Age of Heroes (Arcana Evolved Campaign background)
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#1 Age of Heroes (Arcana Evolved Campaign background)
Brothers and Sisters,
We have become, as our founders imagined, the last bastion of civilization in the North. The Old Kingdom has fallen, the great cities are gone, and the wild has reclaimed the land. A handful of towns and farmsteads are all that remains and law reaches only as far as a sword. Only with our walls does the light of civilization still burn.
While we regard our children as the future, it has come to my attention that the academic part of their schooling is somewhat half hazard and erratic. I propose to correct this with a standardized course and instructional text to be used at all of our houses that will insure that our young men and women will know both their heritage and the world around them. Enclosed with this letter are five years of my life.
I hope you will consider the matter carefully and concur.
Respectfully,
Johan Mosk,
Historian and Teacher,
High Meadow
House of Kashen
We have become, as our founders imagined, the last bastion of civilization in the North. The Old Kingdom has fallen, the great cities are gone, and the wild has reclaimed the land. A handful of towns and farmsteads are all that remains and law reaches only as far as a sword. Only with our walls does the light of civilization still burn.
While we regard our children as the future, it has come to my attention that the academic part of their schooling is somewhat half hazard and erratic. I propose to correct this with a standardized course and instructional text to be used at all of our houses that will insure that our young men and women will know both their heritage and the world around them. Enclosed with this letter are five years of my life.
I hope you will consider the matter carefully and concur.
Respectfully,
Johan Mosk,
Historian and Teacher,
High Meadow
House of Kashen
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
- frigidmagi
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#2
Yes, well go on.
I'm assuming when you say Arcana Evolved you mean Monte Cook's right?
I'm assuming when you say Arcana Evolved you mean Monte Cook's right?
"it takes two sides to end a war but only one to start one. And those who do not have swords may still die upon them." Tolken
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#3
Yes. This, when done, will be the game world for an Arcana Evolved game I'll be running with my table top players.frigidmagi wrote:Yes, well go on.
I'm assuming when you say Arcana Evolved you mean Monte Cook's right?
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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#4
You can put me on the list then.
I should mention I liberated a copy of White Plume Mountain by Paul Kidd when on vacation at my parents.
I should mention I liberated a copy of White Plume Mountain by Paul Kidd when on vacation at my parents.
"it takes two sides to end a war but only one to start one. And those who do not have swords may still die upon them." Tolken
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#5
Kidd's Justicar trilogy is fucking awesome. BTW, Jus is exactly how I imagine rangers a la frigid.frigidmagi wrote:You can put me on the list then.
I should mention I liberated a copy of White Plume Mountain by Paul Kidd when on vacation at my parents.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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#7
The PM system apparently hates the French, because it didn't tell me I had a new message.
Right now I'm in world building and feedback mode.
Right now I'm in world building and feedback mode.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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#8
I am happy helping you with feedback :)
"Nothing in biology makes sense except in the light of evolution."
- Theodosius Dobzhansky
There is no word harsh enough for this. No verbal edge sharp and cold enough to set forth the flaying needed. English is to young and the elder languages of the earth beyond me. ~Frigid
The Holocaust was an Amazing Logistical Achievement~Havoc
- Theodosius Dobzhansky
There is no word harsh enough for this. No verbal edge sharp and cold enough to set forth the flaying needed. English is to young and the elder languages of the earth beyond me. ~Frigid
The Holocaust was an Amazing Logistical Achievement~Havoc
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#9
Nemri, the Red Land, is the oldest known civilization. On the banks of the Great River Mahet agricultural and civilization bloomed, fed by irrigation and the yearly flooding of the Mahet's banks. The desert provided a shield from hostile tribes and so great cities grew along its banks. Priests and scribes provided leadership and law and civilization spread. A priest-king by the name of Ahanatep waged a campaign of conquest against his neighbors and became the first pharaoh of Nemri. That was three thousand years ago.
The priests of Mahet discovered the power of true names and devised ceremonies of power. They refined magic from a crude and half hazard practice to systematic study of universe and how to change it. Their power waxed as they discovered martial secrets and gained patron spirit totems in service of their gods. Now it was not the desert that repelled barbarian raiders.
To the east they found the Litorians on their savannas and to the south they found mountain and then jungle. Their ships found Zamuja on the southern coast and they met other civilized folk for the first time. Across the northern waters they found Alandor, a land of forests and wonders which was not yet a kingdom let alone an old one. East and south of Alandor were the hills of the Verrik, who were men, but not men and beyond them the giants in their mountain holds.
