RECRUITING: Fall of the 14th Kingdom

Arkhandus

First Post
Adventure Name: Fall of the 14th Kingdom
DM: Arkhandus
Campaign URL: None, all necessary information will be posted in this thread
Level(s): 1st-level to start, ending level uncertain
Region: The Island Kingdoms, actually the Eastern Sea and abroad
Kingdom: Rinkai Tsukari, the lost 14th Kingdom, on the Rusa continent
Date/Time: To be determined by the group, Sundays or Tuesdays
Expected Duration of This Session: 2-4 hours each week
Format: Campaign

Adventure Plug:
"In the early years of the thirteen kingdoms, during the Age of Gods, there was in fact a fourteenth kingdom that history has since forgotten.... The kingdom in the eastern sea, upon the small Rusa continent, where outcasts and heretics built the most unusual kingdom in the world. One that reigned only a few centuries before it collapsed in war, sinking beneath the sea when Brand himself struck down the crazed infidels. A kingdom steeped in sin and witchery of every sort, corrupted by its pursuit of power over the western kingdoms, destroying itself through the invasion of Aerde."

"Only the gods remember this short-lived kingdom, purged from all records. The gods, and I, who was there the entire time. I, who took part in the rise and fall of the fourteenth kingdom, an orchestrator of its sublime corruption and ultimate destruction. I, who reaped so many fallen souls from the ruins of Rinkai Tsukari, until accursed Aohalim sealed me within this stinking shrine of His Most Disgusting Benevolence."

"Now, mortal, you find yourself on this obscure little island as well, and you wonder what it is you've stumbled upon. Behold Threzyk Nos Kyirneth, the Demon of Ruin, greatest of the Glabrezu, forever cursed to the confines of this wretched shrine by thrice-damned Aohalim. Fear not, pathetic mortal, my power is confined to this circle. Stay and hear this tale, perhaps even spread word of it to the lands of far-off Aerde, so that I might be freed ever so slightly from this infernal obscurity....and perhaps someday, a mortal like you will free me from this place, to gain the power I can offer to whosoever breaks this seal...."


Fall of the 14th Kingdom is a campaign for 3.5 D&D in The 13 Kingdoms, and the exact nature of the campaign is partly dependent upon the group makeup of the Player Characters. You will either be part of the 14th Kingdom's defenders, or traitors who will aid in its downfall. However, that is for the later parts of the campaign to determine; we start with a band of adventurers, heroes as far as the 14th Kingdom is concerned.....

Restrictions: See below, in Campaign Info and Minor Houserules

Official Participants:
Slassz Verazzyn, LN Male Lizardfolk Blue Dragon Shaman of Naeron
Zoe Yami (Yami Zoe in Tsukari), LN Male Human Fighter 4 of Brand
Phyi (family name undisclosed), N Female Wood Elf Sorcerer 4 of Targran Lithmoor
All approved as checked-in


Campaign Info
This is a campaign for 1st-level characters, with an unknown but potentially far-reaching campaign length. Level advancement should be reasonable; there will be XP awards for roleplay and general participation, in addition to the standard combat XP. Characters may be of any race from the T13K Setting Guide, though living in Rinkai Tsukari of the Rusa continent, instead of the mainland or island kingdoms where those races are usually found.

The campaign will run on OpenRPG, usually in the OpenRPG Dev II server. If that server isn't available or working well, we'll move to the Roleplay Refugees server I suppose. One game session per week, at a day and time to be determined; most likely Sunday evenings. Depends on the group's input.

After the campaign has started, another thread may be made for roleplay between sessions. The DM will announce this once he's opened the Tavern thread for Fall of the 14th Kingdom. An Out of Character (OOC) thread will be opened in News & Views later. A copy of the T13K character sheet template will be posted immediately following this post; use it.

The standard character creation/advancement rules from the T13K Setting Guide PDF apply. However, due to the peculiarities of this campaign, characters made for this campaign may not be viable for transfer into other T13K campaigns (since this campaign takes place in the distant past, and utilizes many supplements that are not normally 'canonical' for use in the current period of The 13 Kingdoms' timeline). The DM can e-mail a copy of the T13K Setting Guide PDF to anyone who needs it. Refer to Appendix III of the PDF for character creation guidelines.

Alignment may be any of the nine, but the party cannot include a paladin if any other PC is evil-aligned. Your alignment does not determine whether or not you will eventually be a hero or a villain of the 14th Kingdom. It is a kingdom of grey morality, and one that is both defended and brought down by forces of various alignments.

This campaign will run on the D&D 3.5 ruleset, primarily that found in the online Hypertext SRD, but also allowing some content from other, non-OGC books, such as the Player's Handbook II, Tome of Battle: Book of Nine Swords, Oriental Adventures, Arms & Equipment Guide, and so on. The OA update for 3.5 from Dragon Magazine will be used for any appropriate material from Oriental Adventures (the Complete Arcane version of the Wu Jen and its spells, for example, will not be used).

Check with the DM regarding any specific material you want to use that isn't in the core rules or the T13K Setting Guide. Some material may be banned (including Frenzied Berserkers, Ur-Priests, and material from the Tome of Magic, Spell Compendium, Rules Compendium, Magic Item Compendium, or Magic of Incarnum, for example; the DM just doesn't have all this stuff and doesn't want to read pages upon pages of unfamiliar rules material just for a single character). But it never hurts to ask, as far as other material goes (excluding what I've just mentioned as banned).

Information on Rinkai Tsukari and the specific events around the start of the campaign will be added later, I wanted to get this posted before I wound up distracted or procrastinating more on finishing the details for each part. -_- At least the necessary character info is present.


Minor Houserules
There will be some houserules, implemented where necessary to maintain a loose semblance of balance, sufficient to keep everyone from getting totally outclassed by one PC or another (this applies to NPCs as well, for the players and DM alike).

