Call to the Four Lands


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I'll keep my eyes open for your "Four Lands" document...it sounds like I will need that before I can come up with anything but the most basic background. :D
 

The Four Lands Document

Here is an attached msword file entitled "The Four Lands"...please forgive the spelling errors etc...as it is still very much a work in progress...hopes this helps you out....
 

Attachments


This sounds like an interesting world. I'll have to take a look at the doc file to come up with a background, but the concept I'm looking at now would be a Swashbuckler / Bard combo of some sort, if you would allow the Swashbuckler from Complete Warrior. Otherwise, I'll probably build a straight Bard.
 

draco

yes a swashbuckler is permitted....as you read in the doc...shipping and shipbuilding is very advanced...think napelonic era ships without the guns.....the contintent is much like the horn of africa in that the north is landlock but the remaining three sides are subjuect to water commerce/raids....there are a few kinddoms that are very much nautical based.
 

I love the Shannara series. Will you have a similar concept for Druids as Terry Brooks had? I saw a write up of them in a Dragon Magazine. I believe they were sorcerer based. Is there a similar organization in your world?

Either way, I would like to play a Druid (Shannara Druid or not.) Just let me know. The world, in any event, sounds very interesting.
 

Map

I am having trouble getting the map to load from campaign cartagrapher,,,so if you have a copy of it or are able to read cartagrapher maps, let me know and i will send you the rough draft created by a friend of mine.

A general description of the know human lands start with the borderlands running east and west across the northern edge of the contitnet for some 3000 miles. Below it is a series of lands called the Unclaimed/wild lands then in the center of the continent you have the valley of the light...some 1000miles east and west and some 2000 miles north and south. To the east of the valley you have the Eastlands which are held by Gnomes and Dwarves. to the west of the valley you have teh Westlands claimed by the Eleven and Faierie Folk. South of the valley you have a series of human lands who are outside the theocracy but still hold to it's religion. Along the southern edge of the continent, underneath bot the westlands and the eastlands are also a series of human kingdoms, empires etc. From North to South the continet runs some 5000 miles.....There are two prinicipal means of transporation, one is by the river of light which run thru the valley roughtly divivding it in half with tribituaries feeding off of it running east/west. Think of the mississippi river but enlarging it width to an average of 1.5 miles and at places some 3 miles in width. also you have the great trade road running all the way from the borderlands to a port at the southen edge of the contient. This road (description can be found in the four lands document" is an average width of 100 feet and runs more or less straight as an arrow. Every days march along the road finds a rest area some 500x500 feet of paved stone with a stone corral. Every 3 days journey along the road generally finds a way station or inn.


hope this is helpful.
 

Druids

The true 64k question in a campaign entitled "The Four Lands"

Read the relgion section in the above attachement called "The Four Lands"

In a nutshell, and not much is known about "Druids" is that they are the priests of the Old Religion, the first religion of man. They worship the seasons, nature and the elements. They are in many respects much like the druids of the shannarra series in that they do bridge the gulf bewteen humans, demi humans and humanoids and have interaction with all. As a player character class they will have some unique feats and powers as well as spell that one does not normally associate with druids. The downside of being a druid is that you are "outside the light" and unless you can really defend yourself, have tons of cash hire a good lawyer, or the protection of a powerful noble and or diplomatic status you could well find yourself in trouble.
 

This does sound interesting. I'll toss my hat in as well. I'll shoot for a fighter type.

Once I have digested the background a bit better, I 'll firm him up. A ship's marine sounds like it might work well. But I'll ruminate a bit.

And I have CC2. Last I knew there was a free CC viewer out there that anyone could download and view CC maps.

My stat roll: http://invisiblecastle.com/find.py?id=679130


HP: Modjan HP roll 3 (10d10=75) I had to roll three times to hit the min!