To the south the men of Nemri traded for gold and ivory and men came to study in Subushi, the Ivory City. Zamuja was young in those days, but even then it was known for its scholars and heroes. To the north Nemri traded for wood and to the east they traded for very little and expanded. The Litorians resisted, but they were no match for Nemri and they lost much land.
The Litorians gained weapons and armour of iron from the Giants and with the aid of Verrik witches they turned back Nemri's armies. Pharaoh Hanurutep ordered his priests to come up with a solution and by applying breeding lore obtained from Zamuja, alchemy, and black magic they made a dog that could stand upright, wield a sword, and understand orders.
The first Sibeccai had lifespans scarcely longer than that of a dog and they bred rapidly. They were hardy, could be kept cheaply, and had the loyalty of a dog. Soon Hanurutep had a great new army and a seemingly limitless supply of reinforcements. That they had not the skill of his warriors or the powers of his champions or the blessings of the gods bothered him little. He unleashed them in another war.
His Sibeccai bothered his nobles and his warriors greatly. Many priests spoke against the black magic that had birthed them and all the mighty felt that they might soon become superfluous and their rights and status could be trampled into dust. They rose against Hanurutep and cut him down while his army was in the east. Nemri fell to civil war as many saw the killing of a pharaoh as the ultimate blasphemy. The Red Land splintered into city-states and so it remains to this day.
The people of Nemri are brown skinned, dark eyed, and dark haired. Their society is rigid, with pharaohs at the head, then priests, nobles, bureaucrats, warriors, and men of learning. Since the founding of the First Dynasty, women have been equal under the law to men.
Nemri is famed for the regard in which they hold cats (but not Litorians) and their elaborate funerary customs. They believe that the spirits of the righteous will dwell in the Western Shore until the gods bring them back to Nemri when they renew the covenant with men. On that occasion their spirits will manifest themselves in what is left of their bodies and leave their tombs to begin new lives as the servants of the gods. Preservation of the dead has been elevated to a high art and the tombs of the great include great wealth and elaborate defences.
Their are few non-humans in Nemri, other than Sibeccai. Fertility priests often walk the path of the Greenbond and warrior-priests are often mageblades. The paths of the Totem Warrior and the Ritual Warrior are common among their warrior class, although the path of the Unfettered is not disdained. Their Champions are esteemed and rightly so. A few priests are Akashics or Magisters.
Bronze weapons and armour remain in common use not because they disdain steel, but because over more than three thousand years of history most of their enchanted arms were forged from this metal. Although Nemri has never been a land with a powerful navy, it still trades by the sea and so news and wealth flow both to and from this most ancient of lands.
The priests of Mahet discovered the power of true names and devised ceremonies of power. They refined magic from a crude and half hazard practice to systematic study of universe and how to change it. Their power waxed as they discovered martial secrets and gained patron spirit totems in service of their gods. Now it was not the desert that repelled barbarian raiders.
To the east they found the Litorians on their savannas and to the south they found mountain and then jungle. Their ships found Zamuja on the southern coast and they met other civilized folk for the first time. Across the northern waters they found Alandor, a land of forests and wonders which was not yet a kingdom let alone an old one. East and south of Alandor were the hills of the Verrik, who were men, but not men and beyond them the giants in their mountain holds.
To the south the men of Nemri traded for gold and ivory and men came to study in Subushi, the Ivory City. Zamuja was young in those days, but even then it was known for its scholars and heroes. To the north Nemri traded for wood and to the east they traded for very little and expanded. The Litorians resisted, but they were no match for Nemri and they lost much land.
The Litorians gained weapons and armour of iron from the Giants and with the aid of Verrik witches they turned back Nemri's armies. Pharaoh Hanurutep ordered his priests to come up with a solution and by applying breeding lore obtained from Zamuja, alchemy, and black magic they made a dog that could stand upright, wield a sword, and understand orders.
The first Sibeccai had lifespans scarcely longer than that of a dog and they bred rapidly. They were hardy, could be kept cheaply, and had the loyalty of a dog. Soon Hanurutep had a great new army and a seemingly limitless supply of reinforcements. That they had not the skill of his warriors or the powers of his champions or the blessings of the gods bothered him little. He unleashed them in another war.
His Sibeccai bothered his nobles and his warriors greatly. Many priests spoke against the black magic that had birthed them and all the mighty felt that they might soon become superfluous and their rights and status could be trampled into dust. They rose against Hanurutep and cut him down while his army was in the east. Nemri fell to civil war as many saw the killing of a pharaoh as the ultimate blasphemy. The Red Land splintered into city-states and so it remains to this day.