1) Crusaders and Warblades receive only d8 hit dice in this campaign, instead of their normal d10 or d12 hit dice, respectively. Crusaders do not receive Furious Counterstrike in this campaign. This is to keep core warrior-types viable, and still leaves these two fairly strong.

2) The Fighter class now gets a bonus feat at every single level in that class, instead of just 1st, 2nd, 4th, etc. Skill Focus and Toughness are added to the Fighter's list of bonus feat choices. They add Listen and Spot to their list of class skills.

3) Spellcasting classes with 0-level spell slots receive bonus 0-level spell slots equal to their key spellcasting ability modifier. This helps them be useful more often at low levels.

4) Sorcerers receive Eschew Materials as a bonus feat at 1st-level in the class. They add Diplomacy and Gather Information to their list of class skills.

5) Druids cannot spontaneously cast Summon Nature's Ally in this campaign, and receive only d6 hit dice in this campaign instead of d8s. They're still the second-best at almost everything, and still the best shape-shifters, scouts, and minion-wranglers.

6) Rangers do not receive Endurance, Camouflage, or Hide in Plain Sight in this campaign. They instead gain Skill Mastery at 13th-level, as per the Rogue ability. Also, use the 3.5 Ranger from the Player's Handbook or SRD, not Monte Cook's Ranger.

7) Ninja (from Complete Adventurer or Dragon Magazine) add their Constitution bonus or Charisma bonus, whichever is higher, to their maximum number of Ki Power uses per day, alongside their Wisdom bonus. In addition, they receive a +2 bonus on Fortitude saves as long as they have one or more unexpended Ki Power uses, alongside the +2 to Will saves.

8) Wu Jen learn 2 additional spells for free at each level in the class (scribed freely into one of their spellbooks). If they turn lawful in alignment, they are considered to have violated a Taboo, until they return to any nonlawful alignment.

9) Shamans add the spells Magic Fang, Greater Magic Fang, and Animal Growth to their spell list, at the same spell levels as a Druid. Shamans may deal lethal or nonlethal damage with unarmed strikes or grapple checks, at no penalty to the attack roll or grapple check.

10) A Samurai (from Oriental Adventures) of 4th-level or higher treats his or her Ancestral Daisho as honorable, good, and lawful weapons when wielding them, for overcoming Damage Reduction. Samurai receive d12 hit dice in this campaign instead of d10s.

11) Dragon Shamans add Diplomacy, Knowledge (arcana), Knowledge (religion), and Sense Motive to their list of class skills. Also, Dragon Shamans get double the normal bonus from their Natural Armor class feature. Many choose Naeron or Trandim as their patron deity.

12) Duskblades get only a medium Base Attack Bonus, as per a Rogue, in this campaign. They receive one copy of Weapon Focus at 1st-level, one copy of Improved Critical at 9th-level, and one copy of Greater Weapon Focus at 17th-level, as bonus feats, regardless of prerequisites. However, these feats must each be applied to a weapon the Duskblade is proficient with. When a Duskblade uses Arcane Channeling, the touch spell affects each target only once per casting, unless the spell itself normally allows otherwise. Regardless, the touch spell is discharged after the attack action or full attack action in which it is used.

13) The Knight's Shield Block class feature applies regardless of how the Knight obtains a shield bonus to AC, but he or she must already have an armor or shield bonus to AC in order to benefit. Test of Mettle is a supernatural, mind-affecting, compulsion, enchantment ability. Loyal Beyond Death expends two uses of the Knight's Challenge instead of one.

14) The Intimidate skill's use in combat, to demoralize an opponent, now lasts 1 additional round per 3 ranks in the skill.

15) The Whirlwind Attack feat cannot be used to trip, disarm, grapple, sunder, overrun, or bull rush, nor to attack objects (not even if the attack form would normally allow it, such as a wolf's bite attack).

16) The Enlarge Person, Righteous Might, and Divine Power spells last only 3 rounds now, instead of 1 round per caster level. The Expansion psionic power likewise lasts 3 rounds now, or 10 rounds if the appropriate Augmentation cost is paid. Other spells and powers might be houseruled later if necessary to maintain some semblance of balance.

17) The White Raven Tactics maneuver no longer gives an extra turn when the affected individual has already taken their turn in the round. The Iron Heart Surge maneuver functions only against unwanted effects that would be subject to Dispel Magic or Negate Psionics, and only against the most recent such effect afflicting the initiator each time. The War Master's Charge maneuver provides no cumulative bonus in this campaign, and the stun effect is negated on a successful Fortitude saving throw (DC 19 + the number of allies charging with you, up to a maximum of DC 29). The Fortitude save DC against a Swooping Dragon Strike maneuver's stun effect is 17 + your Strength modifier, instead of its normal DC. The Martial Spirit stance has the same restriction for healing as the Crusader's Strike maneuver regarding enemies.

18) The psionic powers Crystal Shard, Hail of Crystals, and Swarm of Crystals are subject to Power Resistance, but ignore Damage Reduction since they are psionic powers, not weapons. The psionic powers Energy Missile and Energy Stun only increase their save DC by +1 per 2 power points spent on augmenting their damage, not for every single point spent that way. Each time you learn a psionic power that allows choosing an energy type (except Energy Conversion and Energy Adaptation, Specified), such as Energy Missile, you must choose that energy type at the time you learn the power, not each time you manifest it. You may learn such powers multiple times, once for each energy type. Energy Missile only affects 1 target, plus up to 1 additional target per 2 manifester levels above 1st, to a maximum of 5 targets at the 9th manifester level onward. Empathic Transfer, Hostile only transfers up to 20 points of damage, before augmentations are factored in, and each augmentation for a greater transfer only increases the number of transferred hit points by 5, to a maximum of 60 hit points transferred. The Astral Construct power lasts only 3 rounds at maximum (before metapsionics are factored in), and cannot be manifested again while it is still active.

