Fighter. Barbarian. Cleric. Ranger. Paladin. Rogue or Wizard only.
Stats 4d6. Get one automatic 18.
Level 3 Cannot gestalt. Cannot multi class until achieved at least level 6. Trainers in certain things are rare.
Alin must be G, N or L something.
Race. Human. Dwarf. Gnome or Elf only.
Gear, starting package for class.
Silver is the new gold. Just turn GP into SP (100 GP becomes 100 SP) for determining wealth. Gold is so rare it may as well have no listed cost. (Class gold at lvl 3 is 2700 this becomes 2700 silver.)
No exotic weapons.
-All chars are part of Hero, Inc. A guild of multi class multi type heros for hire that work on a case by case pay basis.
-Keep 15% of reward for missions.
-1d6 Infamy/Renown after mission.
*Mission types.*
Pays 10-1000 Silver per mission.
1: Recovery of a target.
2: Assassination of a target.
3: Dungeon Delve.
4: Ferrying papers.
5: Information gathering.
6: Monster removal.
7: Salvage mission.
8: Security.
9: Soldier bolstering.
10: Convoy support.
11: Ferrying person.
12: Transport of goods.
World of Velendreia. The world has been some 100 years out of a thousand year war/grip of the Mage Kings. A combined effort of the Priests of Solgar and the last of the great Druids, slew the dark mages and freed the world at the cost of their lives. Now the world is slowly recovering from centuries of war and horror. Attempts to rebuild, repair and restart the world are ongoing and fears of another uprising are still lingering. The world is now under the shaky control of the great Council of Knights, situated in the last remaining stronghold in the Karakam mountains. This council maintains a dual nature of protectors and helpers but also researchers and rebuilders. They have sponsored Hero, Inc and made certain every city in the land has a guildhall. This allows them to maintain a active army at all times, to give the people employment and to maintain a constant watch for the uprising of magic.
Bullet list of information.
*Unlicensed Magic is outlawed, sorcerers, warlocks and any non wizard class is burned at the stake. Magical items are tracked down and either destroyed or stored in secret Tombs throughout the land. All wizards must petition the Karakam Fortress to be allowed to practice magic under the elves.
* Clerics are the primary movers and helpers in the new world as it is and all work to further the Solgarian Church.
* Orcs, half orcs, ogres, giants and other bestial races were driven to extinction under the fist of the Mage Kings.
* Gnomes/Halflings were slave races to the Mage Kings and fled one in all from the kingdom to the southern islands of Holsta and have shunned all outside contact for over a decade. The Gnomes that remain often working in Hero Inc to recover centuries stolen items that once belonged to them.
* Dragons are rumor, not seen since the early years of the Mage King's rule.
* The Mage Kings. A group of ancient elven liches, they sought control of the world and mastery of all to the point of slaughtering any who fought them. Ruled for uncounted years until they grew lax while preparing for a great celestial event which allowed the hidden Solgarian priests and the few Druids left, to strike a fatal blow.
* Hero Inc are everything from village sheriffs to tax collectors to sea-men. They're the newest hope for rebuilding a world, their only rule is they do not hire the most evil or the most good, preferring those who can help the greater good.
* Sorcerers, Warlocks, Warmages, and all other magical classes are Agents of the Mages and hunted down or reported.
* Most villages and towns have between 100-400 people as a maximum, average is 40. Few large cities remain.
* Ancient stone highway connects all villages and is protected by any who can.
* Single deity church. Solgar name of god. Neutral god of progress and heroism/sun. Is a Lost pantheon of unknown gods, stamped out by the Mage Kings. Statues, temples and so on to the Ancient Gods are known to exist but are often destroyed or at the bottom of lakes.
* Small chain of islands to the south and east former center of the Mage Kings powers. Forbidden lands by the Council. A constant fleet patrols the islands to keep a wary eye out for any uprisings or sudden recurrence of the Magi.
* Most magical items are long destroyed, in the hands of the Council to protect people. Items that are around are usually given out on a temporary basis by Hero inc with the understanding they will be returned. Few items are for sale on a large scale.
