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Friday, 29th July, 2005, 12:27 AM #1
Novice (Lvl 1)
[OOC] Ethend Game: The Hunt for Cantus [Recruiting]
I wouldnít have believed it if I hadnít been there myself. It was on the fields of Rios, a great battle was to occur between our forces and the barbarians of the north but it was never to be. As our men stood restlessly awaiting the call to battle, to plunge into the forest and route the savages, the air crackled with energy, at first murmurs spread that it was the witchery of the barbarians but when the first rift opened, pouring out a gray light which seemed to sap the color from everything it touched, we know otherwise. At first there was only one, but as it grew larger it seemed to splinter into many more, until the entire land seemed drenched in that nullifying gray.
When they started coming out, we didnít know what to do. But we were hardened men, weíd been through war and seen many of the savageries, but we werenít ready for what came next. One of the largest ones, a hulking humanoid creature looking like it was spun from stone and crystal, bellowed forth a mind-bending shout which echoed in our minds, I resisted the pulsing headache which swam through my head but others spun wildly, confused and bewildered. Then it was chaos, our men fell to each others swords. I could barely tell friend from foe, and what I could tell seemed to change every moment.
That was the first reported encounter with the Mythar. Iím certain they had been here before, they knew too much, how we lived, how our militaries were structured, where our major places of trade were. That first year we thought we had a real chance. We gathered our forces, old enmities were forgotten, we fought side by side with the shamanic people of the north, the mystics of the east, the hunters of the Iron Wastes. We fought as a whole and fell as one when the time came.
Then the darker days began.
-Victus Capita, a soldier in the Agorian army, start of the Mythar Invasion, 0 P.I.
Current world date is 101 P.I. (Post Invasion).
This game will be set a month or so in the future from the prior Mythar Invasion game, with some of the same cast and players. Players from that game will have priority. If you are interested please give a character background and description with basic class/race information before plunging into full-on character creation.
Game Rule Information:
Open Books: Core books, Expanded Psionics Handbook, Complete Books, Races Books, Sandstorm, Frostburn
By Permission: Unearthed Arcana, Libris Mortis, Draconomicon, Lords of Madness
Banned Books: Book of Vile Darkness, Book of Exalted Deeds, Savage Species, Miniatures Handbook, Manual of the Planes, Planar Handbook, Campaign Specific (FR, OA, etc.), 3.0 Splatbooks
Banned Material: Generic Classes (UA), Unspecified Spellcasting Material
* Use the most updated material Exception: Exotic Weapons Master 3.0 & 3.5 versions are 2 diff. PrCís
- 33 Point Buy
- Level 7
- Races Allowed: See below.
- Classes Allowed: See below.
- Prestige Classes Allowed: By permission.
- Alignment: No alignments are used
- Taint: The taint system from UA is used.
- Vitality Points: Max at 1st level, 3/4 every additional level (d4=3, d6=4.5, d8=6, d10=7.5, d12=9)
- BAB: Fractional BAB Chart (UA)
- Saves: Fractional Save Chart (UA)
- Equipment: 3000gp in mundane equipment. Additional equipment will be given by the DM, suggestions may be made.
- Spell/Psicraft: Based off of the primary spellcasting/manifesting attribute for a class.
- Use Magic Device/Use Psionic Device: Becomes a single Use Device skill.
Prerequisites: BAB +4
Benefit: You increase the maximum Dexterity bonus allowed by armor by 1 for every three character levels.
New Combat Manuevers:
When you use the attack action or full attack action in melee, you can take a penalty of -4 to your Armor Class and add a +2 bonus to your melee attack roll. The bonus on attack rolls and the penalty on Armor Class last until the beginning of your next turn.
Class Defense Bonus
- Poor (+0): fighter, paladin, psion, psychic warrior, samurai, shugenja, wu jen
- Average (+1): barbarian, druid, psychic rogue, monk, ninja, soulknife, spirit shaman, wilder
- Good (+2): bard, ranger, rogue, scout, swashbuckler
Your class defense bonus starts at the listed bonus in parenthesis and increases by 1 at 3rd level, and by 1 every additional 3 levels.