19) The Soulknife class gets a full Base Attack Bonus in this campaign, as per a Fighter, but only receives d6 hit dice in this campaign instead of d10s. I may tweak this a bit later if it turns out to be underpowered.

20) Prestige classes follow the standard T13K guidelines; each must have approval by the DM and be integrated into the world of Aerde in some reasonable manner. So ask before using any, once we get far enough into the campaign for prestige classes to be an issue.
 
Last edited:

log in or register to remove this ad

Official 13 Kingdoms Character Sheet V1.2a (as revised by DM Arkhandus)
Name:
Player:
E-Mail:

Race:
Class:
Level: 1
ECL: +0 mod/total 1
XPs: 0 current/1000 next level

Current DM:
Patron God:
Alignment:
===================================
Str:
Dex:
Con:
Int:
Wis:
Cha:
===================================
HP:
AC: 10 (+0 Dex, +0 Size, +0 Armor, +0 Shield)
Init: +0
Speed: 0 feet
BAB: +0
Mel: +0
Rng: +0
Fort: +0
Refl: +0
Will: +0
===================================
Special Abilities
Race:

Class:

Other:

===================================
Feats:

===================================
Languages:

===================================
Skills
Trained or Untrained: +X (=Rank + Stat Mod + Other)
Appraise +0 (=0+0+0)
Balance +0 (=0+0+0)
Bluff +0 (=0+0+0)
Climb +0 (=0+0+0)
Concentration +0 (=0+0+0)
Craft (Untrained) +0 (=0+0+0)
Diplomacy +0 (=0+0+0)
Disguise +0 (=0+0+0)
Escape Artist +0 (=0+0+0)
Forgery +0 (=0+0+0)
Gather Information +0 (=0+0+0)
Heal +0 (=0+0+0)
Hide +0 (=0+0+0)
Intimidate +0 (=0+0+0)
Jump +0 (=0+0+0)
Listen +0 (=0+0+0)
Move Silently +0 (=0+0+0)
Perform (list type) +0 (=0+0+0)
Profession (Untrained) +0 (=0+0+0)
Ride +0 (=0+0+0)
Search +0 (=0+0+0)
Sense Motive +0 (=0+0+0)
Spot +0 (=0+0+0)
Survival +0 (=0+0+0)
Swim +0 (=0+0+0)
Use Rope +0 (=0+0+0)

Trained Only: +X (=Rank + Stat Mod + Other)
Autohypnosis +0 (=0+0+0)
Craft (list type) +0 (=0+0+0)
Decipher Script +0 (=0+0+0)
Disable Device +0 (=0+0+0)
Handle Animal +0 (=0+0+0)
Knowledge (list type) +0 (=0+0+0)
Martial Lore +0 (=0+0+0)
Open Lock +0 (=0+0+0)
Profession (list type) +0 (=0+0+0)
Psicraft +0 (=0+0+0)
Sleight of Hand +0 (=0+0+0)
Speak Language (list languages, 1 per rank)
Spellcraft +0 (=0+0+0)
Tumble +0 (=0+0+0)
Use Magic Device +0 (=0+0+0)
Use Psionic Device +0 (=0+0+0)
===================================
Magic Items (location, weight):

===================================
Other Equipment:
Weapons:

Armor, Clothes:

-----------------------------------
Container:

Contents:


Container:

Contents:


-----------------------------------
Money
PP: 0
GP: 0
SP: 0
CP: 0
Gems/Other: 0
-----------------------------------
Load
Light: 0-0 lbs.
Medium: 0-0 lbs.
Heavy: 0-0 lbs.
Current: 0 lbs.
===================================
Animals and Companions

Pack Animal:
Name Race Type
HD Hp Init Spd AC
Atk Dam
SA SQ AL
Saves: F: / R: / W:
Str Dex Con Int Wis Cha
Skills&Feats:

Packed: (weight)

Load
Light:
Medium:
Heavy:
Current:
-----------------------------------
Riding Animal:
Name Race Type
HD Hp Init Spd AC
Atk Dam
SA SQ AL
Saves: F: / R: / W:
Str Dex Con Int Wis Cha
Skills&Feats:

Packed: (weight)

Load
Light:
Medium:
Heavy:
Current:
===================================
Familiar/Animal Companion(s):
Name Race Type
HD Hp Init Spd AC
Atk Dam
SA SQ AL
Saves: F: / R: / W:
Str Dex Con Int Wis Cha
Skills&Feats:

Packed: (weight)

===================================
Henchmen/Cohorts/Hirelings:
Name Race Type
HD Hp Init Spd AC
Atk Dam
SA SQ AL
Saves: F: / R: / W:
Str Dex Con Int Wis Cha
Skills&Feats:

Packed: (weight)

===================================
Magic
Caster Level:
Spells per day:
Domains:
Lvl 0 Spells:
Lvl 1 Spells:
Lvl 2 Spells:
Lvl 3 Spells:
Lvl 4 Spells:
Lvl 5 Spells:
Lvl 6 Spells:
Lvl 7 Spells:
Lvl 8 Spells:
Lvl 9 Spells:
===================================
Psionics
Manifester Level:
Power Points per day:
Lvl 1 Powers:
Lvl 2 Powers:
Lvl 3 Powers:
Lvl 4 Powers:
Lvl 5 Powers:
Lvl 6 Powers:
Lvl 7 Powers:
Lvl 8 Powers:
Lvl 9 Powers:
===================================
Blade Magic
Initiator Level:
Active Stance:
Readied Maneuvers:
Number of granted Maneuvers (crusader only):
Lvl 1 Maneuvers/Stances:
Lvl 2 Maneuvers/Stances:
Lvl 3 Maneuvers/Stances:
Lvl 4 Maneuvers/Stances:
Lvl 5 Maneuvers/Stances:
Lvl 6 Maneuvers/Stances:
Lvl 7 Maneuvers/Stances:
Lvl 8 Maneuvers/Stances:
Lvl 9 Maneuvers/Stances:
===================================
Description (include Age, gender, height, weight, physical description):

