Evilhalfling
Adventurer
Rogues Gallary
Game Thread
Consolidated untrained /trained /focused skills, & second wind, otherwise 3.5 rules
Core, XPH, Comp Adventurer. (more on skills to follow)
Magic items can have multiple functions with no cost penalty.
Halflings start with +1 psp, and are the only race that embraces psionics, although it occurs occasionally among other races.
As the younger son or daughter of a noble family you will inheriting little in way of land, but your family still expects you to strengthen their position. You have been well trained (28 pt ability buy @ 2nd level) and VERY well outfitted (5000gp). You all are required to start trained in Persuasion (diplomacy/intimidate) Most of you are from good families and civilized races (human, elves, half-elves, halflings) although if no nobles of good social position have felt a religious calling, then a priest from a lower class will be hired for you. (Core gods)
You can expect ratmen, goblins (some blue), gnolls, animals, and hostile plants. Old family vendettas, jealousy, and political maneuvering shouldn’t be a problem in the wild, right??
Looking for 5-6 characters, will close recruiting with 8, unselected players can serve as alts.
Concepts should include relationship with your family, and why they sent you into danger with a bunch of other young nobles. We can work out your prior relationships with each other as well.
This History is a new region in an old world, and not set in stone. Critiques, addtional details and suggestions are welcome.
Current Conditions
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South Denumbria is a kingdom with 2 dukes, with their viscounts and subject barons, and six counts each with their own barons. Its population are European-looking humans called Rients.
Denumbrians are responsible for much of regions the resources such as crops, livestock and timber. It has few population centers, and many peasant farmers. The nobility is responsible for protecting their people from goblins and ratmen who have scattered enclaves through the region. The more prosperous nobility live along the river Vastia, in its fertile flood plains. The southern and western edges of the kingdom is heavily forested. Only in the last generation has the crown had enough power to enforce restrictions on feuding between noble houses. Elves live in the western part of the kingdom and control several dominions there. Halfling hairfeet wanderers travel gypsy like through the lands, although there are small enclaves of the more religious stouts in fixed settlements. A viscount has recently succeeded at getting Halflings to form a barony, but many doubt it will last long.
The land is bordered to the North East by the barren plains of the gnolls. On the west by the elf tribal lands and the city state of Laviner. And to the south by mountains and the Grand Duchy of Krov, which is in controls the main valley of the rivers headwaters, along with of much of the regions mineral wealth. Krov’s centralized army is controlled by the Grand Bastard, a title given to the oldest illegitimate child of the previous ruler.
Laviner is an ancient city built by humans, and retaken from the goblin hordes eighty years before the Denumbrian arrival by a race of sandy-skinned humans called the Cricks. They are supposed to avoid alcohol, sensuality and displays of wealth, but this gets more lip service than practice. It has strong new walls and good river trade, but controls little territory. Their homeland is far to the east, and there is little contact with it.
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History
[sblock]
Six Centuries ago goblins invaded a human kingdom, killing or driving all humans before them, most fled north to eventually become Denumbria. For three hundred years Goblins killed humans when they found them, ruling the territory uncontested. An army of southern humans called Cricks arrived, taking a single ruined city and holding it against the hordes. Nearly a century later the people of Denumbria returned, led by strong knights and wizards, with powerful priests besides. They drove out the goblins, setting up independent realms, bond by ties of Feudalism to the King of South Denumbria. Halflings followed, and Ratmen shortly afterward. The nearby elven kingdom, which had never been united under a single ruler broke apart into seven warring clans. Some refugees fled into South Denumbria, and settled into human lands, eventually an elf was raised to Baron, and later the Western Duchy descended to a half elf. The kingdom dwelt in peace, until the Southern Duchy of Krov rebelled. It now calls itself the Grand Duchy of Krov, and it remains independent.
Thirty years ago King Funistan the Strong stopped an invasion of gnolls and then acted to reduce the powers of the feudal nobility. Many quickly rebelled. After he ended the rebellion of the nobles, he named many new lords to replace those that had fought against him. He was eventually killed in battle and his son Funistan the 2nd (also known as the Fox) has taken over. Although less devout than his father, he still has the support of the church of Pelor, as well as the loyalty of Beltzan the Archmage. To the dismay of his foes, he seemed even better at unifying than his father, although he favors diplomacy to open battle. He has forgiven several foes and over the years brought a peace to the region. The peace has increased the population. Even the nobilities’ ranks are swelled by mass of children, now coming of age and restless to find their own way.
0 – goblin hordes overrun region. (the dark age)
204 far to the west the halfling messiah preaches rule of law and equality of races.
320 Cricks arrive from the east, take the city of Laviner.
400 Denumbrians arrive from the north.
450 elven civil war. (War of the Seven)
550 Grand Duchy of Krov revolts.
575 Gnoll invasion, prompts lasting peace between South Deumbria and Krov
578 King Funistan the Strong stops the gnoll dragonlord, reinstates national taxes.
586 Funistan the Strong dies in battle. Funistan the Fox takes the throne.
588 Rebellion ends.
608 Current day. Several Noble houses have encouraged their younger son’s and daughters to form a traveling company, and suggested they set out together to explore the wilds.
