johnsemlak
First Post
The citizens of the Golden Ring have lived in peace and prosperity for decades. Invasions by the hoards of centaurs from the east, the villainy of the Kolduny, and the wars with western neighers have been in the past for most people's memory. Recently, however, some strange occurances have led to rumors that evil is now stirring again. No one can be sure what the cause is, but some villagers are afraid again. And winter is just now setting in, and the local wise women say it's going ot be a cold one...
This will be a PbP game set in a fantasy version of medieval Russia. The campaign will use real-world geography and to a lesser extent real-world history, with significant modifications.
The campaign will use rules from the books Frostburn and Frost and Fur (By Monkeygod Enterprises). Neither book is necessary to play, however. They will be used primarily for DM information, though some character options from the books will be available. Frostburn will be the primary source of rules on campaigns in cold regions, with Frost and Fur adding some Slavic flavor. Character creation will be kept close to the core rules, though people with either of the above books will be able to use some options presented.
The setting will be mythic, fantasy Russia. It will be loosely based on some historical elements from AD 700-1300 and later. Most of the standard fantasy D&D assumptions will apply however. Religion will be pre-christian, there will be no firearms, etc. I am using the Ars Magica sourcebook, The Dragon and the Bear, for some background info, as well as Gurps: Russia, and my own knowledge (I am an American who has lived in Russia for nearly 10 years).
Standard D&D races will exist, with some adaptation for flavor. PC races will be described below. Monster races such as orcs and giants will exist as well, though be uncommon. However, the east and north of the 'Golden Ring' will include vast expanses of uncivilized land, the inhabitants of which few have survived to tell... In short, just about anything that could exist in fantasy D&D could exist in this campaign.
The campaign will begin in Russia's 'Golden Ring', a group of towns situated to the north-east of what is now Moscow. The towns include Vladimir, Suzdal, Rostov, Yaroslavl, Sergeev Posad, Kostroma, Ivanovo, & Murom. It will be assumed that all these towns exist, regardless of when they when actually founded. (a quick google search should reveal a little about these towns). Other towns existing in Medieval Russia include Moscow, Ryazan, Vologda, Novgorod, and (far away ot the south and west) Kiev. In the golden ring, The largest and most important town is Vladimir, with about 5000 inhabitants. Ohter towns are somewhat smaller. The distant cities of Novgorod and Kiev are somewhat larger.
The campaign could take the PCs to areas beyond the Golden Ring, perhaps to the east or to the north. Travel to the far west (i.e. to central and western Europe) will be outside the scope of the campaign.
PCs need not be from the Golden Ring, but they should have a reason to be there at the start of the campaign.
Disclaimer--Though based on historical Russia, I have taken a number of liberties in creating the setting and background. I will try to make these clear so confusion between real-world Russia and fantasy Russia is kept to a minimum. Changes/simplifications I have made to ethnic groups are done for the purpose of creating a fantasy setting and are not meant to be offensive.
Intested players should post characters below, or you can email me at johngocska at yahoo dot com
Character Creation
PC creation will be kept as close to core as much as possible. Thus, most of the rules for PC races and classes from Frost and Fur will not be used, except where noted.
Rules: 3.5 Edition
Number of players: 3-5 (I'll probably take a maximum of 4 applicants and reserve one spot for a friend.)
Abilities: 32 point buy
Starting Level: 3 (or ECL equivelent); Starting XP is midway between 3rd and 4th.
Starting Gold and Equipment--Use standard rules in the DMG for 3rd level characters.
HP: Maximum at first level, 3/4 (round up) afterwards.
Alignment: no evils
Available Resourses: 3.5 Core Rulebooks, Complete Warrior, Complete Divine, Complete Arcane, Races of Stone, Frostburn, Frost and Fur. Material from non-core books should be approved before use.
Available Races:
Humans: Humans will be standard PHB humans. Players should choose one of two culteres: Vikings and Slavs. Game differences between the two will be minimal. Vikings invaded from the west a long time ago and are now entrenched in Slavic lands, often in positions of power in towns (particularly Novgorod to the west). Vikings are less common in the Golden Ring but sometimes are there as visiting dignitaries, traders, merchants, or, possibly raiders.
Slavs are have inhabited the lands of the Golden Ring and surrounding areas for a long time. Most are villagers (Commoners), working as either farmers or other peasant trades. Slav characters should take Slavic names.
Dwarves--Dwarves in the Golden Ring are mostly immigrants from lands to the west. In the larger cities (Vladimir, and to the west Novgorod and Kiev) there are small dwarven quarters. The dwarves work mostly as craftsmen, engineers, etc.
Elves Standard PHB elves are, like the dwarves, immigrants from the west. Inhabiting mostly large cities, they (rarely, albeit) come to the Golden Ring and other Slavic cities as diplomats, artists, or travellers.