===================================
Any FEAT or Spell not in Core Rule I-III needs to have OGC description posted below:
 
Last edited:

Placeholder for Rinkai Tsukari description. I'll finish it soon, and it'll make it more clear why the kingdom is so bizarre and eclectic compared to the western thirteen that actually survived the Age of Gods, unlike Rinkai Tsukari, which was full of heretics, refugees, freaks, and unorthodox cults (and some genuinely decent people too, just not so many). I'll also get around to determining the right spot in the timeline for Rinkai Tsukari to have formed and then fallen, since I wasn't quite sure at first while I looked over the timeline earlier.

As mentioned in the main post, this is meant to be fairly non-canonical, or at least something that most folks in the present-day of the kingdoms would never believe to have happened. The point is to allow a bunch of stuff that's normally not approved for T13K, wierd stuff that the rest of Aerde either never discovered or only briefly dabbled in before abandoning it (or forcing the dabblers to flee across the ocean, founding Rinkai Tsukari). Some of these things were secret gifts of the gods, whose followers with those gifts were wiped out during the war with Rinkai Tsukari. Others were forbidden knowledge from the Old Ones or the chaos they were trapped in.

EDIT: Not quite finished, but here's what's done so far. Need to split some of it up later to put in the Politics section.

Empire of Rinkai Tsukari
A heretical land of conflict, diversity, instability, unusual traditions, and twisted honor.

Empire of Rinkai Tsukari
Capitol: Shinden Tenkage
Population: approx. 5,800,000 (2,000,000 Humans; 650,000 Dark Elves; 35,000 Sea Elves; 127,000 Wood Elves; 430,000 Half-Elves; 122,000 Hill Dwarves; 48,000 Mountain Dwarves; 19,000 Mud Dwarves; 75,000 Surface Gnomes; 42,000 Deep Gnomes; 216,000 Halflings; 140,000 Orcs; 215,000 Half-Orcs; 189,000 Lizardfolk; 1,000 Nagans; 2,000 Hanara; 81,000 Ogres; 33,000 Half-Ogres; 305,000 Hobgoblins; 92,000 Bugbears; 820,000 Goblins; 14,000 Centuars; 19,000 Minotaurs; 7,000 Aranea; 4,000 Doppelgangers; 70,000 Ettercaps; 26,000 Giants; 15,000 Tieflings; 1,000 Aasimar; 2,000 various others)
Government: Imperial, Semi-Independant City-States
Religions: All; state religion is a heretical cult with only a small following
Imports: Minimal, nothing significant
Exports: Minimal, nothing significant
Alignment: Chaotic Neutral (Lawful Neutral government)

The only nation found on the small Rusa continent in eastern Aerde, Rinkai Tsukari is a collection of disparate prefectures and city-states ruled by the Tennokage, or Shadow-Emperor, from the capitol city-state and fortress Shinden Tenkage. This castle lies at the center of Rusa, carved from Mount Tsukari amid the Forest of Shadows. Local legend has it that the lone mountain dropped there from the isle of the gods after Koith was challenged by Felicitas, who joked that sure, Koith was strong, but even he couldn't throw a mountain. Supposedly, he proceeded to do just that to prove the trickster wrong.

The holy mountain and its castle-city is forbidden to all but nobles of the Empire, and high-ranking priests. From there, the nameless Tennokage rules with a light touch, his influence usually unnoticed as he apparently prefers to rule through fear and subtle machinations, not direct orders. He is rarely seen or heard, and it's uncertain whether or not he's human or something else. Meanwhile the nobles of each prefecture and city-state rule fairly independantly, so each part of the Empire is rather different and makes for an eclectic whole. The Shadow Emperor nonetheless maintains a personal army, normally housed at the base of Mt. Tsukari, which maintains some degree of order and compliance by the noble lords.

Life in Rinkai Tsukari
The people of the Empire are referred to as Tsukari, and they are divided roughly into a peasant caste, the Heimin, a slave caste, the Hinin, a lesser noble caste, the Samura, and a ruling noble caste, the Kuge. Race has little to do with caste, as there are noble families among most of the different races living in the Empire. Life for the average citizen or slave is orderly and regimented, with a constant threat of danger. While most cities, towns, and villages are safe most of the time, there are sporadic invasions and raids by other Tsukari prefectures or clans. The country is in a state of constant conflict, as nobles and priests plot against their rivals and occasionally try to take over one another's land. The Imperial Army keeps these conflicts from growing too large or lasting too long, but small skirmishes and raids occur frequently.

Thus, Rinkai Tsukari is a militant state, ruled by a warrior nobility referred to as the Kuge and the Samurai, their soldiers. Samurai are divided into noble houses that each serve a particular family of the Kuge, and append that family's name to their own. Though traditions founded by the Shadow Emperor imply that Samurai are supposed to follow strict codes of honor, the reality is that he does little to enforce it, although his occasional retribution against dishonorable Samurai is terrible to behold. Every prefecture has at least one ruin that used to be the home of a Samurai family that had caught the Tennokage's merciless attention, and has been left in ruins with the corpses of the entire family still inside.

Kuge continue to plot against one another and make war, sometimes using clans of assassins or mercenaries to try and hide their involvement. In the halls of the nobility, they forge alliances and peace treaties, but these often fall apart when a new leader arises in one Kuge family or another. Each of their families is ruled by a patriarch or matriarch, depending on the traditions of their area, and this is mimicked by the Samurai families and some of the lesser castes. Most individuals are born into their caste, but promotions come to those who serve well, and occasionally someone is adopted into a higher caste or enslaved by an opposing prefecture's leader, forced into the Hinin caste. Each prefecture is governed by a Hatamato, which is simply whoever leads the noble family of that prefecture's capitol.