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Code:
[B]Name:[/B] Modjan Ravensblight
[B]Class:[/B] Fighter
[B]Race:[/B] Human, Westmarch
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] NG
[B]Deity:[/B] Old Religion (Njord)

[B]Str:[/B]  20(18) +5 (XXp.) [B]Level:[/B] 10       [B]XP:[/B] XXXX
[B]Dex:[/B] 16 +3 (XXp.)     [B]BAB:[/B] +10/+5    [B]HP:[/B] 105 (10d10+30)
[B]Con:[/B] 16 +3 (XXp.)     [B]Grapple:[/B] +10     [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B] 14 +2 (XXp.)     [B]Speed:[/B] 30'      [B]Spell Res:[/B] XX
[B]Wis:[/B] 14 +2 (XXp.)     [B]Init:[/B] +3        [B]Spell Save:[/B] +X
[B]Cha:[/B] 11 +0 (XXp.)     [B]ACP:[/B] -0         [B]Spell Fail:[/B] XX%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +7    +x    +3    +X    +X    +1    21
[B]Armor:[/B]              10    +7    +3    +3    +X    +X    +1    24 (w/ shield)
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 18

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      7    +3          +10
[B]Ref:[/B]                       3    +3          +6
[B]Will:[/B]                      3    +2          +5

[B]Weapon                  Attack   Damage     Critical[/B]
Longspear                 +17/+12    1d8+11        20x3
      Crit                                  (1d8+11)X3 +2d10+2d8       
Shortsword                +16/+11   1d6+10     19-20x2
Shortbow, Comp            +14/+9     1d6+3        20x3
  Rapid Shot              +12/+12/+7   1d6+3        20x3

[B]Languages:[/B] Trade Language, Northern Gaullic, Old Toungue, Southern Gaullic, Northern Illum.

[B]Abilities:[/B] XXXX

[B]Feats:[/B] Simple and Martial Weapons, All Armors and Shields, Weapon Focus (longspear), Power Attack, Cleave,
 Combat Reflexes, Combat Expertise, Improved Trip, Weapon Specilization (longspear), Point Blank Shot, Rapid Shot, Weapon Focus (shortsword), Weapon Specialization (Shortsword)

[B]Skill Points:[/B] 55       [B]Max Ranks:[/B] 11/5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Climb                      5    +4          +9 (+11 with a rope)
Intimidate                 10   +0          +10
Jump                      5   +4   +0     +9
Kn: Geography      cc      5    +2          +7
Profession (Sailor)cc      5    +2          +7
Ride                       4    +3          +7
Swim                       7    +4          +11
Use Rope cc                5    +3          +8 

[B]Equipment:                      Cost  Weight[/B]
Mithral breastplate  +2              8,350gp   XXlb
Large darkwood shield +1          1,257gp   XXlb
Darkwood Longspear +2             8,395gp   XXlb
   Shocking burst, thundering
Shortsword +1                             2,310gp
Shortbow Comp (Mighty+2) +1    2,525gp   XXlb
20 arrows w/ quiver
Gauntet's of Orge Stength         4,000gp
Ring of Protection +1                 2,000gp
3x Potions of Cure Moderate Wounds  900gp
Backpack
10 days of iron rations
Rope
woolen cloak
bedroll
30 gp 

[B]Total Weight:[/B]XXlb      [B]Money:[/B] 27,000gp XXsp XXcp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               XXX   XXX   XXX   XXX   XXX

[B]Age:[/B] 32
[B]Height:[/B] 6'3"
[B]Weight:[/B] 220lb
[B]Eyes:[/B] Green
[B]Hair:[/B] Blond
[B]Skin:[/B] Fair
Appearance: Modjan is a large man, with the fair complexion that identifies him as a Westmarcher right away. He has broad shoulders and is heavily muscled, but walks with the lightness of a sailor. The brashness of youth has left him and his face carries a full beard. He is in the primes of manhood, the inexperiance of youth is gone, and the weight of age does not yet press upon him. Canny green eyes peer out, and can scan a field of battle in a heartbeat. Yet, once in a tavern his stern vissage is gone as if by magic, replaced with a smile as big as the sea. he loves to sit and tell and listen to stories, especially of the old gods, and of other lands. His hearty laugh is heard rooms away, but if you face him across the battlefield, few can satnd to stare at those eyes. Here is not a shieldbiter, who whips himself into a frenzy, but a calculating warrior who simple fights hard and refuses to lose.