* Druids are gone, they willingly died to the last to stop the unnatural powers of the Mage Kings.
* Magical items that are found are typically the charm/token type.
* Hero Inc pays a steady 10 silver a week for membership. Membership fee's are 100 silver a year.
* Farming and forests are being rebuilt/cultivated as a result of this Profession and Craft skills are highly valued. It's possible to earn a good living helping in a non combat role.
* The Great woods, which covers most of the lands, was destroyed and blasted for centuries, the elves have worked all the magics at their disposal to rebuild it in less then fifteen years, everything from dire intelligent wolves to trent guardians lurks now to stop any who would do harm to the forests.
* Dwarves have been underground for seven centuries, fleeing the Mage Kings by burrowing so deep to be unreachable. Have only began surface contact in the past fifty years. Are looked at as rare beings. Little is known of them, though by and large they are stalwart heros if a bit gruff.
* will use rules in the 'transforming the basics' post.
The Land: Under the careful rule of the Council, the land has been steadily working to recover. As follows are the primary cities and villages/towns. Many smaller unnamed ones dot the land.
City of Karm. The largest in the land at some four thousand people, it is the ceat of government and rebuilding. A walled sprawling expanse of growth and life. It's unoffical name is 'City of Smoke' due to the many mages burned at the stake there. Seated at the foothills of the Karakam Mountains, it is a natural fortress.
Three-Villages. A cluster of small towns full of merchants and builders, they're the center of the recovering economy of the land. Coin and cloth are the primary trade here and all are welcome to help.
Village of Wheels. Set in a deep valley, this 'village' is large in buildings and population, its economy based around creation of wagons and means of transport to make life easier.
Mountains of Iron. Once sealed off due to the Mage Kings, This mountain is half mine, half fortress against future wars. It was here that the surface dwellers first met the dwarves.
City of Dalt. Nestled in the river delta and with mountains on all sides. Dalt is the center-piece of the Solgarian Church and serves as hospital for the entire land.
Crimson Foothills. Site of one of the major battles, is now a graveyard-monument to the ancient war.
Mountain of Relics. The primary Tomb to store dangerous or powerful items, has a standing army of all races to protect it from outside access.
Blacktown. A city based around metalsmithing, populated primarily by dwarves and those who seek their craft.
Crown Mountains. A thousand years ago the cities here built into the walls of the mountains were the seat of the good government. They were once a prison under the rule of the Mage Kings, now they are being used as housing by all who seek it.
City of Stard. A city of woodsmen and boatmakers as well as ale-masters.
City-Farms. Composed of a dozen or so small settlements, they are the largest growing section in the lands.
The Ruins. A ancient and blasted complex that digs deep underground, many monsters and unknown beasts lair here. The area is highly dangerous.
Great Hall. Another ruin, this incomplete castle belonged to a unknown lord in ages past, now its great underground layers offer tempting whispers of the past.
City of Groga. Another great growing area, this land is lush with small rivers and under the loose stewardship of a group of five cities within a few miles of each other, each nameless and known as Groga collectively.
Tower Keep and Isle of Bars. The current prison complexes for those too dangerous or powerful to kill. The Navy keeps a constant group of ships here ready to destroy any who escape. In the fifty years it has been in full swing, only one has escaped and he didn't make it far.
Bay of Vilax. The center of the Karakam Navy, host to a dozen small villages all dedicated to shipmaking.
Sacred Isles. Ancient buildings, home to forgotten and nameless gods and goddesses. Source of ancient libraries and ruins of the past. A site of divine magic in a latent manner.
City of Hol. Center of the woodsmen and foresters, a great camp of archers and elves. Home to the only licensed school of wizards controlled by the elves.
City of Hurst. A free market city, scum, villainy and the like all lurk here where those who operate outside the law often call home. Though the city is home to pirates, they will always aid the land if asked.
Isle of Fish. Aptly named, here is the great commercial fleets of the lands and the second base of the Karakam Navy.
Bay of Skulls. A ancient fleet of ships lair at the bottom of this area some five dozen strong. The water itself is host to all manner of ghosts and figments and those who sail through it always say they feel like something is watching.