Priests may be born into any caste, but join the Kannushi caste upon being accepted into the priesthood. This is the most fractured caste, since each cult, temple, or monastery has its own traditions, leadership, and politics. They are just collectively known as Kannushi, and treated with some degree of respect by members of all other castes, and no small amount of fear or awe depending on which sect each Kannushi belongs to. Priests are dangerous, but many are also helpful to those who treat them respectfully. Mages are similarly regarded, and considered to be of the Tsukai caste. Most Tsukai are independantly trained by a master that took them on as an apprentice, but a few prefectures have small, exclusive Tsukai academies. Some are sponsored by the local Kuge family, and some are restricted to Kuge or Kuge and Samurai, while others are run by independant Tsukai in business for themselves. Each prefecture has some laws governing magic-use within its borders, but few Kuge or Samurai are willing to personally attempt enforcement of those laws. Nonetheless, there is always a chance that a spellcaster will be punished if they disobey the local laws on acceptable magic-use.

While magic is respected and feared by many in the Empire, the art of war is by far more commonly practiced and revered. Every settlement in Rinkai Tsukari has at least one dojo where students can learn how to fight, though not all of these dojo are open to the public. Samurai and Kuge families tend to have their own, exclusive dojo and martial arts styles, but peasants are allowed to train in other dojo. Slaves are forbidden from teaching or being taught martial arts, although some already know a fighting style from before the time they were enslaved. Most Kannushi are trained in a martial art at their monastery or temple, while Tsukai rarely bother with it. Monks, called Budoka or Sohei depending on their affiliation (Sohei belong to recognized monasteries of priestly mercenaries, often dedicated to Brand or Beher), are very common in Rinkai Tsukari and usually belong to the Kannushi caste. Any Kuge or Samurai who isn't a skilled warrior is liable to meet an early demise, slain in a duel or raid by other nobles, their mercenaries, or their assassins. A few secret dojo are scattered across the Empire, where Shinobi, the professional spies and assassins of Rinkai Tsukari, train. They are not a true caste, and are officially supposed to be executed on sight, but the Shadow Emperor has never taken any direct actions against them.

Politics
To be finished later.

Religion
To be finished later.

Regional History
To be finished later.

Important Sites
To be finished later.

Major Geographical Features
To be finished later.

Plots and Rumors
To be finished later.

Weather and Climate
To be finished later.

Calendar
Rinkai Tsukari uses the same calendar as the rest of Aerde, the founders having brought it overseas with them and thus already quite familiar with it.

Holidays
None. Rinkai Tsukari has no recognized holidays, although some of the cults and temples within its borders do practice certain holidays or festivals as part of their religion. Many farmers do, however, observe personal rites on the solstices and equinoxes, to appease any divinities that may blight their crops otherwise.
 
Last edited:

Slassz Verazzyn, Lizardfolk Dragon Shaman (Blue)

Official 13 Kingdoms Character Sheet V1.2a (as revised by DM Arkhandus)
Name: Slassz Verazzyn
Player: Dragonwriter
E-Mail: dragobot999 (at) yahoo.com

Race: Lizardfolk
Class: Blue Dragon Shaman
Level: 1
ECL: +1 mod/total 2
XPs: 0 current/1000 next level

Current DM: Arkhandus
Patron God: Naeron
Alignment: Lawful Neutral
===================================
Str: 20
Dex: 10
Con: 16
Int: 10
Wis: 9
Cha: 14
===================================
HP: 13
AC: 21 (+4 Armor, +2 Shield, +5 natural)
Init: +0
Speed: 30 feet
BAB: +0
Mel: +5
Rng: +0
Fort: +2+3 (base, Con)
Refl: +0
Will: +2-1 (base, Wis)
===================================
Special Abilities
Race: Hold Breath, +4 racial bonus on Swim, Jump, and Balance checks

Class: Draconic Aura +1 (Auras Known: Power, Senses, Vigor [from PHII]),

Other:

===================================
Feats: Improved Ability (Strength),

===================================
Languages: Common, Draconic

===================================
Skills
Trained or Untrained: +X (=Rank + Stat Mod + Other)
Appraise +0 (=0+0+0)
Balance +0 (=0+0+0)
Bluff +0 (=0+0+0)
Climb +5 (=4+5-4)
Concentration +0 (=0+0+0)
Craft (Untrained) +0 (=0+0+0)
Diplomacy +0 (=0+0+0)
Disguise +0 (=0+0+0)
Escape Artist +0 (=0+0+0)
Forgery +0 (=0+0+0)
Gather Information +0 (=0+0+0)
Heal +0 (=0+0+0)
Hide +0 (=0+0+0)
Intimidate +4 (=2+2+0)
Jump +5 (=0+5+0)
Listen +0 (=0+0+0)
Move Silently +0 (=0+0+0)
Perform (list type) +0 (=0+0+0)
Profession (Untrained) +0 (=0+0+0)
Ride +0 (=0+0+0)
Search +0 (=0+0+0)
Sense Motive +0 (=0+0+0)
Spot +0 (=0+0+0)
Survival +0 (=0+0+0)
Swim +1 (=0+5-4)
Use Rope +0 (=0+0+0)

Craft (list type) +0 (=0+0+0)
Knowledge (list type) +0 (=0+0+0)
Spellcraft +2 (=2+0+0)
===================================
Magic Items (location, weight): none

===================================
Other Equipment:
Weapons: Heavy Sickle, Heavy Mace, Shortspear

Armor, Clothes: Scale Mail, Heavy Wooden Shield

-----------------------------------
Container: Backpack

Contents: bedroll, hempen rope (50 feet), sunrod (2), trail rations (10 days worth), waterskin, coins