Your total defense bonus equals your class defense bonus plus your dexterity modifier. Your total defense bonus is subject to the maximum dexterity bonus on armor.
Armor as Damage Reduction
Armor provides half of it's normal AC bonus as damage reduction and half as an armor bonus to AC; a remainder goes to AC. (example Studded Leather = DR 1/armor & AC +2, full plate +1 = DR 4/ armor & AC +5)
Turning Variant: Level Check
Wound Point/Vitality Point Variant
Last edited by Ferrix; Sunday, 31st July, 2005 at 10:30 PM.
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Friday, 29th July, 2005, 12:43 AM #2
Novice (Lvl 1)
The continent of Ethend is the largest known continent on Cthon. A land of massive proportions. To the far east, the lands of Zoduka border the Sea of Seven Spices, where the monarchy of the Endless Sun rules with a harsh hand over its people. To the far west the lush rolling hills of Cihairdun stretch till they fall away at the White Cliffs into the Forlorn Ocean. To the north the arctic tundra and steppes of Fyndorn give way to the ice sheets and glaciers of Iyndor. Rising in a great 'S' from the land east of the Deep Fen and Agoria amidst the Iron Wastes, a desolate reach of razor-stone ridges and molten desert, rise the Helm Peaks. All across the continent stretches the might of the Mythar, only in the Deep Fen, the far north and the great vaulting under-cities of the Helm Peaks does any sense of freedom from their prying minds exist.
Cihairdun - The Rolling Green
The westernmost lands are comprised of hills of rolling grass, intermingled with short peaks and temperate forests all consistently blanketed in a soft rain. These lands are called Cihairdun or for those who stumble on the tongue, The Rolling Green. Before the Invasion, it was rich and abundant with culture and commerce. However, many a city which once stood is visited only upon by vines and spirits. White Cliff, the only remaining city sits upon the edge of the cliffs it is named for, looking off into the west across the Forlorn Ocean with its dark waters and white crested waves.
Mostly humans live here, some still practice the old ways, revering the land as it was meant to be, but the hand of the Mythar crumples what little connection they actually hold with it. Legends speak that far before the Invasion man actually could touch the spirit of nature like the elves and draw forth its power, but legends are far from what they used to be. The land is used for its rich fields and bountiful wildlife, padding the purses of those humans who willingly serve as the Mytharís driving whip. A few bands of outlaws nestle in the forests or run the ridges, striking out at the Mythar forces, but their numbers dwindle. Most have grown accustomed to their lives, working the fields or the woods, transporting lumber or hunting game. They curse and praise the names of those who strike for freedom, for it brings the Mythar grip tighter about their throats but puts an edge of hope into their hearts.
The culture of Cihairdun resembles a mix of medieval england and ireland culture.
Laerendhor - The Deep Fen
To the east of Cihairdun, the land plunges into magnificent forests and wild areas, grown in the blessing of the lands spirit. It is the center of the continent. Called Laerendhor, or the Deep Fen, it is the land of the elves. The trees are mightier, animals prouder, the tiger falling upon its prey more savage, fires warmer, air crisper, everything heightened. The line between the material world and the spirit world blurred. This is what keeps the Mythar from driving the elves from the land, as the land itself spurns them. Very little of what humans or dwarves would call civilization exists here. Nothing like a city would ever be thought to live within the borders of Laerendhor, however the World Tree is said to rise from the center of its forests. The World Tree is said to be as wide and as tall as a mountain, ever radiant with the spirit of the natural world.
Elves are obviously the most commonly found here, they are the practitioners of the ancient ways. Druidic and shamanic traditions run through the very core of their existence. They embody the cycles of life which revolve in the natural world, the vicious predator, the nurturing mother, the brewing storm and the lapping waves. Those who would venture into the Deep Fen are welcome so long as they do not impede the wending of the circle. Those who wish to break or twist the circle are met with the fury of the elves and of the land itself.