Holsta Strait. A rocky and fast moving channel, navigation is dangerously complex.
Blood Sea. Stained red with the blood of the mages, to this day the waters glow red at night.
Dragonsback Mountains. Shaped like a great sleeping dragon, these mountains are the second home of the elves, misty and full of tiny settlements, ruins and strange winds.
Forbidden Islands. Former home of the Mage Kings. None are allowed to enter the burned lands.
Floe Sea. Prime hunting during the winter for great sea beasts.
City Information.
Racial feat for humans from the following 3. all humans get this as a result of the long, long war. You may choose one at level 1.
Blooded. +1 to attack rolls when you're at 10% of your HP or less. Your kind fought hard and long against the magi, often dying to the last man to stop them.
Smooth in the groove. +1 to all charisma based checks, for good or ill you've learned to con your fellow man. This bonus only applies to interaction with other humans.
Hero within. Your family has a distant hero or two in it that were important in the near millennia of combat. +1 to all K. history checks and any items you buy are 15% cheaper due to your family having a history. (Charisma check DC 18)
Racial feat for gnomes from the following 3. All gnomes get this as a result of being enslaved and the war. You may choose one at level 1.
Painless. You were one of those beaten and used. +1 hp a level and +1 to fort saves.
Grit. You endured where others gave up, at all costs. +2 to will saves, +3 to checks vs fear.
Magical Fury. You gain the affects of barbarian rage any time you are hit by a spell of arcane origin.
Racial feat for elves from the following 3. Elves fought long and bitterly against those who perverted their magics. This gave them courage in the face of great foes.
The spirit within. You are immortal. You can only die if reduced to -20 hp. You automatically become stable at -5 to -10. You age to mature adult at the normal pace then cease to age further similar to a monk unless slain.
Great blood. You or your line lead the combat at the front lines. 1 exotic weapon is treated as martial for you and you gain a +1 to attack rolls with it and to confirm criticals.
Path of the forest. +1 to all skill checks while in a wooded environment and +1 all saving throws.
Racial feat for dwarves from the following 3. The dwarves hid underground and altered to survive in difficult situations. They have light blindness as a drow.
Tough Body. +1 to fort and immune to poisons of nonmagical nature.
Iron in the blood. +1 to natural AC.
Surface Strength. Not subject to daylight blindness.
Hurst: City of Scum.
Hurst has 4 wards.
Beggar's Ward: The box and crate section of the city where the most worthless and poorest live.
Whore's Ward: The entertainment district, home of the black market and pretty much anything illegal.
Sage's Ward: The area of alchemists, scholars and information gatherers for hire, also the home of a small and often understaffed token creation shop.
Blood Ward: Where the businesses are all focused around a huge sprawling arena, fighters guilds and so on.
Hurst Bonuses. Choose one.
+1 int -1 charisma from being in bar fights a lot but learning the area.
+1 str -1 cha, from being in a lot of fights and winning.
+1 wis -1 cha, you've learned a bit about everyone but they mostly hate you.
Karm. City of smoke.
Karm is both fortress, castle, cavern and lair. Formed out of the former Mage King's castle, this once dark place stands as a new hope and recovery.
Karm Bonuses. Choose one.
+1 Str -1 Int you were a born and trained soldier.
+1 Dex -1 Str Trained to be a sneak, you're able to get in and out of tight spaces.
+1 Cha -1 Con A leader born, you're somewhat fragile behind the health.
Wheels. City of transport.
The village itself is built around a circular pattern and set on a large hill. Various parts of the city denoted by compass directions such as 'East ward, west ward, etc' Four sections in all.
Wheels Bonuses. Choose one.
+1 Int -1 Str You're smart but less strong.
+1 Wis -1 Dex you spent time learning the ins and outs of the world but aren't the most agile.
+1 Cha -1 Int quick with your personality, your knowledge is lacking.
City-Farms. As Groga.
City of Dalt.
Center of the great church. A great city of white marble and polished metals. A beacon of divine grace.
Choose one.
+1 Wis -1 Dex you spent time learning the ins and outs of the world but aren't the most agile.