Container: Belt pouch

Contents: flint and steel, whetsone


-----------------------------------
Money
PP: 0
GP: 5
SP: 15
CP: 50
Gems/Other: 0
-----------------------------------
Load
Light: 0-133 lbs.
Medium: 134-266 lbs.
Heavy: 267-400 lbs.
Current: 81.5 lbs.
===================================
Animals and Companions: None

===================================
Familiar/Animal Companion(s): None

===================================
Henchmen/Cohorts/Hirelings: None

===================================
No Magic, Psionics, or Blade Magic

===================================
Description (include Age, gender, height, weight, physical description):
43 year old Male Lizardfolk. 6’4”, 204 lbs.
Slassz is not remarkably large for his race, standing only 6'4" and weighing less than average at about 200 pounds. His scales are mostly black, but strangely have a set of blue patterns, forming diamonds all over his body. He keeps his scales very clean along with his teeth and small claws. He wears a suit of black lacquered scale mail, with a simple pack on his back and certain simple items within.

Slassz carries a small variety of small, easy to use and replace weapons. Hanging at his right is a weathered looking mace, while at his left shoulder is a small spear. At his left hip is his favorite weapon, a viciously curved heavy sickle. The sickle, while it has never seen open combat, has a large number of nicks and scratches in the blade, all created intentionally by Slassz to enlarge any wounds caused by his cruel weapon.

===================================
Any FEAT or Spell not in Core Rule I-III needs to have OGC description posted below:

Feat: Increased Ability [General] (from T13K Setting Guide):
“Through rigorous training and experience you have increased a natural ability.
Benefit: You may add 1 point to any ability score.”
 
Last edited:

How's this for a character?

Race: Half-Green Dragon Elf
Class: Ranger
Level: 1
ECL: +3 mod/total 4
XPs: 0 current/10,000 next level

Current DM: Arkhandus
Patron God: Trandim
Alignment: Chaotic Neutral
===================================
Str: 22
Dex: 16
Con: 16
Int: 12
Wis: 12
Cha: 12
===================================
HP: 11
AC: 20 (+3 Dex, +3 Armor, +4 natural)
Init: +3
Speed: 30 feet
BAB: +1
Mel: +7
Rng: +4
Fort: +5
Refl: +5
Will: +1
===================================
Special Abilities
Race: Immune to Magical Sleep, acid and paralysis, +2 saves vs. Enchantment, Low Light Vision, Darkvision 60 ft., +2 to Listen, Search and Spot, Automatic Search check within 5' secret or concealed door, Breath Weapon (60' line, 6d8 acid, usable 1/day, reflex dc13), 2 claws (1d4+6), bite (1d6+3)

Class: Wild Empathy (+2 to animals), favored enemy (dragons +2),

Other:

===================================
Feats: Track, Exotic Weapon Proficiency (two-bladed sword),

===================================
Languages: Tradespeak, Draconic, Elven,

===================================
Skills
Trained or Untrained: +X (=Rank + Stat Mod + Other)
Handle Animal +5 (=+4+1+0)
Hide +6 (=4+3-1)
Listen +7 (=4+1+2)
Move Silently +6 (=4+3-1)
Search +7 (=4+1+2)
Spot +7 (=4+1+2)
Survival +5 (=4+1+0)
===================================
Magic Items (location, weight): None
==================================
Other Equipment:
Weapons: Greatsword, Longbow (with 20 arrows)
Armor, Clothes: Studded Leather armor, Travelers Outfit

-----------------------------------
Container: Backpack

Contents: bedroll, 2 sunrods, 10 days of trail rations, hempen rope (50 ft.),


Container: Belt pouch

Contents: flint and steel, waterskin


-----------------------------------
Money
PP: 0
GP: 2
SP: 15
CP: 50
Gems/Other: 0
-----------------------------------
Load
Light: 0-173 lbs.
Medium: 174-346 lbs.
Heavy: 347-520 lbs.
Current: 67.5 lbs.
===================================
Animals and Companions: None
===================================
Familiar/Animal Companion(s): None
===================================
Henchmen/Cohorts/Hirelings: None
===================================
Description (include Age, gender, height, weight, physical description):
Irthos is 5'5" and weighs 118 pounds. He has green scales and a dragon-like ridge running down his his head and back, in the same appearance of a green dragon. He has a bony spur at his elbow, shaped almost like a claw. His eyes are a menacing yellow, tinted and tainted by his blood. He constantly smells of chlorine gas, though the scent is light. His teeth are unusually long and seem preturnaturally sharp. His vicious claws are 3 inches long, curved and constantly sharp, meant for the tearing of flesh. He wears a torn and stained suit of studded leather and a large, dark colored cloak with a deep hood as well and a plain set of leather gloves.
A huge sword hangs from his belt, of good make, though it has seen obvious use. A longbow hangs at his shoulder, and it seems weather-beaten. He gives the figure of someone who has seen much, but is also searching for something.
 
Last edited:

A few things to note regarding Irthos at first glance:

1) As a half-dragon, he naturally possesses the alignment of his dragon parent, and green dragons are Lawful Evil by nature, so Irthos would be Lawful Evil, not Chaotic Neutral. Green dragons are exceptionally violent, controlling, and territorial; also, they especially enjoy eating Elves. I don't think they'd ever mate with an Elf.

Choose a different dragon type if you want him to be a different alignment (closest would be copper or brass dragons, which are Chaotic Good, or black, red, or white dragons, which are Chaotic Evil). There are no standard true dragons that are chaotic neutral. I'm not sure if there's any explanation for a half-green dragon Elf that would make sense....