The people of Nemri are brown skinned, dark eyed, and dark haired. Their society is rigid, with pharaohs at the head, then priests, nobles, bureaucrats, warriors, and men of learning. Since the founding of the First Dynasty, women have been equal under the law to men.
Nemri is famed for the regard in which they hold cats (but not Litorians) and their elaborate funerary customs. They believe that the spirits of the righteous will dwell in the Western Shore until the gods bring them back to Nemri when they renew the covenant with men. On that occasion their spirits will manifest themselves in what is left of their bodies and leave their tombs to begin new lives as the servants of the gods. Preservation of the dead has been elevated to a high art and the tombs of the great include great wealth and elaborate defences.
Their are few non-humans in Nemri, other than Sibeccai. Fertility priests often walk the path of the Greenbond and warrior-priests are often mageblades. The paths of the Totem Warrior and the Ritual Warrior are common among their warrior class, although the path of the Unfettered is not disdained. Their Champions are esteemed and rightly so. A few priests are Akashics or Magisters.
Bronze weapons and armour remain in common use not because they disdain steel, but because over more than three thousand years of history most of their enchanted arms were forged from this metal. Although Nemri has never been a land with a powerful navy, it still trades by the sea and so news and wealth flow both to and from this most ancient of lands.
Last edited by Cynical Cat on Tue Jan 13, 2009 12:10 am, edited 1 time in total.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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#11
They'll get their own section.LadyTevar wrote:I would like to hear more about the Sibeccai.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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#12
Oh goodCynical Cat wrote:They'll get their own section.LadyTevar wrote:I would like to hear more about the Sibeccai.
I'm just reading so far. I'll let you know if I want to join later.
Dogs are Man's Best Friend
Cats are Man's Adorable Little Serial Killers
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#13
I wasn't intending it as a forum game originally, although the positive response is causing me to consider that option.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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#14
Zamuja is a realm almost as old as Nemri, arising from the herders and farmers of the great plains south of the Cursed Jungle and Broken Tooth Mountains that separate the two ancient realms. The threat of monsters for outweighed that of rival humans, resulting in a realm forged by an alliance and confederation. Zamuja's towns became cities and centers of great wealth and learning.
The rising power of the cities lead to the centralization of power in their hands. The urban republics came to dominate the confederation, becoming regional capitals in an increasingly centralized realm. Representatives from smaller settlements would take their places in the regional councils and choose representatives to be sent to the Grand Council at Timbora.
Although sloth, inefficiency, and corruption have often been features of Zamuja's government, tyranny has not. Uniting the country has not only been the wealth that trade has brought, but that the nation is not threatened by other intelligent species but by monsters. While the savannas and seas spawn their own dangers, the chief threat is the Cursed Jungle. Something within spawns a seemingly endless horde of monsters and abominations that spread beyond its boarders. Among the most revered people of Zamuja are the heroes that stem the flow.
There are many different religious customs in Zamuja, but none with widespread power. This has meant that unlike its neighbor Nemri, education and magic have not become a clerical monopolies. Zamuja is as famous for its scholars as it is for its heroes and the coastal city of Subushi is known both as a center of trade and as a center of learning. It is said by some that there are more Magisters and masters of esoteric magic in Subushi than in the rest of the world combined.
The Zamuji are a dark skinned and dark haired people, with variations based on tribal ancestry and its modest immigrant population. While a number of tribes do not consider women to be equal, this is not reflected in national law and these attitudes have eroded somewhat with time. There are a few notable female heroes and as with everything about heroes, it is their status as heroes that comes first. Their is a small but significant population of Litorians in the eastern parts of the nation, but other nonhumans are rare.
Zamuja's heroic population is diverse. Warmains are rare, because of the climate and the nature of their magic makes Runethanes comparatively uncommon. The lore of Ritual Warriors and ceremonies has flowed in Zamuja, who have refined it and created their own. Ancient totem spirits still have their followers and the first Oathspeaking relic is the Fountain of Life outside Dremuja's Hall in Timbora.
The rising power of the cities lead to the centralization of power in their hands. The urban republics came to dominate the confederation, becoming regional capitals in an increasingly centralized realm. Representatives from smaller settlements would take their places in the regional councils and choose representatives to be sent to the Grand Council at Timbora.