Background: Modjan Ravensblightwas the thrird son of a stout family of farmers that lived up the fjord from the small fishing village of Njordfath, in a northern area of the Mestmarch. Growing rye and barely, with a few sheep, goats and pigs they lived a simple life. Most of the villagers were fishermen and most boys learned to sail and haul in a net early on. Modjan helped out on his family's farm, but he always loved to go down and listen to the atories of the fishermen. He loved to hear tales of the sea, of raiding and of war. Being the third son farming wasn't going to be his future anyway. As soon as he was able he join the crew of a merchant's ship and sailed to sea. He enjoyed seeig new places and cultures and picked up a few other languages along the way. One thing that took him by surpirse was the Light and it's strength. Modjan had grown up in the old ways as the entire village had, worshipping the Gods, especially Njord who watches over all the sailors and fishermen. So Modjan had a few early learning experiances with the Light, ones he was lucky to escape with his freedom and life from. He know refers to "Saint" Njord when out of his home village. Much like the other Westmarchers, he has learned to adapt to the southern's ways, and at least speak in a manner that doesn't draw attention to his beliefs. It wasn't long though before war broke out, as it always does in the Four Lands. Modjan was aboard the merchant cutter Wave Dragon when she was made a privateer for the Marches. Being a burly lad (although at this point he was young man) from his farm days, he was assigned to the newly formed ships marines. Modjan hadn't really fought much before, just the wolves that wopuld come down during winter and the occaisonal mountain troll. But all the villagers would turn out for those. Fortunately, they did not see too much action early on and there was Olaf. Olaf was the first mate on the Dragon and had served in many wars for the Westmarch on land. He took Modjan under his wing and whipped him into fighting shape pretty quickly. Modjan was a quick learner and with his size and hearty build from the farm as well as nimble feet from years of sailing, he turned into a very adept warrior quickly.

Modjan found the life of amarine exciting. He excelled in combat, he became skilled with many weapons and was the first over the side. The Wave Dragon was a very successful ship and won commendations among the fleet. The war did not last forever though, as thankfully they didn't. Modjan had a taste for war now though and being a simple sailor wasn't enough. He went back to the quaint village of Njorthfath for a bit. He visited his family and friends. Things didn't change in that small, remote fjord though. This time it was Modjan who was telling the stories in the tavern, small children listeing to him tell of far off lands, exciting battles and other adventures. But village life did not suit him. He thought briefly of buying a farm (he had amde a good living through spoils as a marine) and taking a wife. There were many young women who did not hide their desire who a wealthy and exciting husband. But war had bitten Modjan, and bidding his family goodbye, he set out again. This time to the army.

War is never far away, especially in the Borderland lands. And a man who knows his way around a spear is always in demand. So Modjan found himself on patrols in the Brotherhood along the border with the northlands. He spent four long years there on the border. As much as he had learned from Olaf, it was barely enough to keep him alive here. But Modjan trusted to Njord and especially these days to Tyr and Thor. The Brotherood is a tough group, but you learn fast or you die. Modjan did learn fast and picked up many of the tricks the Brotherhood used. He emerged from the border a crafty warrior, but he had become harder as well. The border changes a man. Modjan was successful on the border. He was no noble though and would never lead and large company of men in the army, though he was put in charge of patrols often.
But Modjan's heart was at sea. He grew up always in sight of the blue waters of the fjord and that was where Njord wanted him to be. So Modjan left the border to rejoin the marines in the next war. By the time this war ended Modjan was one of the most experianced marine in the fleet, and he often found himself training young sailors fresh off the farm. But with war ended Modjan went looking for more excitment. He wandered the southern lands for a bit, but soon found himself aboard The Retribution, sailing back towards home. Njord had always been kind toward him Modjan thought with a smile. So he stands on borad the ship, not a noble, or a commander. He is simple a warior. One of the many who have served along the borders. 10 years of nearly constant warfare have toughened him up. He is a verteran who doesn't shirk at combat, who trusts to his arm and weapon and has stared death in the eye enough to not blink anymore. Yet Modjan isn't a fool, he knows enough of war to know when to runand when to stand and fight.