The culture of Laerendhor and elves in general resembles a mix of traditional elven cutlure with gaelic and mayan culture.
To the south of Cihairdun, rise the great city states of Agoria which stretch east beneath the Deep Fen and south till the Golden Coast. These lands are diverse, ranging from warm forests and chill peaks to open plains and sparse desert. The four largest city states, Aphres, Nuphos, Denke and Rios, along with a handful of smaller city states, form the empire of Agoria. The center of the Mytharís power, they teem with the bustle of a shackled populace laboring for their masters. Floating between the city states is Psuche, the skycity of the elite Mythar, a massive disc of pitch black crystal with a city of towering crystal spires in all different colors, few who arenít Mythar have ever seen it up close.
Many different people are found here, and also the highest concentration of Mythar are found here. Halflings serve the Mythar in their homes and work, while the dwarves are kept on the fringes of society working in quarries and similar areas. The humans form the bulk of the populace however, working their crafts and professions and edging by in a middle of the road gray.
The culture of Agoria resembles a mix of ancient greek and roman culture. Halflings used to have a gypsy/romanian culture but it has been subsumed into the existing Mythar structure.
Whurivar - The Iron Wastes & Thorent - The Helm Peaks
The Iron Wastes, Whurivar in dwarven meaning "Iron Outcasts", stretch from the edge of Laerendhor and Agoria to the tundra of Zoduka, split down the middle by the great Helm Peaks. The Iron Wastes are a desolate and violent land, with great fields of razor-stone and churning lava, amongst rust-colored deserts. Few creatures live in the Iron Wastes, and those that do are to be avoided.
However, the great mountain range called the Helm Peaks, or Thorent in dwarven meaning "Noble Mountains", rises from within the depths of the Iron Wastes. It is the home of the dwarves, a proud and noble line of creatures born of the very Spirits of Stone millenia past. They were the first to encounter the Empire of the Endless Sun and retain primary trading agreements with the people of the far east. The dwarves are workers of the deepest stones and metals, crafters of some of the finest armors and weapons in all of Ethend, it is even said that great forges from ancient times past reside deep within the mountains capable of forging blades of magic. The Mythar tolerate the dwarves, more out of indifference than anything else, for they stay in their mountains and rarely venture forth, although the Mythar are fickle and may lead a campaign into the Iron Wastes.
The culture of the dwarves resembles typical dwarven culture.
Zoduka - The Land of the Endless Sun
To the far east, past the Iron Wastes and the Helm Peaks, spreads the land of Zoduka. With mountains, tundra and great jungles separating it from most of the western world little contact is had with the people of the great monarchy of the Endless Sun. Even the Mythar's might does not extend so far as to greatly affect the lives of the people of Zoduka, although the empire pays tithe to the Mythar empire.
The land of Zoduka is greatly varied, yet it is bound under the rule of the Emperor of the Endless Sun. The society is highly structured with a deeply entrenched caste system, twelve clans rule their provinces under the discretion of the Endless Sun. Only humans truly reside in Zoduka, the rare other is considered an outsider without clan and rank. Honor to ones family and clan is of the highest importance in the land of the Endless Sun. The only non-elves to practice a form of magic, the shugenja and wu jen of the Endless Sun are able to tap into the primal energies of the spirit world and form it to their will.
The culture of Zoduka resembles a mix of chinese, japanese and middle eastern culture.
Fyndorn and Iyndor
To the north the arctic tundra and steppes of Fyndorn stretch for miles till they meet with the ice sheets and glaciers of Iyndor. This far north, the world plunges into darkness during the winter months and constant sunlight during the summer months. The steppes and tundra are home to the rare human barbarian tribes, yet more common are the tribes of orcs, with their varied bloodlines. Even farther to the north in the ice sheets of Iyndor there is rumored to be an ancient nation which was plunged into a constant winter for some great crime against the world.