Although sloth, inefficiency, and corruption have often been features of Zamuja's government, tyranny has not. Uniting the country has not only been the wealth that trade has brought, but that the nation is not threatened by other intelligent species but by monsters. While the savannas and seas spawn their own dangers, the chief threat is the Cursed Jungle. Something within spawns a seemingly endless horde of monsters and abominations that spread beyond its boarders. Among the most revered people of Zamuja are the heroes that stem the flow.
There are many different religious customs in Zamuja, but none with widespread power. This has meant that unlike its neighbor Nemri, education and magic have not become a clerical monopolies. Zamuja is as famous for its scholars as it is for its heroes and the coastal city of Subushi is known both as a center of trade and as a center of learning. It is said by some that there are more Magisters and masters of esoteric magic in Subushi than in the rest of the world combined.
The Zamuji are a dark skinned and dark haired people, with variations based on tribal ancestry and its modest immigrant population. While a number of tribes do not consider women to be equal, this is not reflected in national law and these attitudes have eroded somewhat with time. There are a few notable female heroes and as with everything about heroes, it is their status as heroes that comes first. Their is a small but significant population of Litorians in the eastern parts of the nation, but other nonhumans are rare.
Zamuja's heroic population is diverse. Warmains are rare, because of the climate and the nature of their magic makes Runethanes comparatively uncommon. The lore of Ritual Warriors and ceremonies has flowed in Zamuja, who have refined it and created their own. Ancient totem spirits still have their followers and the first Oathspeaking relic is the Fountain of Life outside Dremuja's Hall in Timbora.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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#15
Alright a quick run down of the classes in Arcana Unearthed. I don't know if Cat is using all of them but all of them in the book are going to be listed. I'm refering to the Arcana Evolved book which is really just an expanded version.
Akashic: "I don't need to learn, I remember." The Akashic is someone who can tap into the memories of those who went before. As you can guess this makes him quiet the skill monkey. A very costumizable class that allows you to pick what powers you'll get as you advance, Akashics are the jacks of all trades, just remember that means you're a master of none.
Champions: Through out life there are important forces and causes... And they all have champions. If you play this class one of those champions is you. As such you are the embodiment and the defender of one of the great forces or causes of existance. Such as good, evil, life, death, magic freedom or Justice. Your powers are the recogization of the universe itself of your efforts. Each force/cause gives different powers as benefits it's desires. These guys are sluggers usually with a good set of defensive powers to make them hard to kill, just watch out for their offense.
Greenbound: A magic user devoted to the source of all life, the mystic energy source known as the Green. At home in nature and with spells and spiritual powers the Greenbound are walking talking forces of nature. He can heal, call on nature spirits, disappear into the land or even become a spirit. Watch your step.
Mage Blade: A warrior with spells... Or a mage with swords. Mage Blades focus their magical gifts into a focus in the shape of a weapon that they call their athame. It's used both for stabbery and casting. A Mage Blade has a good broad set of abilities that make them dangerous in a fight even against more focused classes.
Magister: For every jock there is a book worm. These book worms know the secrets of the universe and will use them to burn you alive though. Magisters are devoted to a systematic study of magic and ritual and are able to do things with it that are fairly unreal. They also are known to store spells in their staffs. Beware the old man's walking stick.
Oathsworn: Exacltly that. Oathsworn are those who have... Sworn an Oath and draw power from their devotion to it. Part of this is a refusal to use tools if it can be avoided. An Oathsworn doesn't need a sword. He'll kill you with his fist and he stands a damn good chance of pulling it off.
Ritual Warrior: By mastering the training rituals and ceremonies you master yourself. By mastering yourself, you make yourself able to take anyone who opposes you and stab them in the face before they even knew you were against them. Through meditation, practice and training the ritual warrior makes himself a skilled warrior while not skimping on the training of the mind.
Runethanes: Some mages have to bury their nose in a book. You don't have to, you know the runes. By mastering the art of these symbols you tap into arcane power beyond what most would believe. The abiltiy to make runes also gets you a nice sideline as everyone would like you to carve one on their favorite shield or sword.
Totem Warrior: Some yammer about causes, oaths or magic. You don't need that, just your bond with your totem animal which gives you skill, power and more then anyone could realize. Totem Warriors are bound to the animal spirit of their totems, and as a result are tough, fearsome warriors with special abilities derived from said spirits. At home in nature or on the front lines their bond is their strength.
Unfettered: The swashbuckler. He hates to be tied down even by armor so he learns to dodge and parry. Flexible,daring and brash, somehow they manage to back it up.
