lvl 1 fighter
First Post
Adventure in the Swordlands
It has been 400 years since the Masters of Hevia destroyed themselves. Their floating cities have long lain in ruins on the ground and the remnants of the First have just begun to take humanity out of the chaos that was left in the Masters wake.
Pockets of civilization are finding refuge in numbers. The ruins of Hevian cities provide humanity with the tools to build a new world and the walls with which to protect it. Little is known of the lands beyond each city, save for the news that comes with the attacks of neighboring warlords. Each city is ruled by the First and struggles for independence from would-be conquerors and the savage and deadly remainders of the Masters war.
The magic of the Masters has been all but lost. Those few who possess magical ability must train themselves from whatever tomes of knowledge can be found among the ruins. Most would-be mages die while trying to locate these books, and those few who survive hoard and guard their knowledge. The rare adept that finds a mage to learn from must pay heavily for the teaching, usually in the form of years of indentured servitude.
The Swordlands are vast. While no complete map of the world can be found, the people of this new age are starting to explore the ruins and wilderness that surrounds them. While some have found prosperity from subjugating those weaker, others are learning the values of working together. At this time it's not a matter of Good overcoming Evil. This is civilization after the fall. There is very little everyday safe life. Take what you can, protect what's yours, and if you live the day then you can worry about tomorrow.
The story starts in the port town of Hur. It is a small fishing village that has a natural harbor on the west and the shadow of Zurdan city looming over it from the east. Less than half a day away, Zurdan extracts payment from the fishing community in exchange for protection from the nomadic tribes of the north. The First of Zurdan is Kel'un, a callous man but one who keeps his word to the letter of his law, and the relationship between the two communities has been straining but beneficial for the people of Hur.
All that is about to change...
[sblock=Game Information]
This is a 3.5 DnD game. It uses the E6 rules variant.
The game is in the Swordlands setting from Iron Heroes. The game is about survival, about doing what is necessary to see the next day. In the Swordlands the weak of will and heart die, and the strong survive to face the dangers of tomorrow. Whether they come together as one or separate the wheat from chaff remains to be seen.
It is a low-magic Heroic adventure game. There are no clerics and the Gods are names only to be taken in vain.
It is primarily combat/adventure roleplaying in a brutal and unforgiving world. If the civilization of Conan fell into complete chaos, this is what it would look like after about 400 years.
I'm looking for 4 players, with 1 alternate.
Characters start at 4th level. Experience Points are not used, level advancement will be story based.
38 pt buy for abilities. Max HP at 1st level. Half HD+1+Con Mod for subsequent levels.
Characters have 3500gp and may purchase one magic item.
Human is the only available race.
This is the list of available classes:
Barbarian
Crusader
Fighter
Human Paragon
Knight
Marshall
Ranger
Rogue
Scout
Spellcaster
Swordsage
Warblade
Human Paragon and Spellcaster may be found at The Hypertext d20 SRD (v3.5 d20 System Reference Document) :: d20srd.org
Alignment is not a game mechanic. However, choose one as part of your characters background, motivation, etc. Alignment is used as a guide to how your character views the world and his or her place in it.
There is no multi-classing penalty. This doesn't mean go crazy. I don't like that the system penalizes players for trying to mix the classes to fit a character concept.
This game makes use of the Class Defense Bonus and Reserve Point systems in Unearthed Arcana.
Character background is required. It doesn't need to be an epic description; a few paragraphs will suffice. It should include the characters immediate and long-term goals. These can be as base as "Steal from everyone I can" or as heroic as "Serve and protect my village/city/family/warlord"
Also necessary is how your character makes a living, how they survive in the world. "Adventurer" is not an occupation.
You don't need to place your character directly in either of the two cities, though you may if you desire. Once the character is accepted I will work with you to figure out where your character fits into the story.
All WOTC 3.5 books are available, with the noted restrictions on class. However, make sure your character stays within the theme of the game.
[/sblock]
[sblock="Homebrew Information"]
Skills
- Heal - Heal may be used to Treat Wounds. A DC 15 check allows the character to restore a number of Reserve Points equal to the Heal check result. A person can receive this treatment only once per day whether it succeeds or fails, even if multiple characters attempt to heal the character. A character may Treat Wounds on themselves.