[/sblock]
Game Thread
Consolidated untrained /trained /focused skills, & second wind, otherwise 3.5 rules
Core, XPH, Comp Adventurer. (more on skills to follow)
Magic items can have multiple functions with no cost penalty.
Halflings start with +1 psp, and are the only race that embraces psionics, although it occurs occasionally among other races.
As the younger son or daughter of a noble family you will inheriting little in way of land, but your family still expects you to strengthen their position. You have been well trained (28 pt ability buy @ 2nd level) and VERY well outfitted (5000gp). You all are required to start trained in Persuasion (diplomacy/intimidate) Most of you are from good families and civilized races (human, elves, half-elves, halflings) although if no nobles of good social position have felt a religious calling, then a priest from a lower class will be hired for you. (Core gods)
You can expect ratmen, goblins (some blue), gnolls, animals, and hostile plants. Old family vendettas, jealousy, and political maneuvering shouldn’t be a problem in the wild, right??
Looking for 5-6 characters, will close recruiting with 8, unselected players can serve as alts.
Concepts should include relationship with your family, and why they sent you into danger with a bunch of other young nobles. We can work out your prior relationships with each other as well.
This History is a new region in an old world, and not set in stone. Critiques, addtional details and suggestions are welcome.
Current Conditions
[sblock]
South Denumbria is a kingdom with 2 dukes, with their viscounts and subject barons, and six counts each with their own barons. Its population are European-looking humans called Rients.
Denumbrians are responsible for much of regions the resources such as crops, livestock and timber. It has few population centers, and many peasant farmers. The nobility is responsible for protecting their people from goblins and ratmen who have scattered enclaves through the region. The more prosperous nobility live along the river Vastia, in its fertile flood plains. The southern and western edges of the kingdom is heavily forested. Only in the last generation has the crown had enough power to enforce restrictions on feuding between noble houses. Elves live in the western part of the kingdom and control several dominions there. Halfling hairfeet wanderers travel gypsy like through the lands, although there are small enclaves of the more religious stouts in fixed settlements. A viscount has recently succeeded at getting Halflings to form a barony, but many doubt it will last long.
The land is bordered to the North East by the barren plains of the gnolls. On the west by the elf tribal lands and the city state of Laviner. And to the south by mountains and the Grand Duchy of Krov, which is in controls the main valley of the rivers headwaters, along with of much of the regions mineral wealth. Krov’s centralized army is controlled by the Grand Bastard, a title given to the oldest illegitimate child of the previous ruler.
Laviner is an ancient city built by humans, and retaken from the goblin hordes eighty years before the Denumbrian arrival by a race of sandy-skinned humans called the Cricks. They are supposed to avoid alcohol, sensuality and displays of wealth, but this gets more lip service than practice. It has strong new walls and good river trade, but controls little territory. Their homeland is far to the east, and there is little contact with it.
[/sblock]
History
[sblock]
Six Centuries ago goblins invaded a human kingdom, killing or driving all humans before them, most fled north to eventually become Denumbria. For three hundred years Goblins killed humans when they found them, ruling the territory uncontested. An army of southern humans called Cricks arrived, taking a single ruined city and holding it against the hordes. Nearly a century later the people of Denumbria returned, led by strong knights and wizards, with powerful priests besides. They drove out the goblins, setting up independent realms, bond by ties of Feudalism to the King of South Denumbria. Halflings followed, and Ratmen shortly afterward. The nearby elven kingdom, which had never been united under a single ruler broke apart into seven warring clans. Some refugees fled into South Denumbria, and settled into human lands, eventually an elf was raised to Baron, and later the Western Duchy descended to a half elf. The kingdom dwelt in peace, until the Southern Duchy of Krov rebelled. It now calls itself the Grand Duchy of Krov, and it remains independent.
Thirty years ago King Funistan the Strong stopped an invasion of gnolls and then acted to reduce the powers of the feudal nobility. Many quickly rebelled. After he ended the rebellion of the nobles, he named many new lords to replace those that had fought against him. He was eventually killed in battle and his son Funistan the 2nd (also known as the Fox) has taken over. Although less devout than his father, he still has the support of the church of Pelor, as well as the loyalty of Beltzan the Archmage. To the dismay of his foes, he seemed even better at unifying than his father, although he favors diplomacy to open battle. He has forgiven several foes and over the years brought a peace to the region. The peace has increased the population. Even the nobilities’ ranks are swelled by mass of children, now coming of age and restless to find their own way.
0 – goblin hordes overrun region. (the dark age)
204 far to the west the halfling messiah preaches rule of law and equality of races.
320 Cricks arrive from the east, take the city of Laviner.
400 Denumbrians arrive from the north.
450 elven civil war. (War of the Seven)
550 Grand Duchy of Krov revolts.
575 Gnoll invasion, prompts lasting peace between South Deumbria and Krov
578 King Funistan the Strong stops the gnoll dragonlord, reinstates national taxes.
586 Funistan the Strong dies in battle. Funistan the Fox takes the throne.
588 Rebellion ends.
608 Current day. Several Noble houses have encouraged their younger son’s and daughters to form a traveling company, and suggested they set out together to explore the wilds.
[/sblock]
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