2) Venerating Trandim is odd for a half-chromatic dragon, though I could understand it if he's especially disgusted at his chromatic-dragon heritage and wants to destroy the chromatics. Otherwise I don't think it'd make sense, as long as he's half-chromatic rather than half-metallic. Also, it'd put him rather seriously at odds with the dragon shaman of Naeron, I think. Not necessarily something that needs to be changed, but considered.

3) Don't forget to list the half-dragon natural weapons among racial traits; 2 claws for 1d4 damage + Strength bonus and 1 secondary bite (-5 to its attack roll) for 1d6 damage plus half Strength bonus (rounded down). Also, list the Reflex DC for your breath weapon, which would be 13 (10 + Constitution modifier, since he has no racial hit dice).

4) You forgot to put the racial skill modifiers in, except among the racial traits; add the +2 for Listen, Search, and Spot to where you have the skills listed with their ranks and other modifiers.

5) You get a free starting outfit, such as an explorer's outfit or traveler's outfit. Just for reference. Cuz yknow. Irthos probably doesn't run around naked but for his leather armor. :)

6) Since half-dragons are exceedingly powerful for a 1st-level character, would you mind if I spread out the half-dragon benefits and ECL adjustment over his first few levels, rather than getting all of it at once?

Say, start out with a +1 ECL adjustment, Dragon type, breath weapon (but 2d8 damage to start with), natural weapons, dragon immunities, vision benefits, +2 natural armor, and +2 Intelligence. Once he gets his 2nd class level, he'd get the 2nd point of ECL adjustment too, another +4 Strength, +2 Constitution, +2d8 breath weapon damage, and +1 natural armor. At the 3rd class level he'd pick up the 3rd point of ECL adjustment, another +4 Strength, +2 Charisma, +2d8 breath weapon damage, and +1 natural armor.

This would reduce his 1st-level HP and breath weapon DC by 1 point, until he hits 2nd-level. But it would mean he hits 2nd-level much sooner (at the time the rest of the party hits 3rd, leaving him only slightly behind in HP, feats, and skill points, but ahead in offense and physical power). And reaches 3rd-level somewhat sooner than normal.
 

Actually (about your point #6), there is a Variant in Races of the Dragon called Half-Dragon/Draconic Racial Class. It allows you to "spend" class levels to get the benefits of those templates. Start as Ranger 1/Racial 1. Racial 2 gets you full Draconic template, but no Ranger bonus. Take Racial 3 and 4, then you're a half-dragon. Could be like his dragon blood truly awakening since he's reached adulthood...
 

While your points concerning Irthos' allignment are good, I have a good explanation as well. Here's his history. Hope you find it helpful!

Irthos Siannodel is a half-dragon elf whose father is a tyrranical green dragon. Seeing this, Irthos' mother fled with him to escape his fathers' evil. She spent years in hiding when Irthos's father, Dimithkarjic found them. Irthos escaped without being harmed. His mother fell behind and was killed for treachery. Irthos fled his lands and found refuge in a hut on the border of the forest. Inside was an elven warrior who knew his mother. He was also a Siannodel. His name was Fernos. For years, Fernos trained Irthos and tempered his hatred of his father, turning him into the ultimate green-dragon hunter. Fed by the thought of revenge at his father, Irthos surprised even himself at how hard he trained. One night, however, when everything seemed to be looking up, Irthos was awakened by Fernos, who told him that the hut was under siege. As they made their escape, Irthos could barely make out the sillhouettes of orcs dancing in the flames.

After fleeing the orcs, Dimithkarjic found them by chance during a hunt. He recaptured Irthos and killed Fernos. After bringing him back to the forest, Irthos' father gave him the chance to join him, but Irthos refused and escaped his fathers' wrath. He lived for years in hiding, traveling from town to town, with only the thought of revenge keeping him alive. While praying for the support of the legendary metallic dragons, Irthos realized how foolish this was. He was part green dragon, and it would take a miracle to persuade them into helping him. So, abondoning his feeble hope, he lived for years as a loner, praying that by some chance he would be given the chance he deserved to kill his father...


I am willing to change the dragon color, preferably to black. In fact, now that I think about it, I think I would prefer that. I hope you are willing to relax the allignment problem because I really worked hard on his history.
As for the character sheet things I was missing, I edited them into my last post.
And finally, as for the spreading out, I think that's fine.
As to the whole killing his father thing, I hope you give us the chance when our team is ready... :cool:
 
Last edited:

Dragonwriter - Eh, I don't have RotD so I'm not familiar with that option, but it's to be expected that they'd have it. Nonetheless, I prefer my solution; it doesn't cost him an extra level (half-dragon is ECL+3, not +4), though he doesn't get any HP/BAB/etc. from the ECL "levels".

Aramil - I suppose I can relax the alignment of the half-dragon template a little, but he'll still be LN or CN with evil tendencies, just not quite Evil alignment. Even the rare exception to the rule has trouble fighting its inherantly vicious nature; he may have been raised well enough to believe that his inherent sadism and ill temperment are wrong and should be resisted, but he'll still have a cruel, violent streak.

Black dragon is better at least since it's close to his stated alignment, and at least isn't quite as terribly unlikely (read: antithetical) to mating with an elf.

Slaying a dragon is certainly something the adventurers may do later. It was, after all, something we did in the For More Than Glory campaign while I was DMing it for a few months at one point. :)
 

FWIW, Firehorse has set a precedent in FMTG for dragon alignments to be considered "usually" instead of "always". Zerash has not become any more evil (that I've noticed) since becoming officially part-green, and Xinthraxis may not grow up to be your typical white dragon if Z teaches him well.

Anyway, the character I'm getting ready to decant. He departed a bit from my original thoughts, but that's why I think of growing characters instead of building.