Little contact is had with the human barbarian tribes, and even less still with the tribes of orcs. From the occasional traveler, it is said that they worship their ancestors and can perform magic similar to the spirit shamans found amongst the elves. They are wary of outsiders, especially distrusting those with the powers of the mind. Many speculate that they don't even realize that the Mythar have invaded much of the southern part of the continent.
The culture of Fyndorn resembles a mix of nordic, germanic and inuit cultures.
Last edited by Ferrix; Friday, 29th July, 2005 at 12:53 AM.
Friday, 29th July, 2005, 12:57 AM #3
Novice (Lvl 1)
Ethend rests upon the world of Cthon, one of three main continents. The other two continents lay across vast oceans and such have no names or recognition in the world, particularly after the arrival of the Mythar and the fall of the great cities.
Cthon relies on a slightly different cosmology than the standard Great Wheel, coterminous and coexistent with the material world is the Spirit World. The material plane and the spirit realm are separated by the ethereal plane. In the Spirit Realm the world is brighter, smells sharper and nature more vibrant. In the land of the elves and in some other rare locations, the ethereal plane is particularly thin and the boundary between the material world and the Spirit World is often blurred, giving those locations a sense of the vibrancy of the Spirit Realm.
The elemental planes are accessed through the Spirit World at places of great natural beauty and force. Examples may be the eye of a hurricane for the elemental plane of air, a massive waterfall for the elemental plane of water, the crater of an active volcano for the elemental plane of fire, and a deep cavern for the elemental plane of earth. Quasi and Para elemental planes are accessed in a similar manner.
The positive and negative planes are not planes in any true sense of the word, but are rather cosmic energies which waft throughout the multiverse. Thus, one cannot travel to the positive energy plane nor the negative energy plane but only draw upon the ever-present breath of negative and positive energy which fills the multiverse with the natural cycles of existence.
The outer planes, if there can be said to actually be outer planes are places of speculation and theory. No divine powers are at work in the world of Cthon, and planar travel can only be performed by travel through the Spirit Realm. When penance and prayers are spoken to a deity, they are spoken to a construct of history, yet in this time of suffering many give prayer to the unknown divine, perhaps one day they will be heard.
Only whispers are spoken of the Eternal Shadow, the plane of shadows, a dark and horrible place. Some say it is the opposite of the Spirit Realm, others say it is another unspeakable world, whatever it may be, it is certainly a place only spoken of in the most hushed of tones and speculated of in only the most tentative of manners. Those that have delved too deeply become tainted by the Eternal Shadow, twisted and wretched creatures, a mockery of life.
Last edited by Ferrix; Friday, 29th July, 2005 at 01:04 AM.
Friday, 29th July, 2005, 05:12 AM #4
Novice (Lvl 1)
Magic and Psionics
The world of Cthon does not have the arcane magic of wizards and sorcerers, nor the divine powers of clerics and favored souls. Yet there are still traditions of magic found amongst some cultures and races, a magic which taps into the Spirit Realm for itís power, drawing upon the primal energies of nature. Even more common than these traditions of magic are the powers of the mind which can be found in any race.
The magic of the spirit shamans, Shugenja and Wu Jen springs from an understanding of the Spirit Realm which exists alongside the material world. Each individual tradition connects to the Spirit Realm in a different manner. Spirit Shamans exist an intermediaries for the powerful spirits of nature and the elements, as well as drawing upon the power of their ancestors spirits. By bargaining with these spirits, they can produce powerful effects. Shugenja hail from the Empire of the Endless Sun and are those who are able to attune themselves to ebb of the primal energies which flow through the material world from the spirit realm. They can harness and direct the flow of these energies. Wu Jen also hail from the Empire of the Endless Sun, they are learned scholars and hermits, using esoteric methods and formulas to direct energies of the Spirit Realm.
The magic of the druids lays only in the hands of the elves of Laerendhor. So closely tied to the Spirit Realm, as fey creatures themselves, they are far more at one with the natural order than any wielder of spirit magic and can muster the powers of the natural order with ease, assume the form of animals and the elements, and befriend creatures of the wild.