Feats
All crafting feats are restricted.
Feats may be selected from the Iron Heroes Variant Player Handbook, including Mastery Feats. For game purposes, ignore the Mastery Feat Categories. Your character level equals your Rating. Fighters may select any Mastery Feat they qualify for as a bonus feat.
**** All Iron Heroes feats require DM approval and are not guaranteed to be accepted. It's an available source, but I need to check it out first. ****
Classes
Rangers - Select your Favored Enemy from this list - (Humans, Animals, Magical Beasts, Monstrous Humanoids, Plants, Undead, Vermin).
Equipment
Healing Herbs - 25gp
This twist of dried herbs may be used to rejuvenate a character. Soaking them in water and drinking the mixture will heal 1d8+5 Reserve Points. One dose a day is harmless. However, taking more than that will cause the Herbs to build up and act as a toxin in the characters system, clouding their mind and judgement. (Int and Wis penalties.)
[/sblock]
Here is a sample character. This is a brief example of the feel of the game.
[sblock="A Night in the Life of Durge"]
The light from the evening was fading fast as Durge finished skinning and cleaning the last rabbit. "Three today. That should keep Lena from complaining." He hung dinner on his belt next to its companions and reset his snares. "Well, at least about the food anyway." A slight smile creased the mans face as he finished and stood up. His head nearly touched the lowest branches as he walked down the game trail that was almost too narrow for his huge frame. A greataxe lay fastened on his back, and the animal skins that covered him did little to conceal his muscled body.
Durge glanced at the sky through the trees and grimaced. "Getting dark faster now. Better hurry." Breaking into a hustle, the twists and turns of the trail were no problem as his feet seemed to know where to lead him. Before the last of the sun sunk past the earth, Durge slowed down as he came to the dirt road that intersected the trail. Crouching in the underbrush, Durge waited for his heart to slow and cast his eyes over the road and the forest on the other side. "Damn, shouldn't have taken so long. Too dark to see anything." Straining his eyes in the near darkness for any signs of danger, Durge fingered a dagger at his belt.
Afte several minutes the sun disappeared and the half-moons light glowed weakly in the early night air. With a grunt, Durge left the dagger where it was and stepped out from the brush onto the road. Before his foot touched the ground, two arrows flew from the opposite tree line. The first pierced his thigh and stayed there. The second clipped him in the ear as it flew past. Crying out in pain Durge unslung the greataxe from his back and charged across the road to where the arrows came from. As he ran another arrow came out of the woods and struck him in the side, burrowing deep into his guts. A figure sprang out from the brush where the arrows had left and raised his sword in defense as Durge ran screaming at him, axe held high.
Durges axe was deflected by the little man and the bandit brought his sword around and slashed at Durge, slicing him across the arm. Another arrow flew from the trees and caught Durge in his side, joined its brother. As the arrow pierced him, Durge felt the blood madness overcome him and vitality bought from pain and fear surged through him. Bringing his greataxe up from the ground he split the bandits chest open and dashed into the treeline, leaving the man to grasp at his guts as they came sliding out from within him.
The bandit in the trees yelled a curse at Durge as he fitted another arrow and let it fly at the crazed man crashing through the brush to the archers tree. The arrow stuck into Durges arm but he did not seem to notice it as Durge leapt at the tree and began to climb it, leaving his axe on the ground. The bandit cursed again and hesitated before firing two arrows in rapid succession at Durge. They both found their mark in the mad-foaming man but did little to distract him.
Closing quickly on the bandit, Durge leapt from the tree to the limb the bandit was on and grasped for the mans legs. As Durge fell from the tree he dragged the bandit down with him, both of them bouncing off limbs before tumbling to the ground. The bandit lay dazed on the ground as Durge crawled over to him. Holding the struggling bandit down with one arm, Durges hand fell on a rock as big as his fist. Grasping it, he raised it over the frantic bandit and brought it down on his head, over and over, until the bandit moved only from twitching.