Warmain: The Professional Soldier. Well Trained. Well Armed. Well Armored. The Warmain is a professional fighter and he's good at it. He can lead or slam it out. A fairly straight forward guy.
Witch: Witches are inborn mages who not only cast spells but have special abilities based on their specialization. Those specialization are as follows
Iron
Mind
Sea
Wind
Winter
Wood
Your specialization also affects the avaiblable spells you have.
Akashic: "I don't need to learn, I remember." The Akashic is someone who can tap into the memories of those who went before. As you can guess this makes him quiet the skill monkey. A very costumizable class that allows you to pick what powers you'll get as you advance, Akashics are the jacks of all trades, just remember that means you're a master of none.
Champions: Through out life there are important forces and causes... And they all have champions. If you play this class one of those champions is you. As such you are the embodiment and the defender of one of the great forces or causes of existance. Such as good, evil, life, death, magic freedom or Justice. Your powers are the recogization of the universe itself of your efforts. Each force/cause gives different powers as benefits it's desires. These guys are sluggers usually with a good set of defensive powers to make them hard to kill, just watch out for their offense.
Greenbound: A magic user devoted to the source of all life, the mystic energy source known as the Green. At home in nature and with spells and spiritual powers the Greenbound are walking talking forces of nature. He can heal, call on nature spirits, disappear into the land or even become a spirit. Watch your step.
Mage Blade: A warrior with spells... Or a mage with swords. Mage Blades focus their magical gifts into a focus in the shape of a weapon that they call their athame. It's used both for stabbery and casting. A Mage Blade has a good broad set of abilities that make them dangerous in a fight even against more focused classes.
Magister: For every jock there is a book worm. These book worms know the secrets of the universe and will use them to burn you alive though. Magisters are devoted to a systematic study of magic and ritual and are able to do things with it that are fairly unreal. They also are known to store spells in their staffs. Beware the old man's walking stick.
Oathsworn: Exacltly that. Oathsworn are those who have... Sworn an Oath and draw power from their devotion to it. Part of this is a refusal to use tools if it can be avoided. An Oathsworn doesn't need a sword. He'll kill you with his fist and he stands a damn good chance of pulling it off.
Ritual Warrior: By mastering the training rituals and ceremonies you master yourself. By mastering yourself, you make yourself able to take anyone who opposes you and stab them in the face before they even knew you were against them. Through meditation, practice and training the ritual warrior makes himself a skilled warrior while not skimping on the training of the mind.
Runethanes: Some mages have to bury their nose in a book. You don't have to, you know the runes. By mastering the art of these symbols you tap into arcane power beyond what most would believe. The abiltiy to make runes also gets you a nice sideline as everyone would like you to carve one on their favorite shield or sword.
Totem Warrior: Some yammer about causes, oaths or magic. You don't need that, just your bond with your totem animal which gives you skill, power and more then anyone could realize. Totem Warriors are bound to the animal spirit of their totems, and as a result are tough, fearsome warriors with special abilities derived from said spirits. At home in nature or on the front lines their bond is their strength.
Unfettered: The swashbuckler. He hates to be tied down even by armor so he learns to dodge and parry. Flexible,daring and brash, somehow they manage to back it up.
Warmain: The Professional Soldier. Well Trained. Well Armed. Well Armored. The Warmain is a professional fighter and he's good at it. He can lead or slam it out. A fairly straight forward guy.
Witch: Witches are inborn mages who not only cast spells but have special abilities based on their specialization. Those specialization are as follows
Iron
Mind
Sea
Wind
Winter
Wood
Your specialization also affects the avaiblable spells you have.
"it takes two sides to end a war but only one to start one. And those who do not have swords may still die upon them." Tolken
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#17
We got 12 classes with the Witch, Totem Warrior and Champions practically being several classes jammed under the same title. Do you really need more classes Nomad?
"it takes two sides to end a war but only one to start one. And those who do not have swords may still die upon them." Tolken
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#19
Then someone will have to find the book. I nominate you.
"it takes two sides to end a war but only one to start one. And those who do not have swords may still die upon them." Tolken
#20
How well, it's a druid-like spellcaster that can acquire a number of extraordinary abilities from various totems (unlike the totem warrior who is linked to a single one), and has diplomacy bonuses (encounters resolved through Totem Speaker diplomacy are always considered equivalent to martial victories in terms of xp reward). Notable because he increases his skills through spirit teaching, meaning his bonus skill points come from its main spellcasting ability, Wisdom, not Intelligence.