Over the course of his long years, Modjan has acquired a collection of fine weapons. Some were bought, some traded for and some taken in war or privateering.
He was given a beautiful breastplate made of elven silver by one of the last captains he served under as captain of the marines. It was a beautiful piece of work and Modjan had an artist etch sea scenes in it along with Njord symbols. It was so light, even though it was metal that it weighed no more than the leather worn by sailors, so Modjan was safe to wear it on the ship. he renamed it Njord's Faith.

One day while on patrol with the Brotherhood, Modjan became seperated from the rest of his group. He soon found himself wandering the Deadlands. While there he wandered into some hills, and came across a large cave. Drawn into it by a desire he did not understand, Modjan found himslef face to face with a giant. Being a follower of the Asgardians, he immediately drew his weapon. But the giant just laughed. "You have no need of those my friend" he boomed out. Modjan had found the home of the jotun druid Lurthuin. Modjan apologized, here was a preist of the old ways and, giant or no, should be respected and not attacked within his own home. For Lurthuin was a worshipper of of the Asgardians as well, and was not evil. Lurthuin gave Modjan a pair of gifts for his wisdom to not attack him. Gifts to help keep a follower of the old ways safe. He gave him a spear made from a strange ebony wood. Along with this was a shield made from the same wood with a boar on the shield. Modjan thanks the giant and took the boar as his symbol. The shield he named Boarhide and the spear he named Sky Lightning of the Allfather because Lurthuin taught him secret runes that would make the spear crackle with lightnign and boom with thunder. "The power and might of nature is within your hand now, young Modjan" said Lurthuin, "use it well and may we meet again upon the plains of Gladshiem".
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I'd like to play a human knight: a Knight of the Light. I imagine a paladin (or fighter), but one with a past that darkens his standing in his order. On a quest to redeam himself, perhaps, or to find himself? Thus he will be more tolerant of non-human races and wizardry than most of his fellow knights.

[sblock=character implementation, subject to change] Anniston Van Aalorn, LG Male Human Paladin[10]

http://invisiblecastle.com/find.py?id=679254
STR 18
DEX 13
CON 13+1@4th=14
INT 14
WIS 11+1@8th=12
CHA 16

hitpoints: 73 + 19 = 92
http://invisiblecastle.com/find.py?id=679312
http://invisiblecastle.com/find.py?id=684517

Skills: 65 total
Animal Handling: 5+3=8
Diplomacy: 13+7=20
Heal: 4+1=5
Knowledge, Nobility: 8+2=10
Knowledge, Religion: 5+2=7
Profession, Lawyer: 4+1=5
Ride: 13+3=16
Sense Motive: 13+1=14

Languages: Illum, Northern Illum, Northern Gaullic

Feats:
[1] Combat Expertise
[1] Dodge
[3] Endurance
[6] Mounted Combat
[9] Improved Disarm

Spells prepared (unless otherwise specified):
Magic Weapon
Protection from Evil
Bull's Strength

Appearance:

Anniston is tall and athletic (6' 200lbs), handsome in a noble-ish sort of way, strong chin, wavy dark brown hair cut short, calm honest-looking brown eyes, clean shaven, carries himself with confidence, well spoken. He wears a heavy brown pilgrim's cloak with an iron holy symbol of the Light showing plain as day (your experienced eye determines that there is some kind of light or medium armor under the cloak, but it is well concealed). He carries a cudgel that he uses as a walking stick and he looks like he knows how to use it. When travelling he has a light pack on his back and a battered shield slung over his shoulder. He could be a noble out roughing it on a religeous pilgrimage, or he could be a monk or priest of some sort.

History:

Anniston Van Aalorn is of noble birth, the second son of an honorable family in the Northwarden famous for its powerful knights. He grew up with all of the advantages, but was spared the familial responsibilities that fell primarily to his older brother, Robert, a preeminent ranger knight of the Brotherhood.