The powers of the mind are the most common supernatural forces which can be wielded by mundane hands. Whether it stems from a disciplined examination of the deeper recesses of oneís mind or the release of unbridled emotional energies, the power of the psionic mind is undeniable. Where the power comes from is a minor point of scholarly contention, many think that the power resides ultimately within the individual mind, and that all sentient creatures are capable of unlocking the mysterious inner eye. Yet there a few who speculate that there is another realm called the Astral Plane which all sentient creatures are connected to, and it is this astral realm that we reach out to when we delve deep into our own psyches. These same few scholars speculate that the Mythar are creatures of this astral realm, creatures of the mind given corporeal form.
Whispered words of ancient warlocks who wield the powers of the Eternal Shadow are often dismissed as horrible rumors, often too afraid to recognize the incredible, all-consuming temptation that the power of the Eternal Shadow holds. The powers of the Eternal Shadow are ancient and unforgiving, and those who wield them bent with the taint of the plane of shadows. Even the Mythar shy from such dark powers, and legends tell of a human who, during the Mythar invasion, discovered an ancient seal deep within the earth that released into him the powers of the Eternal Shadow. With these dark powers he turned upon the Mythar and wrought havoc upon them and anything in his path. It took some of the most powerful Mythar to quell this inhuman threat, and even then with great loss.
Friday, 29th July, 2005, 05:53 AM #5
Novice (Lvl 1)
Dwarves are tough and slow like stone. They are naturally resistant to magic and psionics. Historically, dwarves were slow to action when the Mythar invaded. Often accused of letting the Mythar invasion to succeed, most however realize that even with the dwarves help it would not have been stemmed for long. The dwarves of Ethend hail from the Helm Peaks, the range of mountains which split the Iron Wastes. Deep within the mountains their under-cities are massive tiered structures. Their exceptional industry powered by the great volcanic activity prevalent throughout the Iron Wastes, rich veins of adamantine, mithril and other precious ores are in their province alone granting them a near monopoly on such valuable resources.
Elves are a primal race, descended from the spirit of nature itself. They are loosely-tribal and are the only race capable of druidic magic, boasting a number of spirit shamans as well. The magic they practice is often considered primitive by those of the mental arts, yet the forces of the natural world are all pervasive. When the Mythar invaded, many of the elves disappeared into Laerendhor, their ancestral home. Finding an elf in the Deep Fen is almost impossible unless they wish to be found, the very forest itself works to hide them.
Before the Mythar invasion gnomes did not exist on the continent of Ethend, however the Mythar brought with them gnomes from their realm. They are small creatures, similar to halflings but sharp of mind and possess a natural psionic talent that none of the other races can match. Those ignorant believe the gnomes to be the willing servants of the Mythar, but many gnomes took an opportunity half a century ago to escape their masters and flee into the eastern outlands.
The halflings were quickly dominated by the Mythar, the diminutive race serving as excellent servants. They possess very little of their own heritage after a hundred years in subservience, however they have adapted incredibly well to the position so often relegated to them. They have learned many tricks of social life and their hands are swift in clearing away tables and other things. Many halflings possess a sharp hatred for the Mythar, although this rarely ever shows through and many Mythar take the small folk at face value.
Human Ė All regions except Zoduka and Fyndorn
When the Mythar came, the humans were the first to organize against the invasion and one of the last to fall, something many other races found admirable. They have become in a way the working second class, not as burdened by the drudgery of heavy manual labor, nor the menial servant work, they often end up as the craftsman and go betweens for the Mythar. Few humans object to this relationship with the Mythar, their lives often falling into a gray mediocrity but it is a life without a soul crushing toil.
Human Ė Fyndorn region
The barbarian tribes of the tundras of Fyndorn are a rugged people, noble and resolute. They have lived on the steppes and tundras for hundreds of years and remain undisturbed by the reign of the Mythar to the south. Rarely one of the barbarian folk travels down into Cihairdun or Laerendhor. They are on average tougher and hardier folk than the normal human and chafe at the reign of the Mythar over the other races.