Rolling off the bandits corpse, Durge brought himself to his knees. His body heaving and shaking from the vitality that had left him, he stumbled over to the tree and lay against it, holding his greataxe tightly to his chest. After a time, his breathing slowed and his heart stopped trying to burst through his chest. Breaking off the ends of the arrows stuck in his gut, he took a deep breath and yanked the remaining arrow from his leg. His body jerked in spasm, and then he lay once more against the tree. With a deep sigh, he steadied himself against the tree and limped over to the bodies of the bandits. A coin pouch was slipped into Durges belt, and the little mans sword and scabbard were placed alongside it.
Throwing the little mans body into the trees, Durge stood still and gazed into the woods. "You poor bastards. If you'd asked I would have shared my catch." Shaking his head, he continued limping down the road.
[/sblock]
Here is what Durge looks like as a character.
[sblock="Durges Stats"]
Human Barbarian 4 (Berserker Strength PHB II variant)
AL True Neutral
H Power Attack
1 Weapon Focus: Greatsword
3 Greater Resiliency
Str 15 +3 [+1 lvl]
Dex 16 +3
Con 14 +2
Int 10
Wis 12 +1
Cha 10
F/R/W +6/+4/+2
AC 19 / 10 +3 dex +5 defense +1 natural
HP 41
RP 41
atk
Mwk Greataxe +8 1d12+3
Berserk atk
Mwk Greataxe +11 1d12+6
Skills (Leaping Climber, Wall Jumper)
Climb +9, Jump +9, Intimidate +3, Listen +8, Survival +8
Gear
Mwk Greataxe
Amulet of Natural Armor +1
Mwk Snares (Survival) x3
Animal Skins (cold weather outfit)
Dagger
Silk Rope
Healing Herbs x2
[/sblock]
- Recruitment is closed.
- Players will be expected to post once daily, Mon-Fri.
Characters:
lawful_stupid - Uther Son-of-Uther
wysiwyg - Kareus
Vertexx69 - Ko'Dan Mu'Harr Dahut'lan
SephBaelzara - Kaze Blackhawk
It has been 400 years since the Masters of Hevia destroyed themselves. Their floating cities have long lain in ruins on the ground and the remnants of the First have just begun to take humanity out of the chaos that was left in the Masters wake.
Pockets of civilization are finding refuge in numbers. The ruins of Hevian cities provide humanity with the tools to build a new world and the walls with which to protect it. Little is known of the lands beyond each city, save for the news that comes with the attacks of neighboring warlords. Each city is ruled by the First and struggles for independence from would-be conquerors and the savage and deadly remainders of the Masters war.
The magic of the Masters has been all but lost. Those few who possess magical ability must train themselves from whatever tomes of knowledge can be found among the ruins. Most would-be mages die while trying to locate these books, and those few who survive hoard and guard their knowledge. The rare adept that finds a mage to learn from must pay heavily for the teaching, usually in the form of years of indentured servitude.
The Swordlands are vast. While no complete map of the world can be found, the people of this new age are starting to explore the ruins and wilderness that surrounds them. While some have found prosperity from subjugating those weaker, others are learning the values of working together. At this time it's not a matter of Good overcoming Evil. This is civilization after the fall. There is very little everyday safe life. Take what you can, protect what's yours, and if you live the day then you can worry about tomorrow.
The story starts in the port town of Hur. It is a small fishing village that has a natural harbor on the west and the shadow of Zurdan city looming over it from the east. Less than half a day away, Zurdan extracts payment from the fishing community in exchange for protection from the nomadic tribes of the north. The First of Zurdan is Kel'un, a callous man but one who keeps his word to the letter of his law, and the relationship between the two communities has been straining but beneficial for the people of Hur.
All that is about to change...
[sblock=Game Information]
This is a 3.5 DnD game. It uses the E6 rules variant.
The game is in the Swordlands setting from Iron Heroes. The game is about survival, about doing what is necessary to see the next day. In the Swordlands the weak of will and heart die, and the strong survive to face the dangers of tomorrow. Whether they come together as one or separate the wheat from chaff remains to be seen.