He always felt a connection to the Church of the Light and in his heart he knew he was destined to serve the faith. As a boy he felt called to an ordained life, but his body was built for combat and his father pushed his "saintly" son into the Order of the Light, rather than allow him to enter the priesthood. His early career was brilliant. His skills as a paladin were identified early and encouraged by both the priesthood and the Order of the Light.

While still a young man he was sent south to the Valley of Light so that his religious formation could be properly maintained. Eventually he was accepted into the Order of the Defenders of the Faith. In addition to his martial duties, Anniston was trained as a diplomat and lawyer by his charge and mentor, the Monsignor Nicolai d’Varlier. Thus groomed by the monsignor, Anniston participated in various diplomatic missions of the Church.

Anniston Van Aalorn was on a promising career path with the Defenders of the Faith due to both his ability and the political influence that could be brought to bear on his behalf by various Borderlords. For over three years he was considered to be an eventual contender for the Preceptorship of the order itself which caused much grumbling and discontent among the various factions of the valley in the southern lands. Assigned to escort a senior prelate to an important meeting, Anniston and Primate Korlon, were ambushed by unknown parties. As the guards fell defending the Primate, Anniston successfully won free and fought his way back to the Primate’s side just before a figure struck from the shadows laying the Primate on death's door. Seeing their prey fallen, the attackers quickly vanished rather than face the wrath of a Paladin in fury.

Giving what aid he could to the Primate, Anniston proved unable to save his life, despite calling forth his own healing powers. With the death of the Primate, a huge outcry was raised by Anniston’s foes from within and without the church. A trial was held but despite obviously biased and manufactured evidence the ecclesiastical court ruled that while the Knight Anniston did fail in his charge of protecting the Primate, dereliction of duty and malfeasance could not be proven beyond reasonable doubt. Having failed his charge, the court further ruled, the Knight Anniston was to be suspended from the order and charged with presenting proof of his innocence by either proof of divine favor or bringing the individual responsible for the Primate’s death to justice.

Many pressed for Anniston to be forcibly released from his vows and remanded to the civil courts for prosecution but this movement failed. Unwilling to return to his family in disgrace, Anniston chose to make his way as best he could. He would seek the proof he needed to rejoin his brethren.

Anniston was forced to relinquish his sword as a symbol that he no longer had the right to bear arms in the name of the Defenders of the Faith. Furthermore, his tabard was confiscated and his shield was ceremoniously stripped of the coat of arms that signified a full member of the order in good standing. Thus he no longer enjoyed the rights and privileges he might have had while serving under that banner. As he was still technically a member of the order he was allowed to keep his signet ring which attested that his vows were intact.

Before leaving, Anniston went to visit his mentor and friend, the Monsignor Nicolai d’Varlier in his lavish apartments overlooking the city.

Nicolai received him, saying, “Anni, you are like a son to me. If I could execute the atonement myself you know I would do it. But the Archbishop himself has signed the order and none may release this sentence save His Grace.”

“I know you would, Father. Do not trouble yourself so.” Anniston said gently, taking the old man’s hands in his own.

Nicolai continued, “Of course you still have your family armor, but I see they have stripped your shield. Do not fear, my boy, there remain many here who know your heart is true and will remember this day as an injustice. The Light will ensure that you find friends when you need them. Take this.” Nicolai hands Anniston a sealed leather sleeve used to transport and protect important documents. “It is a letter written in my own hand bearing my personal seal. Use it if you need help.”

“Thank you, my friend. But I cannot accept it. If this letter should fall into the wrong hands you would suffer.”

A well-tended fire begins to reveal itself in Nicolai’s voice, “Nonsense, I can take care of myself. I insist that you take it. It will bring me some measure of peace and I could not bear it if you left with nothing.”

“Very well, I will take it,” replied Anniston, pushing the envelope deep into his pack.

“What else can I do for you, my son?” asked the priest.

“I ask only your blessing,” Anniston said as he kneels before the monsignor.

“Of course you will have my blessing, and my prayers, but there must be something more I can do. You have only to name it and you will have it if it is in my power to give.”