Human Ė Zoduka region
The humans of Zoduka are born into one of five castes as part of the Empire of the Endless Sun: Noble, Warrior, Merchant, Peasant, Servant. Your caste is your life unless you forsake the caste system and become a hermit or monk. You live for your clan and family. Without the Mythar overseeing the Empire of the Endless Sun, the humans here have had very little change in their life since their arrival upon Ethend.
Half-Elves & Half-Orcs
These two races do not actually exist, interracial breeding cannot actually occur by any normal means.
In other worlds Kobolds are seen as cowardly and sadistic creatures, however on Ethend they were every much a part of everyday life as other standard races. Their small frames are incredibly agile and swift and their noses are said to be spectacular. With long canine-like faces and slightly furred bodies, they often served as trackers and scouts before the Mythar invasion. The only kobolds which possess value to the Mythar are the ones they breed for their tracking teams, the rest left on the fringes of society to eek by.
Last edited by Ferrix; Friday, 29th July, 2005 at 08:59 AM.
Friday, 29th July, 2005, 08:34 AM #6
Novice (Lvl 1)
Barbarians hail most often from Cihairdun or Fyndorn, they are strong and swift warriors with a fierce heart. Those from Fyndorn claim that they channel the strength of their ancestors when they enter their warrior frenzies, a claim that is not so outrageous when one considers that the barbarians of Fyndorn practice spirit magic.
Bards hail from many of the races and regions, able to weave the powers of the spirit realm into their words and songs, they can warm the hearts of their allies while shaking the swords of their enemies. Bards can take up the role of prophets, diplomats, artisans and other roles which rely upon their powerful personas.
Druids hail only from the race of elves, for it is their fey blood which carries the true potential of the wild. They are the embodiment of nature in all of itís forms, whether that be animal, plant, spirit or storm. Those elves which practice the druidic arts are revered in their culture as wise and knowledgeable, they are also granted great respect by the barbarians of Fyndorn.
Fighters hail from any race and any region, thugs, enforcers, defenders of the innocent, they fill many roles. From dwarven shieldbearers, agorian pikemen and cavalry, elven arborial defenders, to halfling plains riders, they bear many names and functions within societies.
Monks hail only from the humans of Zoduka, the land of the Endless Sun, or from the gnome race. They are ascetics trained either by lone wandering monks or within monasteries tucked away from society. Their understanding of the limits of the normal human body and mind allow them to transcend them, gaining supernatural agility and internal unity. Gnome monks brought with them the perfection of their minds and have developed it into a unifying art of beauty and strength.
Ninjas hail only from the humans of Zoduka, the land of the Endless Sun. They are silent warriors, employed by their clans as agents outside of the diplomatic arena. Each clan maintains itís own house of ninja, although there are always rumors that their are houses of ninjas who are free of clan affiliation who fight for money or even justice.
Paladins hail from any region, they are warriors devoted to a cause. Gifted with a sight beyond sight, they are able to apprehend what others cannot without the gift of spirit magic or psionics. Able to heal or harm with a touch and deal devastating blows, they are able to paralyze their foes by the force of their personality.
Psions are those who have examined the depths of their mind and opened up the pathways to power from within. Possessed of keen intellects, they are often disciplined and highly self-aware. They hail from almost any region except for perhaps Fyndorn, where those with powers of the mind are shunned.
Psychic warriors hail from any race and any region, they are warriors who have blended the powers of the mind with the strength of steel. Wise in the ways of combat and the world, they are skilled combatants, some of the most dangerous are those who have unlocked the powers of the beast within, able to grow claws and teeth to rend their foes.
Psychic rogues blend the powers of the mind with skills of subtlety, able to obscure themselves from the minds of their marks, climb walls like a spider and other abnormal feats, they make excellent use of their powers. Prone to unusual tactics and trickery, they are wily foes. Occasionally forming into small bands and guilds, such as the Steel Blades, they push the boundaries of any society that they exist within.