+1 Cha -1 Int quick with your personality, your knowledge is lacking.
+1 Cha -1 Con A leader born, you're somewhat fragile behind the health.
Blacktown. Center of metal and industry. A sprawling and ancient city, layer upon layer of ruins underneath newer buildings that literally spring up overnight.
Choose one.
+1 Str -1 Int, not the sharpest tool there is, you work hard.
+1 Con -1 Cha you spent a lot of time in the worst forges so you're resistant to some things but not the most personable.
+1 Wis -1 Dex you spent time learning the ins and outs of the world but aren't the most agile.
Stard. City of boats and booze. Situated on a small river, a great place of woodcarving and building of vessels.
Choose one.
+1 con -1 cha you've survived a lot of bad, bad drinks and things.
+1 str -1 cha, from being in a lot of fights and winning.
+1 wis -1 cha, you've learned a bit about everyone but they mostly hate you.
Hol, city of archers and arcana. A city built in the treelimbs of the great forest. Composed of great wooden platforms with anywhere from one to a dozen homes.
Choose one.
+1 Int -1 Str You're smart but less strong.
+1 Wis -1 Con you've been able to study everything, but physical health has lacked.
+1 wis -1 cha, you've learned a bit about everyone but they mostly hate you.
Vilax, a great military city, the site of the Navy. Weapons of all sorts are made here. The city built upon great earthen ramparts.
Choose one.
+1 Cha -1 Int quick with your personality, your knowledge is lacking.
+1 Cha -1 Con A leader born, you're somewhat fragile behind the health.
+1 Dex -1 Str, you're a monkey, at home in the rigging.
Isle of Fish, great and smelly, this isle is composed of houses on stilts.
Choose one.
+1 wis -1 cha, you've learned a bit about everyone but they mostly hate you.
+1 Dex -1 Str, you're a monkey, at home in the rigging.
+1 str -1 cha, from being in a lot of fights and winning.
Three-Villages, great city of weavers and craftsmen of delicate arts.
+1 Int -1 Str You're smart but less strong.
+1 Wis -1 Con you've been able to study everything, but physical health has lacked.
+1 Cha -1 Dex, quick and personable with your tongue, you're less then perfect in agility.
Dragonsback -Elf only. The second stronghold of the ancient elves, countless tiny cities are hidden within this chain.
Choose one.
+1 Cha -1 Str you're a creature of grace not warfare.
+1 Int -1 Con you're one of those with a deeper understanding of the world.
+1 Cha -1 Wis personable if a bit rash you're ready to see the realms as they are on all levels.
Tower/Isle of bars. The prison complex for the darkest of the remaining mages, a all but impossible to escape from facility. Guards number in the thousands, enough that a rough town has grown around the base of the complex. Within the grounds small pockets are found here and there. Must be a guard to choose this.
Choose one.
+1 str -1 cha, from being in a lot of fights and winning.
+1 wis -1 cha, you've learned a bit about everyone but they mostly hate you.
+1 Cha -1 Wis personable if a bit rash you're ready to see the lowest of the low or the highest.
Working heavily to help the subjected of the land, the Council of Knights have put the following papers and information in the public hands.
Sorcery Tales: A once a month publication that covers all new and old advancements in magical recovery and development; maps to locations that are temporarily forbidden due to dangers and ancient reports that are now public information from the war, it also covers tips on everything from gemcutting and metalworking to how to avoid dangerous magics. The magazine is typically 12-40 pages in length and costs 4 silver. The most popular printed media in the land.
Musings About Enchantment: This weekly report was originally for the Church itself but in time it spread among everyone. Much of its content is drawn from the Ancient Histories that were recovered, but much of it also is myth and exaggerations. It is the 2nd most popular publication in the land which is partially due to its long running 'elven maiden' feature art in every issue. Typically 10 pages in length and costs 1 silver.
Ancient Histories: This set of a dozen books cover thousands of years of ancient history, secret lore of the Mage Kings, the former King and many many tales of war and destruction. Found in a grave high in the mountains, they filled in centuries of lost lore. Now, they are printed off and given to every Church and Hero Inc guild in the land for any to read. A personal copy costs 300 silver.