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#21
Alandor, the so called Old Kingdom, is younger than the realms of Nemri and Zemuja. For centuries tribes of men lived in and around the vast forests of Alandor, ruled by their own customs, chieftains, and lords. They traded or raided their neighbors and each other and dealt with the faen of the deep woods in various ways. Slowly a network of patchwork domains spread throughout Alandor and at any one time there were a half dozen kings or high chiefs to contend with.
Then came Antur and all that changed. The king of the eastern realm of Cragsfall, he dealt with the giants of the mountain for incomparable arms and armour. From the faen he recruited scouts and wizards and from the Litorians to the south he acquired skirmishers and rangers. Within ten years there was one kingdom.
The Old Kingdom would last for four hundred years before it fell apart in an escalating civil war started over a succession dispute. Monsters roamed the land and wild magic was unleashed in the wake of destructive and inconclusive battles. Cities and towns were destroyed and the wild reclaimed settled lands. When it became clear to all but the most ardent combatants that there could be no victory the war ended, but the Old Kingdom was broken. Monsters ranged forth from the heart of the woods and the Sky Forest. Raiders attacked the coast and bandits and deserters haunted the roads. Much was lost.
Kashen, the founder of our order, and his followers built a great fortified manor house in the south east. Behind these walls learning and civilization were preserved. While Kashen's worst fears about a total fall into darkness were not realized, much that would have otherwise been lost was saved. For two generations we sent young men and women out into the world to battle its evils and help reestablish civilization. We have found that some towns have survived and grown and that some roads have become impassible. Magic had changed the land and left monuments. Ancient wards have become twisted and warped. Monsters walk the lands. There is much to be done and we, half mockingly, have been called the Guild of Heroes for our contributions.
I am not ashamed to bear that name.
Then came Antur and all that changed. The king of the eastern realm of Cragsfall, he dealt with the giants of the mountain for incomparable arms and armour. From the faen he recruited scouts and wizards and from the Litorians to the south he acquired skirmishers and rangers. Within ten years there was one kingdom.
The Old Kingdom would last for four hundred years before it fell apart in an escalating civil war started over a succession dispute. Monsters roamed the land and wild magic was unleashed in the wake of destructive and inconclusive battles. Cities and towns were destroyed and the wild reclaimed settled lands. When it became clear to all but the most ardent combatants that there could be no victory the war ended, but the Old Kingdom was broken. Monsters ranged forth from the heart of the woods and the Sky Forest. Raiders attacked the coast and bandits and deserters haunted the roads. Much was lost.
Kashen, the founder of our order, and his followers built a great fortified manor house in the south east. Behind these walls learning and civilization were preserved. While Kashen's worst fears about a total fall into darkness were not realized, much that would have otherwise been lost was saved. For two generations we sent young men and women out into the world to battle its evils and help reestablish civilization. We have found that some towns have survived and grown and that some roads have become impassible. Magic had changed the land and left monuments. Ancient wards have become twisted and warped. Monsters walk the lands. There is much to be done and we, half mockingly, have been called the Guild of Heroes for our contributions.
I am not ashamed to bear that name.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
- Cynical Cat
- Arch-Magician
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#22
Anyone know of any good freeware for creating maps?
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
- Cynical Cat
- Arch-Magician
- Posts: 11930
- Joined: Thu Jun 09, 2005 8:53 pm
- 19
- Location: Ice Sarcophagus outside a ruined Jedi Temple
- Contact:
#23
North of Alandor are the frozen realms of the Ice Raiders. In the past they were feared as aggressive and fearless raiders whose dragonships raided the coasts of weakened nations and engaging in slaughter and plunder. The collapse of the Old Kingdom should have lead to a veritable invasion of Ice Raiders, but none have been seen for centuries. Their silence remains a mystery.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
- frigidmagi
- Dragon Death-Marine General
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#24
Meant to answer this sooner. Sorry.Anyone know of any good freeware for creating maps?
You should talk to Hotfoot who is the king of RPG freeware.
"it takes two sides to end a war but only one to start one. And those who do not have swords may still die upon them." Tolken
#25
MSPaint.frigidmagi wrote:Meant to answer this sooner. Sorry.Anyone know of any good freeware for creating maps?
You should talk to Hotfoot who is the king of RPG freeware.
Okay, seriously, the GiMP should work with the right plugins, but I'll be honest, if you want good mapping software you have to be willing to shell out a few bucks. The two best in my experience are Fractal Mapper and Campaign Cartographer. I've used Fractal Mapper for years and been very satisfied with it for some time.