It is a low-magic Heroic adventure game. There are no clerics and the Gods are names only to be taken in vain.
It is primarily combat/adventure roleplaying in a brutal and unforgiving world. If the civilization of Conan fell into complete chaos, this is what it would look like after about 400 years.
I'm looking for 4 players, with 1 alternate.
Characters start at 4th level. Experience Points are not used, level advancement will be story based.
38 pt buy for abilities. Max HP at 1st level. Half HD+1+Con Mod for subsequent levels.
Characters have 3500gp and may purchase one magic item.
Human is the only available race.
This is the list of available classes:
Barbarian
Crusader
Fighter
Human Paragon
Knight
Marshall
Ranger
Rogue
Scout
Spellcaster
Swordsage
Warblade
Human Paragon and Spellcaster may be found at The Hypertext d20 SRD (v3.5 d20 System Reference Document) :: d20srd.org
Alignment is not a game mechanic. However, choose one as part of your characters background, motivation, etc. Alignment is used as a guide to how your character views the world and his or her place in it.
There is no multi-classing penalty. This doesn't mean go crazy. I don't like that the system penalizes players for trying to mix the classes to fit a character concept.
This game makes use of the Class Defense Bonus and Reserve Point systems in Unearthed Arcana.
Character background is required. It doesn't need to be an epic description; a few paragraphs will suffice. It should include the characters immediate and long-term goals. These can be as base as "Steal from everyone I can" or as heroic as "Serve and protect my village/city/family/warlord"
Also necessary is how your character makes a living, how they survive in the world. "Adventurer" is not an occupation.
You don't need to place your character directly in either of the two cities, though you may if you desire. Once the character is accepted I will work with you to figure out where your character fits into the story.
All WOTC 3.5 books are available, with the noted restrictions on class. However, make sure your character stays within the theme of the game.
[/sblock]
[sblock="Homebrew Information"]
Skills
- Heal - Heal may be used to Treat Wounds. A DC 15 check allows the character to restore a number of Reserve Points equal to the Heal check result. A person can receive this treatment only once per day whether it succeeds or fails, even if multiple characters attempt to heal the character. A character may Treat Wounds on themselves.
Feats
All crafting feats are restricted.
Feats may be selected from the Iron Heroes Variant Player Handbook, including Mastery Feats. For game purposes, ignore the Mastery Feat Categories. Your character level equals your Rating. Fighters may select any Mastery Feat they qualify for as a bonus feat.
**** All Iron Heroes feats require DM approval and are not guaranteed to be accepted. It's an available source, but I need to check it out first. ****
Classes
Rangers - Select your Favored Enemy from this list - (Humans, Animals, Magical Beasts, Monstrous Humanoids, Plants, Undead, Vermin).
Equipment
Healing Herbs - 25gp
This twist of dried herbs may be used to rejuvenate a character. Soaking them in water and drinking the mixture will heal 1d8+5 Reserve Points. One dose a day is harmless. However, taking more than that will cause the Herbs to build up and act as a toxin in the characters system, clouding their mind and judgement. (Int and Wis penalties.)
[/sblock]
Here is a sample character. This is a brief example of the feel of the game.
[sblock="A Night in the Life of Durge"]
The light from the evening was fading fast as Durge finished skinning and cleaning the last rabbit. "Three today. That should keep Lena from complaining." He hung dinner on his belt next to its companions and reset his snares. "Well, at least about the food anyway." A slight smile creased the mans face as he finished and stood up. His head nearly touched the lowest branches as he walked down the game trail that was almost too narrow for his huge frame. A greataxe lay fastened on his back, and the animal skins that covered him did little to conceal his muscled body.
Durge glanced at the sky through the trees and grimaced. "Getting dark faster now. Better hurry." Breaking into a hustle, the twists and turns of the trail were no problem as his feet seemed to know where to lead him. Before the last of the sun sunk past the earth, Durge slowed down as he came to the dirt road that intersected the trail. Crouching in the underbrush, Durge waited for his heart to slow and cast his eyes over the road and the forest on the other side. "Damn, shouldn't have taken so long. Too dark to see anything." Straining his eyes in the near darkness for any signs of danger, Durge fingered a dagger at his belt.