Subrace--Deep within the Russian forests exist a distant brethren of the western elves, the leshii (Wood Elves in D&D terms). They rarely venture from their secluded forest homes but have been known to do so. They are viewed with some suspicion by humans (but also with respect for their closeness to nature). They are thought to be a bit primitive by their western kin.
Gnomes Like dwarves, Gnomes work in larger Slavic cites as craftsmen, working as gemcutters, jewelers, artists, architects, etc. They tend to live alongside dwarves, or sometimes elves. The are greatly valued for their craftsmenship but thought by slavs to be a bit whimsical and tricky.
Halflings Halflings are culturaly the most changed race for this campaign. Halflings this campaign live to the south of Slavic lands, from near what is now the Caucasus mountains. They live and work in many Slavic cities as shopkeepers, innkeepers, etc, often trading foods they import from more southern lands such as dried fruits. In this campaign, Halflings are loosely based on Armenian and other ethnic groups from the Caucuses region now inhabiting Russia. PCs should choose an Armenian name; see here for ideas.
Uldra A new race from Frostburn, this race primarily lives in the far north. They have little contact with humans, but some have been known to travel among human lands.
Half-elves are pretty standard.
Half-orcs are not a suitable race for this campaign.
Classes
All standard PHB classes except Monks are available normally. This is a non-Psionic campaign, so no psionic classes.
Players with Frost and Fur may also take the Volhov class.
Barbarians - Humans either from the far north or the east, from uncivilized lands. The lands to the north and east are generally very sparsely populated, and are good places for 'Barbarians' to originate.
Bards - Storytellers are very common in slavic lands and tell stories (bylini of Heroes (usually, the Bogatyri) battleing monsters and invaders).
Clerics Standard PHB 'battle clerics' are a bit inappropriate. Players should try to design a less militaristic cleric. For information on deities, please see a post further down.
Druids Especially common among the Uldra and Leshii, but also have human practicers. The forests of Russia are vast and and and good settings for druids.
Fighter Pretty standard
Monk Inappropriate for this campaign.
Paladin Though slightly different than the typical heavyily armored knight of Western Europe, Paladins exist in Slavic lands as champions of good and defenders of the villagers against evil. They often worship St. Demetrius.
Ranger The forests of Russia make Rangers feel at home. Rangers are often warriors for hire travelling from city to city.
Rogue Pretty standard
Sorceror Viewed with suspicion, these practicers of magic are rare and generally keep to themselves. PC sorcerers would be advised to be discreet with their magic.
Wizards Like sorcerors, they are rare and viewed with suspicion, sometimes confused with the evil Kolduni. Wizards PCs should also be discreet with their magic.
I will also allow the following alternate core classes: Spirit Shaman, Cloistered Cleric
This will be a PbP game set in a fantasy version of medieval Russia. The campaign will use real-world geography and to a lesser extent real-world history, with significant modifications.
The campaign will use rules from the books Frostburn and Frost and Fur (By Monkeygod Enterprises). Neither book is necessary to play, however. They will be used primarily for DM information, though some character options from the books will be available. Frostburn will be the primary source of rules on campaigns in cold regions, with Frost and Fur adding some Slavic flavor. Character creation will be kept close to the core rules, though people with either of the above books will be able to use some options presented.
The setting will be mythic, fantasy Russia. It will be loosely based on some historical elements from AD 700-1300 and later. Most of the standard fantasy D&D assumptions will apply however. Religion will be pre-christian, there will be no firearms, etc. I am using the Ars Magica sourcebook, The Dragon and the Bear, for some background info, as well as Gurps: Russia, and my own knowledge (I am an American who has lived in Russia for nearly 10 years).
Standard D&D races will exist, with some adaptation for flavor. PC races will be described below. Monster races such as orcs and giants will exist as well, though be uncommon. However, the east and north of the 'Golden Ring' will include vast expanses of uncivilized land, the inhabitants of which few have survived to tell... In short, just about anything that could exist in fantasy D&D could exist in this campaign.
The campaign will begin in Russia's 'Golden Ring', a group of towns situated to the north-east of what is now Moscow. The towns include Vladimir, Suzdal, Rostov, Yaroslavl, Sergeev Posad, Kostroma, Ivanovo, & Murom. It will be assumed that all these towns exist, regardless of when they when actually founded. (a quick google search should reveal a little about these towns). Other towns existing in Medieval Russia include Moscow, Ryazan, Vologda, Novgorod, and (far away ot the south and west) Kiev. In the golden ring, The largest and most important town is Vladimir, with about 5000 inhabitants. Ohter towns are somewhat smaller. The distant cities of Novgorod and Kiev are somewhat larger.
The campaign could take the PCs to areas beyond the Golden Ring, perhaps to the east or to the north. Travel to the far west (i.e. to central and western Europe) will be outside the scope of the campaign.
PCs need not be from the Golden Ring, but they should have a reason to be there at the start of the campaign.
