, 3) = 12
12: 4d6 ⇒ (4, 1, 6, 2) = 13
17: 5d6 ⇒ (4, 5, 6, 2, 6) = 23
15: 5d6 ⇒ (1, 4, 6, 5, 4) = 20
9 / Drop!: 5d6 ⇒ (1, 1, 6, 1, 2) = 11
(after racial modifiers)
STR 10 DEX 17 CON 17 INT 11 WIS 19 CHA 12
(Never rolled stats before...... beginner's luck.....?)

Terquem |
Well, I was looking for one, but I will gladly take two new players. If you are both interested, we would have an "odd couple" situation building, with a Gymnaga-folk Druid and a Maetaur Cleric joining the group
I'll give more details, and answer more questions when I can, but I wanted to point out that these two new characters should really be invested in the well being of Woodbridge, as in their home and its well being should be a high priority for them

Terquem |
Relic Swanson - If you are willing to try to jump onboard this messy campaign, I would be delighted to have you
Mainer, above, is close to being ready to introduce a Gymnagaopthian Druid to the game, so if you want to create a Maetaur Cleric, that would be great. Just let me know how serious you are about it and I will PM you with some, maybe long and boring, information to help you get started.

Terquem |
That is so nice of you to say, thanks.
I would never say no to a player who wants to join one of my games, especially a player with a solid record like yours, but remember, it is me. I am back, almost, to normal now and hope to get all games moving at a better pace.
And thank you again, you made my day.
We could use another player, for sure, and with three new ones, that would bring the party to six.
If I get both a Maetaur and Gymnaga character in the group, the next role that would really fit in would be a settler of Woodbridge, an Alodoan, who, Like Calex, has an interest in Woodbridge's future, but one who is either an Elf or Halfling

Ravena Goldlust |

This is the skin Niversal will use for the new character, but these rolls I think I will do one more time
stat: 4d6 ⇒ (1, 1, 3, 3) = 8
stat: 4d6 ⇒ (3, 5, 5, 2) = 15
stat: 4d6 ⇒ (3, 1, 5, 2) = 11
stat: 4d6 ⇒ (6, 4, 6, 2) = 18
stat: 5d6 ⇒ (4, 4, 2, 3, 2) = 15
stat: 5d6 ⇒ (4, 2, 3, 5, 3) = 17
stat: 5d6 ⇒ (3, 3, 6, 5, 3) = 20
Ok dice gods hate me, first set of rolls it is jeeze!