Official 13 Kingdoms Character Sheet V1.2a (as revised by DM Arkhandus)
Name: Shin Fusin Daisu
Player: Memnus
E-Mail: $(PLAYER_NAME) (at) gmail.com

Race: Halfling
Class: Gestalt rogue/cleric
Level: 1
ECL: +1 mod/total 2
XPs: 0 current/3000 next level

Current DM: Arkhandus
Patron God: Lunakav
Alignment: CN
===================================
Str: 10
Dex: 16
Con: 12
Int: 14
Wis: 16 +/- 0
Cha:10
===================================
HP: 9
AC: 16 (+3 Dex, +1 Size, +2 Armor, +0 Shield)
Init: +3
Speed: 20 feet
BAB: +0
Mel: +1
Rng: +4
Fort: +4
Refl: +6
Will: +6
===================================
Special Abilities
Race:
Small size
+2 racial bonus to climb, listen, jump, move silently
+1 racial bonus to all saves
+2 morale to saves versus fear
+1 to hit with thrown weapons and slings

Class: Gestalt: Gains the benefits of both classes equally, including higher saves, hit dice, and attack bonus.

Rogue:
Proficient with simple weapons, hand crossbow, rapier, shortbow, short sword, light armor
Sneak attack: 1d6
Trapfinding: Can use Search to find traps with DC more than 20

Cleric:
Proficient with all simple weapons, all armor, shields
Favored weapon: Staff
Aura of chaos: appears under Detect chaos
Madness domain: Insanity score of half caster level is added to Wisdom for spellcasting purposes, subtracted for all others. Once per day, may act with Clarity of True Madness, and score is added instead of subtracted for one Wisdom-related roll.
Chaos domain: Cast chaos spells at +1 caster level
Spontaneous casting: Healing
Turn undead

Other:

===================================
Feats:
Point Blank Shot

===================================
Languages:
Tradespeak
Tsukari (or whatever is local)
Kinrisari
(There's not really a halfling racial language...)

===================================
Skills
(Only trained skills listed): +X (=Rank + Stat Mod + Other)
Bluff +2 (=2+0+0)
Climb +4 (=2+0+2)
Concentration +5 (=4+1+0)
Gather Information +2 (=2+0+0)
Hide +11 (=4+3+4)
Jump +4 (=2+0+2)
Listen +7 (=2+3+2)
Move Silently +9 (=4+3+2)
Search +6 (=4+2+0)
Spot +5 (=2+3+0)

Disable Device +6 (=4+2+0)
Open Lock +7 (=4+3+0)
Tumble +7 (=4+3+0)
===================================
Magic Items (location, weight):

===================================
Other Equipment:
Weapons: Quarterstaff, throwing daggers (8), shortbow (20 arrows)

Armor, Clothes:
Leather armor, traveler's outfit

Other important things:
Holy symbol: carved out of stone, worn around left wrist
Thieves' tools (standard)

-----------------------------------
Container: Backpack
Contents: tools, bedroll, blanket, the usual useful stuff that I haven't bothered to do details on


Container: Quiver
Contents: arrows of course


------------------------------ -----
Money
PP: 0
GP: 23
SP: 19
CP: 24
Gems/Other: 0
-----------------------------------
Load
Light: 0-24 lbs.
Medium: 25-42 lbs.
Heavy: 43-75 lbs.
Current: ~22 lbs.
===================================
Magic
Caster Level: 1 (2 on chaos spells)
Spells per day: 3/1 (6/3 incl. bonus and domain)
Domains: Madness, Chaos
Lvl 0 Spells: Inflict minor wounds x2, light, purify food and drink x2, create water
Lvl 1 Spells: Lesser confusion, inflict light wounds, magic stone
Lvl 2 Spells:
Lvl 3 Spells:
Lvl 4 Spells:
Lvl 5 Spells:
Lvl 6 Spells:
Lvl 7 Spells:
Lvl 8 Spells:
Lvl 9 Spells:
===================================
Description (include Age, gender, height, weight, physical description):

Daisu obviously doesn't tend to think or care that anybody sees him, even when he's not actively trying to be seen. His cloak is tattered and dirty, his hair is matted and tangled under his broad hat, and his trousers are rumpled and uneven. He walks with a rough-hewn staff, though he doesn't put any weight on it; he also has a short bow and quiver of arrows attached to his backpack. His face is smooth and unremarkable, entirely forgettable.

Male, 27 years, 3'1", 27#

===================================
Any FEAT or Spell not in Core Rule I-III needs to have OGC description posted below:

Madness domain spells (domain power is listed under class abilities):

1. Lesser Confusion

2. Touch of Madness
Components: V, S
Casting time: One action
Range: Touch
Targets, Effect, or Area: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

The caster may daze one living creature by making a successful touch attack. If the target creature does not make a successful Will save, its mind is clouded and it takes no action for 1 round per caster level. The dazed subject is not stunned (so attackers get no special advantage against it), but it can’t move, cast spells, use mental abilities, and so on.

3. Rage

4. Confusion

5. Bolts of Bedevilment
Components: V, S
Casting time: One action
Range: Medium (100 ft. + 10 ft./level)
Targets, Effect, or Area: Ray
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell grants the caster the ability to make one ray attack per round. The ray dazes one living creature, clouding its mind so that it takes no action for 1d3 rounds. The creature is not stunned (so attackers get no special advantage against it), but it can’t move, cast spells, use mental abilities, and so on.

6. Phantasmal Killer

7. Insanity

8. Maddening Scream
Components: V
Casting time: One action
Range: Touch
Targets, Effect, or Area: Living creature touched
Duration: 1d4+1 rounds
Saving Throw: None
Spell Resistance: Yes

The subject cannot keep him or herself from behaving as though completely mad. This spell makes it impossible for the victim to do anything other than race about caterwauling.

The effect worsens the Armor Class of the creature by 4, makes Reflex saving throws impossible except on a roll of 20, and makes it impossible to use a shield.

9. Weird
 
Last edited:

Remove ads

Top