Disclaimer--Though based on historical Russia, I have taken a number of liberties in creating the setting and background. I will try to make these clear so confusion between real-world Russia and fantasy Russia is kept to a minimum. Changes/simplifications I have made to ethnic groups are done for the purpose of creating a fantasy setting and are not meant to be offensive.
Intested players should post characters below, or you can email me at johngocska at yahoo dot com
Character Creation
PC creation will be kept as close to core as much as possible. Thus, most of the rules for PC races and classes from Frost and Fur will not be used, except where noted.
Rules: 3.5 Edition
Number of players: 3-5 (I'll probably take a maximum of 4 applicants and reserve one spot for a friend.)
Abilities: 32 point buy
Starting Level: 3 (or ECL equivelent); Starting XP is midway between 3rd and 4th.
Starting Gold and Equipment--Use standard rules in the DMG for 3rd level characters.
HP: Maximum at first level, 3/4 (round up) afterwards.
Alignment: no evils
Available Resourses: 3.5 Core Rulebooks, Complete Warrior, Complete Divine, Complete Arcane, Races of Stone, Frostburn, Frost and Fur. Material from non-core books should be approved before use.
Available Races:
Humans: Humans will be standard PHB humans. Players should choose one of two culteres: Vikings and Slavs. Game differences between the two will be minimal. Vikings invaded from the west a long time ago and are now entrenched in Slavic lands, often in positions of power in towns (particularly Novgorod to the west). Vikings are less common in the Golden Ring but sometimes are there as visiting dignitaries, traders, merchants, or, possibly raiders.
Slavs are have inhabited the lands of the Golden Ring and surrounding areas for a long time. Most are villagers (Commoners), working as either farmers or other peasant trades. Slav characters should take Slavic names.
Dwarves--Dwarves in the Golden Ring are mostly immigrants from lands to the west. In the larger cities (Vladimir, and to the west Novgorod and Kiev) there are small dwarven quarters. The dwarves work mostly as craftsmen, engineers, etc.
Elves Standard PHB elves are, like the dwarves, immigrants from the west. Inhabiting mostly large cities, they (rarely, albeit) come to the Golden Ring and other Slavic cities as diplomats, artists, or travellers.
Subrace--Deep within the Russian forests exist a distant brethren of the western elves, the leshii (Wood Elves in D&D terms). They rarely venture from their secluded forest homes but have been known to do so. They are viewed with some suspicion by humans (but also with respect for their closeness to nature). They are thought to be a bit primitive by their western kin.
Gnomes Like dwarves, Gnomes work in larger Slavic cites as craftsmen, working as gemcutters, jewelers, artists, architects, etc. They tend to live alongside dwarves, or sometimes elves. The are greatly valued for their craftsmenship but thought by slavs to be a bit whimsical and tricky.
Halflings Halflings are culturaly the most changed race for this campaign. Halflings this campaign live to the south of Slavic lands, from near what is now the Caucasus mountains. They live and work in many Slavic cities as shopkeepers, innkeepers, etc, often trading foods they import from more southern lands such as dried fruits. In this campaign, Halflings are loosely based on Armenian and other ethnic groups from the Caucuses region now inhabiting Russia. PCs should choose an Armenian name; see here for ideas.
Uldra A new race from Frostburn, this race primarily lives in the far north. They have little contact with humans, but some have been known to travel among human lands.
Half-elves are pretty standard.
Half-orcs are not a suitable race for this campaign.
Classes
All standard PHB classes except Monks are available normally. This is a non-Psionic campaign, so no psionic classes.
Players with Frost and Fur may also take the Volhov class.
Barbarians - Humans either from the far north or the east, from uncivilized lands. The lands to the north and east are generally very sparsely populated, and are good places for 'Barbarians' to originate.
Bards - Storytellers are very common in slavic lands and tell stories (bylini of Heroes (usually, the Bogatyri) battleing monsters and invaders).
Clerics Standard PHB 'battle clerics' are a bit inappropriate. Players should try to design a less militaristic cleric. For information on deities, please see a post further down.
Druids Especially common among the Uldra and Leshii, but also have human practicers. The forests of Russia are vast and and and good settings for druids.
Fighter Pretty standard
Monk Inappropriate for this campaign.
Paladin Though slightly different than the typical heavyily armored knight of Western Europe, Paladins exist in Slavic lands as champions of good and defenders of the villagers against evil. They often worship St. Demetrius.
Ranger The forests of Russia make Rangers feel at home. Rangers are often warriors for hire travelling from city to city.
Rogue Pretty standard
Sorceror Viewed with suspicion, these practicers of magic are rare and generally keep to themselves. PC sorcerers would be advised to be discreet with their magic.
Wizards Like sorcerors, they are rare and viewed with suspicion, sometimes confused with the evil Kolduni. Wizards PCs should also be discreet with their magic.
I will also allow the following alternate core classes: Spirit Shaman, Cloistered Cleric
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