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D&D 3.5 Homebrew: Paths of Legend Vol 1: Tragedy at Silvergard

crazypixie said:
Arkhandus: I neglected to answer your psionics quandry. The following should be considered OOC information that your PCs would not know.

Psionics doesn't exist per se on the world, but it's about to. There is a "psionic key" hidden somewhere in the world. When the Shadow Barrier weakened during the Shadow War, psionic energy began to leak through, resulting in a very few rare individuals spontaneously "becoming" psionic. However, these individuals and those around have no idea what it is precisely that they're doing and have little control over it. In game terms, this means that all psionic characters are wilders for the time being, and none of the psionic races are present in the world, with the exception of one or two Elan who believe they are normal humans, though their behavior is a bit off and they have no memories outside of their current human existence.

I don't mean to barge in on you and all, but why all wilders? As far as I know, a Psion can be just as clueless as a Wilder can. The difference between the classes is that Wilders have much more erratic and sometimes stronger powers, while Psions are more versatile, less hearty, but also not as unstable.
 

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Great! lets make haste in this matter. Heres a general background idea, just a suggestion.
Muzdum is a handy dwarf, skilled in blacksmith and crafting, also an excelent hammer wielder warrior. As many dwarfs he is stubborn, and temperamental. His large black beard and hair is always clean and well nurutre, and Muzum is proud of it. He, his elder brother and his twin, were both raised in -introduce name of town XD - where he learned from his religious father all he knows about crating. Muzum twin,-introduce Torillan pc name ^^-, studied at the local temple (Here you may introduce the religion stuff).
When they were joung, his elder brother, a skilled dwarven rogue, left to travel the world, in search of adventure. They never see him again, and after tehir father death, both brothers start traveling the world, searching for their lost brother, their last family. And of course, gold and power, which dwarf don't love that stuf?

PS: Again, forgive my spelling.
 

Tric: Psions, Souknives, and Psychic Warriors all train and concentrate to develop their powers. They are cognizant of what they can do and work toward developing it. Wilders spontaneously develop, much like Sorcerers.

Voda Vosa and Torillan: Quick question for you. Are you going to be Hill Dwarves or Mountain Dwarves? Hill Dwarves have more contact with the world at large, while the Mountain Dwarves are quite insular (Hill Dwarves say they're oppressive).
 

I think Mountain dwarves could be, because the went out to the world just to look for his brother. And I think beenig insular could make our roll more interesting. But its up to Torllan


Edited: I have attached my character, its not definitive, but it could do
 

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Soooo........?

I guess that means either of my ideas is a tricky or difficult option? Question then, do Arcane Tricksters have to be specialist wizards beforehand, or could an Azgundi generalist wizard join them eventually?
 


Arkhandus: Yes, a generalist wizard or even a sorcerer could join the Azgundi branch of the arcane tricksters. Also, "normal" specialists are still around, they're just being trained on the sly by "old school" traditionalists within the Thayvian circles. Also, the Eldritch Knights still train their wizard specialists in the old style as well.

Tric: So, I need specifics on what sort of critter we're talking about, as well, as what that "reason for being" is. As I said, a decent amount of outsiders were summoned into battle during the Shadow War. Residual energies on the battlefields could be one possible explanation. The character would wake up in the middle of a barren field and make his way to civilization with no idea what he is or how he got in the field to begin with. Alternately, the head of the Shadow Knight's cleric followers, a half-celestial named Dawn, as part of her research into her own origins, could be responsible for your character coming into the world via an altered Planar Ally spell. This would give your character a mother figure and a sense of identity as being whatever type of critter you decide to go with.
 

K, additional question: Naming conventions of Azgund? Should I assume something like French, or English, or German, or Spanish, or something else? Are last names important? Are job titles or nicknames or suchlike used?

I'm going for an Azgundi wizard with a bent towards tinkering, alchemy, the arts, and general curiousity.... Probably neutral good, chaotic good, or lawful neutral, depending on what I come up with for his personality/background.
 


I was looking at the Ghaele, since they are angels who work with mortals. They also seem to make good support characters with their spells. Of course, it wouldn't be much of an angel at first. I was planning on RP'ing the way the character's powers emerge over time as it becomes more 'attuned' with who it really is.

More to come, have to sleep now.
 

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