Hopeful Verses: This is the 'Good Book' of Solgarian faith. It covers everything from growing trees and farming to what magics to avoid, how to identify evil in its many forms and great legends of the war and the First Paladins. The book contains the collected lore of the church during the dark times it was stamped out and teaches a tale of honor, strength under adversity and praises to Solgar. Usually given out for free to any who seek it.
Surviving the Caverns: This collection of dwarven folk-lore, myths and legends is highly popular among any who can speak the correct language. Many look to it for a different view on the world from those who lived underneath it. Much within it is half myth half whimsy but offers a glimpse into the secret world of the dwarves. Typically updated every other month and is prone to submission of wild tales from any who have had, or claimed to have had, encounters with dwarves. Each tome is 100 pages in length and costs 30 silver.
Unholy Secrets Concerning Necromancy: This book is a study in horrors, heavily illustrated and expensive to produce, it offers a war survivor's journal into the darkness of magics and is used as blunt evidence of the terrors magic can produce. Sold in a series of volumes, each printed on order only, it covers the centuries of Mage King rule in full color horror. 100 silver per volume, 12 volumes in all.
Myths of the Races: This weekly print is the 'hot sheets' of the land, full of outright lies, half truths and myths stolen and edited. Few take it seriously but the magazine is popular among children and drunkards for a source of amusement, anger and possibly profit. Prone to advertisements for poorly made magical items, ads for jobs and lurid illustrations of various sorts. Costs 2 copper and is usually 23 pages of brightly colored drivel.
Celestial Poetry: A book of elven lore, poems and tales. This book is all but a holy book to the elves, it teaches the ways of singing and magic and various lore of plants and their ways. It's a highly sought after tome for those seeking to understand the often mysterious elves. Special editions of it are printed rarely and contain everything from elven creation myths to semiprivate letters from their leaders during the war and select bits of journals from their war leaders. 50 silver.
Within the land these are the primary businesses, some in place for centuries, some new, but all common across the realm.
The Brass Guild: Merchents, tax assessors and silver refiners. Once allied with the Mage Kings due to magics, they now work eagerly with the Council to help the land progress.
The Honored Quill: Printers of all the media in the land. Newly created, they put everything printable in print.
The Gallant Blacksmiths: Church funded blacksmiths. Served as makers of weapons and armor for decades.
The Three Hammers: Common metalsmiths. Stamped out during the Mage King's rule, just starting to crop up again.
Book & Horse: Chain of general stores/shops across the cities. Supplying people for decades, though stock got low during the war of course.
The Gods Library: Center of learning and education in each of the major cities. Any who can pay the yearly fee of 600 silver are given education.
The Secret Barrel: Bars that specialize in 'exotic items' for a price. Usually operate as part of a front organization. common name/code word is 'Scar Bars'
Axes, Alchemy & Blades: The primary supplier of all of the common weapons, armor and equipment for the military minded. Primary dealer in Tokens and Charms.
Merry Horse farms: Guild of growers that help maintain the farms across the lands, see to it that crops are grown correctly and all manner of similar things.
The following deities are known of by name, short description and small relics only. Discovered in the same tomb the Histories were, they offer a look into a set of gods and goddesses the world has forgotten. Some worship them and the Church attempts to uncover any lore, temples and remains that pertain to them but thus far have been largely unsuccessful.
Fluff created via generator, basic theme behind them drawn from various resources. Anyone can worship any of these providing they make a Exotic Lore check DC 20, or work for the Church, worship of them grants no special bonuses or awards however and all that is known of them is listed below with the Honored Quill taking extensive liberties to flesh them out where material is lacking. The primary evidence of their former power in the fact that a handful of locations bear their names.
Chief Deity:
Vilax, the God of the Stars and Oaths, is surprisingly plain, with sallow skin, waist length flowing bright red hair, and eyes the color of cold iron. He is surprisingly short and slightly plump, and sometimes seems very sad. He usually wears a tattered cloak dyed dark yellow and light grey.