Anniston pauses in thought and then says, “I have no sword. You have spoken to me often of your journeys as a mendicant priest in your youth. I ask for your walking stick, which according to your stories has served you faithfully and perhaps will serve me as well. In any case it will remind me of you and the reason for this journey that I must make.”

Nicolai steps back in surprise, “All these years I have kept it to remind me of my younger days. But it does not wish to sit in a corner gathering dust. I can see that it was meant for greater things.”

Nicolai retrieves the walking stick which is too short to be a proper quarterstaff and perhaps a bit too heavy as well. It is a heavy wooden cudgel, able to be wielded with one hand or two. Its age is shown clearly by its darkened color and by its handle worn smooth from countless hands, but it is still sturdy and hard as iron, carved with religious symbols of Saint Cuthburt and of the Light. It is a rugged walking stick of the sort that a poor pilgrim might use on his journey. Nicolai continues, “You know from my stories that this cudgel is special. It is said that this is a finger bone from Saint Cuthburt.” He points to a light-colored bump in the wood, no longer recognizable as bone or anything else for that matter; it might just as well be a knot in the wood. “I have tried, but it resists any attempt to accept an enchantment. Nor could I obtain any information through divination. It is said that miracles have been attributed to this relic, though in my experience I know of only one power: when the Light is channeled through it, the cudgel is surely endowed by the spirit of Saint Cuthbert. Take it, with my blessing. And now you must go, my friend. Go in the Light; may it ever show you the way through the darkness.”

Equipment:

Travel Essentials in pack (food, drink, comb, mirror, flint/steel, eating knife, etc)
A fair amount of coin
Iron holy symbol of the Light
Everburning Torch, in convenient carrying pouch
Signet Ring, The Eternal Order of the Defenders of the Faith
Letter from Monsignor Nicolai d’Varlier (contents unknown)
Large Steel Shield +2 (4159gp)

Cudgel of Saint Cuthburt (relic, value unknown)
-- Non-magical, 1d8 damage, x2 crit, can be used one-handed or two-handed.
-- Special power: As a swift action, the wielder can expend one turn undead attempt to cause the weapon to be under the effect of a Bless Weapon spell (as per the 1st level Paladin spell) for 1 minute per divine spellcasting level of the user.

Armor of the Hand (family heirloom item)
-- Full Plate Armor (1650gp)
-- Enhancement +3 (9000gp)
-- Mithral (9000gp)
-- Glamered (2700gp)
-- Silent Moves (3750gp)
-- Total cost: 26,100gp

History of the Armor of the Hand:

Primate Porton, in his wisdom, drew upon the might and resources of the lands under the Light and beyond. From the province of Northwarden in the warring and schismatic Borderlands, in the year of the Light 812, he called Freyadin Van Aalorn, now known as Freyadin the Hand, to serve the Light. The Knight Freyadin become known by all to be selflessly loyal to the Primate and to the Light. In the fullness of time, Primate Porton recognized the service of Freyadin and took him into his inner circle. Their relationship was an enigma. Freyadin did not take the holy orders but he served Primate Porton as body guard, diplomat, and trusted councilor. So unusual was his role and so trusted their relationship, that eventually the Primate created a title for Freyadin that had never been used before and has not been used since: The Hand. As The Hand, Freyadin was allowed to carry out personal directives from the Primate and had considerable latitude with respect to executing this office. When speaking as The Hand, ex cathedra, it was understood that Freyadin represented the office of the Primacy. It is widely considered among ecclesiastical historians that as a result of this influence, the primacy of Porton became more secular in its precedent.

In gratitude for this service, Primate Porton commissioned an exquisite suit of full plate armor, made primarily of mithral. This suit was fashioned with enchantments such that the wearer could change the appearance of the armor. The armor was further enchanted to not make any sound when moving. Thus the wearer could appear to be and sound as if he were wearing simple robes or even the finest of courtly dress and yet always remain diligent and able to discharge his knightly duties.

As a gift from his father upon being accepted into the Eternal Order of the Defenders of the Faith, Anniston Van Aalorn, Freyadin's direct descendant 10 generations later, now wears the armor.
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