Terquem |
Alright, we can add you to the group, there is an event coming up that can be worked in, but to really make it work I would like to ask you if you would consider creating a Ranger. A Halfling (Alodoan) Ranger would fit into this adventure nicely. Particularly if we can agree to make the character a member of the Groundsmen.
We had a PC in the game earlier who was a groundsman, and they played prominently in the current storyline.
About Alodoan Halflings
This information represents what a local Human, Maetaur or Gymnaga, knows about the Halflings, if your character is a Halfling you receive more information
Halflings and Elves represent approximately 30% of the Alodoan population, and are almost equally represented (Halfling are just a little less than half of this 30%). Until only very recently neither Halflings nor Elves visited Woodbridge, though occasional Alodoan Humans did, and these were usually well armed but not aggressive, parties. Only a few people from Woodbridge visited Castletown (while it was under construction, about 25% of the population of Woodbridge worked at the site at some time or another, either as laborers, animal handlers, or skilled craftsmen, this means that as many as 75 to 80 locals have had firsthand experience with the Alodoans). Knowledge of Halflings and Elves would have been brought back to Woodbridge by these people.
The Alodoan humans seem friendly, and interested in peace between themselves and the local populations. They have advanced building technology, and other sciences, such as medicine and agriculture. The Elves among the Alodoans are quiet and do not talk much and seem aloof. They are very strange looking, somewhat tall and thin, and appear fragile. The Halflings are almost the opposite, in every way. They, at first, appear to look much like a Maetaur or Gymnaga except that they have very pronounced pointed and oversized ears, as well as larger and more rounded shaped eyes (both Maetaur and Gymnaga have normal sized ears for their heads and slightly almond shaped eyes). The Halflings seem to be very good at arcane magic and most of the Halflings that locals met were arcane casters of one kind or another. There was some tension, in the beginning, between the Halflings and Maetaur and Gymnaga, as it seemed that the Halflings were overly curious about these local populations and being that their mannerism could be described as forward and condescending, some negative interactions occurred. It was primarily the Human Alodoans who interceded in these situations and pressed for peaceful resolutions.
There is some kind of odd relationship between the Elves and the Halflings. People who visited Castletown have told stories of how the Halflings speak in very abrasive and offensive tones when addressing the Elves and the Elves, mostly, are quiet and withdrawn around groups of Halflings.
It would appear that the Halflings are easy in being addressed as Alodoans, but there are some Elves who are uneasy with being associated with that Empire. Since Alodoans have only begun moving to homes built just outside the outer bank of the oxbow lake where Woodbridge lies, in the past year, little more than this is known about these people.
Fifteen years ago the Empire of Alodoan invaded the lands of a large island country known as Orimar. The invasion was prompted by an attack on Alodoan shipping along the eastern Alodoan seaboard. Orimar lies to the south east of Alodoan, approximately two hundred nautical miles, and the increase in pirate raids on Alodoan ships forced the Empire’s hand. Fortunately a long protracted war was avoided when the Alodoan people learned that Orimar had no unified government and was, in fact, a land of many warring kingdoms beset with many internal struggles. Everywhere the armies of Alodoan landed warlords and petty kings of small tribes surrendered or fled in ships never to be seen again.
Initially not very many Halflings were part of the Alodoan invasion of Orimar, but once it became clear that the land was easily concurred and that the Empire of Alodoan had big plans for settling and farming of the fertile land, and when regular passage, at no cost to anyone wanting to resettle to the new land, was available, Halfling took an interest in the land of Orimar. Initially this seem like a perfect opportunity to finally get some distance between the Elven people and the Halfling people, but strangely enough a large number of Elves also took an interest in Orimar.
Now it is no secret that there is a separatist movement among the Elven people that seeks to create a new homeland away from the country of Iarishea (which was devastated by the war and subsequent natural disasters, the worst of which was a period of fifteen years when Iarishea, which lies at the north along the coast of Alodoan, was subjected to several hurricanes). The idea that these Elves would think that they could just leave their own suffering populations and expect the Halflings to get the country back on track is offensive to most Halflings and most Alodoan Halflings will accuse any Elf they meet of being a separatist, even though the separatist movement is quiet small and only about one in ten elves actually supports the movement.
So you (and your family if you want to include one) have taken the voyage to Castletown, one of the more promising settlements in the Alodoan expansion into Orimar. After living for a few months in Castletown, you heard of a small, peaceful, and quiet lovely little village of indigenous people called Woodbridge, just to the southeast of Castletown. The Lord of Castletown had negotiated a peace with the village leaders and a settlement agreement was initiated that granted citizens of the Alodoan Empire the right to build homes, establish trades, and farm up to ten acres of land, if desired. After saving money for a while, you paid the fee, 200 gold pieces, and moved into a little cottage, very sturdy, with four rooms, and a modern all metal wood burning stove, that is just a few yards from the banks of an oxbow lake. There is a little wooden bridge, some twenty feet wide and seventy feet long, at the southwest bend of the oxbow lake that crosses the lake at a narrow point and connects to the land in the center of the oxbow, and this is where the Village of Woodbridge proper lies. To the northeast of your home is a little wood, the locals call it the Maple Wood, and within this wood there is a settlement of very strange little centaurs like people who call themselves Maetaur, and to the south of the oxbow lake, following the river, there is another settlement, of even stranger folk, a sort of half snake half Halfling people who call themselves Gymnaga.
Life in Woodbridge is simple. The locals are good people. There is plenty of food, and the weather seems nice (it is early spring).
Alodoan Halflings are arrogant, and confident. Most of them know some arcane magic (it is considered a sign of respect to the people who liberated the Halflings from slavery to at least try to learn some magic). And every Alodoan Halfling knows two O-level arcane spells and can cast them a number of times per day up to their Intelligence score (unless their Intelligence score is 10 or greater and then they can cast those spells as often as they want). When dealing with Elves, Halflings show little if any respect, and often are dismissive of the problems Elves have. Halflings are mostly non religious, though they do have a Patron Goddess (Kiiroan Gehr, the Goddess of Halflings is a goddess of mysteries and Arcane Magic). Alodoan Halflings are easily enthralled by Maetaur and Gymnaga of the opposite sex.

Ravena Goldlust |

A halfling ranger eh? Mechanically not the best ever but I will do it! Freebooter/urban ranger it is! Thats right a pirate halfling hahah!
Str 12
Dx 17
Con 15
Int 13
Wis 13
Cha 10
Lv 3
Feats:
Point blank
Precise
Rapid shot
Traits:
1. Castletown native(trunow native) hopeknife masterwork dagger and +1 will save
2.
Skills:
1 survival 3 2 3 8
2 stealth 3 3 7 13
3 disable device 3 3 5 11
4 acrobatics 3 3 5 11
5 perception 3 2 3 8
6 ride 3 3 3 9
7 climb 3 1 3 7
Comp short bow (str 12 +1 damage)