Afte several minutes the sun disappeared and the half-moons light glowed weakly in the early night air. With a grunt, Durge left the dagger where it was and stepped out from the brush onto the road. Before his foot touched the ground, two arrows flew from the opposite tree line. The first pierced his thigh and stayed there. The second clipped him in the ear as it flew past. Crying out in pain Durge unslung the greataxe from his back and charged across the road to where the arrows came from. As he ran another arrow came out of the woods and struck him in the side, burrowing deep into his guts. A figure sprang out from the brush where the arrows had left and raised his sword in defense as Durge ran screaming at him, axe held high.
Durges axe was deflected by the little man and the bandit brought his sword around and slashed at Durge, slicing him across the arm. Another arrow flew from the trees and caught Durge in his side, joined its brother. As the arrow pierced him, Durge felt the blood madness overcome him and vitality bought from pain and fear surged through him. Bringing his greataxe up from the ground he split the bandits chest open and dashed into the treeline, leaving the man to grasp at his guts as they came sliding out from within him.
The bandit in the trees yelled a curse at Durge as he fitted another arrow and let it fly at the crazed man crashing through the brush to the archers tree. The arrow stuck into Durges arm but he did not seem to notice it as Durge leapt at the tree and began to climb it, leaving his axe on the ground. The bandit cursed again and hesitated before firing two arrows in rapid succession at Durge. They both found their mark in the mad-foaming man but did little to distract him.
Closing quickly on the bandit, Durge leapt from the tree to the limb the bandit was on and grasped for the mans legs. As Durge fell from the tree he dragged the bandit down with him, both of them bouncing off limbs before tumbling to the ground. The bandit lay dazed on the ground as Durge crawled over to him. Holding the struggling bandit down with one arm, Durges hand fell on a rock as big as his fist. Grasping it, he raised it over the frantic bandit and brought it down on his head, over and over, until the bandit moved only from twitching.
Rolling off the bandits corpse, Durge brought himself to his knees. His body heaving and shaking from the vitality that had left him, he stumbled over to the tree and lay against it, holding his greataxe tightly to his chest. After a time, his breathing slowed and his heart stopped trying to burst through his chest. Breaking off the ends of the arrows stuck in his gut, he took a deep breath and yanked the remaining arrow from his leg. His body jerked in spasm, and then he lay once more against the tree. With a deep sigh, he steadied himself against the tree and limped over to the bodies of the bandits. A coin pouch was slipped into Durges belt, and the little mans sword and scabbard were placed alongside it.
Throwing the little mans body into the trees, Durge stood still and gazed into the woods. "You poor bastards. If you'd asked I would have shared my catch." Shaking his head, he continued limping down the road.
[/sblock]
Here is what Durge looks like as a character.
[sblock="Durges Stats"]
Human Barbarian 4 (Berserker Strength PHB II variant)
AL True Neutral
H Power Attack
1 Weapon Focus: Greatsword
3 Greater Resiliency
Str 15 +3 [+1 lvl]
Dex 16 +3
Con 14 +2
Int 10
Wis 12 +1
Cha 10
F/R/W +6/+4/+2
AC 19 / 10 +3 dex +5 defense +1 natural
HP 41
RP 41
atk
Mwk Greataxe +8 1d12+3
Berserk atk
Mwk Greataxe +11 1d12+6
Skills (Leaping Climber, Wall Jumper)
Climb +9, Jump +9, Intimidate +3, Listen +8, Survival +8
Gear
Mwk Greataxe
Amulet of Natural Armor +1
Mwk Snares (Survival) x3
Animal Skins (cold weather outfit)
Dagger
Silk Rope
Healing Herbs x2
[/sblock]
- Recruitment is closed.
- Players will be expected to post once daily, Mon-Fri.
Characters:
lawful_stupid - Uther Son-of-Uther
wysiwyg - Kareus
Vertexx69 - Ko'Dan Mu'Harr Dahut'lan
SephBaelzara - Kaze Blackhawk
Attachments
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