He is also associated with charisma and brawls. He is often worshipped by priests. His few, but dedicated followers can be primarily distinguished by the charms they carry with them. There are a respectable amount of carvings of him at the edge of forests. There are many myths involving his many misadventures with Venni. He is the husband of Ziller. He is known to place challenges before peasants who ask for aid.
Other Deities:
Ziller, the God of Evil and Warriors, is an exotic beauty, with fair skin, waist length flowing bright red hair, and eyes the color of fallen leaves. He is surprisingly short and very slender, and tends to look sad. He usually wears stylized armor dyed pale blue and dark bronze.
He is also associated with money and disease. He is often worshipped by wanderers. His few, but dedicated followers can be primarily distinguished by the shrines in their homes. There are a respectable amount of carvings of him at the edge of forests. There are many myths involving his many adventures with Venni. He is the husband of Venni. He is known to sometimes place obstacles in the way of epic mortal heroes.
Getea, the Goddess of Wrath and Travel, is an exotic beauty, with fair skin, waist length flowing bright red hair, and eyes the color of lightning bolts. She is surprisingly short and very slender, and tends to look sad. She usually wears stylized armor dyed dark blue and gold.
She is also associated with spring and dogs. She is often worshipped by wanderers. Her few, but dedicated followers can be primarily distinguished by the shrines in their homes. There are a respectable amount of carvings of her at the edge of forests. There are many myths involving her many adventures with Karakam. She is the sister of Krae'om. She is known to sometimes place obstacles in the way of epic mortal heroes.
Krae'om, the God of Rain, is unusually beautiful, with fair skin, short curly russet hair, and eyes the color of deep pools. He is tall and somewhat muscular, and seldom smiles. He usually wears simple clothes dyed dark brown.
He is also associated with madness. He is often worshipped by warriors. His numerous followers can be primarily distinguished by the weapons they bear. There are a small number of statues of him near rivers. There are many myths involving his great debates with Getea. He is the brother of Getea. He is known to appear to mortal heroes.
Karakam, the God of Theatre, Desire and Mountains, is shockingly beautiful, with ashen skin, medium brown hair, and eyes the color of purple flames. He is medium height and solidly built, and usually has a guarded expression. He usually wears leather armor dyed tan and silver.
He is also associated with lovers, abundance and the moon. He is often worshipped by the wealthy. His surprisingly numerous followers can be primarily distinguished by their ritual scars. There are widespread shrines to him in most villages. There are many myths involving his friendship with Getea. He is the nephew of Hol. He is known to give some help to mortals with quests.
Hol, the Goddess of Memory, is very beautiful, with pale skin, long flowing gold hair, and eyes the color of a wild wolf's. She is short and slender, and is always smiling. She usually wears rich robes dyed white.
She is also associated with torment. She is often worshipped by women. Her many followers can be primarily distinguished by the holidays they observe. There are a few temples to her in cities. There are many myths involving her scandalous relationship with Ziller. She is the mother of Karakam. She is known to give aid to great mortal heroes only when they need it.
Cithiner, the God of Seduction, is very beautiful, with pale skin, long flowing gold hair, and eyes the color of gleaming steel. He is short and slender, and is always smiling. He usually wears rich robes dyed grey.
He is also associated with strife. He is often worshipped by women. His many followers can be primarily distinguished by the holidays they observe. There are a few temples to him in cities. There are many myths involving his scandalous relationship with Krae'om. He is the father of Krae'om. He is known to give aid to great mortal heroes.
Venni, the Goddess of Light, Time and Horses, is shockingly beautiful, with ashen skin, medium brown hair, and eyes the color of shining silver. She is average height and solidly built, and has a faraway expression. She usually wears worn, ragged clothing dyed light green and bright green.
She is also associated with tournaments, celebration and witches. She is often worshipped by village folk. Her many followers can be primarily distinguished by their hairstyle. There are many temples to her in most cities. There are many myths involving her friendship with Vilax. She is the daughter of Karakam. She is known to help mortals.
ity of Hurst. A free market city, scum, villainy and the like all lurk here where those who operate outside the law often call home. Though the city is