Rangers hail from any region and race. Hunters and trackers, woodland defenders and mountain men, they are skilled in a variety of combat styles and are often accompanied by an animal companion. They can be found in any terrain from razor-stone fields of the Iron Wastes to the glaciers of Iyndor, they are hardy and perseverant, surviving in any clime and doing quite well at it.
Rogues hail from any race and region. They are as varied as the winds themselves, some are stealthy thieves. Others are silver-tongued cons, while others serve roles as diplomats, spies or scouts. What they do share is versatility, adaptability and resourcefulness and this is evident in their ability to survive and flourish. From the city-states of Agoria to the lodges of the barbarian tribes to the emperorís palace in Zoduka, they have a place in any society.
Samurai hail only from the humans of Zoduka, land of the Endless Sun. They are form the bulk of the warrior caste, although occasionally a member of a lesser caste may learn the ways of the samurai from a ronin. They are implacable foes, capable of putting their enemies on their knees with only a glare.
Scouts hail from any race and region. From the tundra-runners of the Fyndorn barbarians to the deep-wardens of the dwarves and even the kobold trackers of the Mythar, they are the first to see and hear, the first to react. Swift on their feet, they are skilled at striking deadly blows while the move.
Shugenja hail only from the humans of Zoduka, the land of the Endless Sun. Often members of the noble caste, their bodies and minds are attuned to the primal energies which flow and ebb from the spirit world into the material world. With this awareness, they are able to shape and direct these energies, a powerful and unique gift.
Soulknives hail only from the gnome race. The ability to manifest mindblades was brought with them from their home. Skirmishers and swift warriors, they have honed this esoteric psionic art into a deadly form of combat.
Spirit shamans hail only from the humans of Fyndorn and the elves. Able to see and interact with the spirit realm, they can bargain and attain power from the spirits of nature and their ancestors. Guided by the spirits, they are more attuned to the natural world and can protect others from harmful spirits.
Swashbucklers hail from any region and race, but are often quite rare outside of the more urban areas. Quick of tongue and quick of blade, they often have sharp minds and deft feet. Agoria had a long-running duelling tradition among the nobles of that land before the Mythar arrived, and the duelling tradition still exists amongst the merchant class humans.
Wilders hail from almost any race and region, except perhaps the barbarians of Fyndorn who shun such practices. Able to tap into the deeply emotive portions of their psyche, they have powerful personalities. Able to summon a burst of power far beyond the norm from within, they are often flashy and prone to outbursts. Most often untrained, except for a sect of hedonistic elves, they must learn their limits on their own.
Wu Jen hail only from the humans of Zoduka, the land of the Endless Sun. They are hermits and sages who delve into esoteric lore and knowledge regarding the spirit realm. With archaic formulas they learn to master these energies and wield them with astounding effects.
Last edited by Ferrix; Friday, 29th July, 2005 at 09:00 AM.
Friday, 29th July, 2005, 09:31 AM #7
Novice (Lvl 1)
You can now post here.
I'm now recruiting players.
Lindy hopper, popper, dancer, philosopher, gamer, fledgling capoeirista, so on... so forth
The real hero is always a hero by mistake; he dreams of being an honest coward like everybody else.Originally Posted by Wrahn
When one loses the deep intimate relationship with nature, then temples, mosques and churches become important.
- J. Krishnamurti
Friday, 29th July, 2005, 01:34 PM #8
Acolyte (Lvl 2)
As an old player, I'm definitely still interested.
Probably will continue to play Nassitch, but I will think on it for a bit more.
Friday, 29th July, 2005, 02:31 PM #9
I would like to throw my hat in the ring please
Only thing worse than a Welchin' Wizard is a trollkin.
Some of you might be thinking "A trollkin!?!", but if you imagine a trollkin vampire Runelord of Vivamort, you'll know where I'm coming from.
Friday, 29th July, 2005, 04:34 PM #10