dead_radish
Explorer
Reaper: Yep - just bios and sketches for now. And Killian can get a bleeding weapon - is he going to make it himself, or purchase it?
DM_Matt: Mostly checks, modified upwards if your post is good.
Timothy: Everyone in Estolad is a member of a house. Here are sketches of the Houses:
Great Houses:
Crescent Moon:
Gibbous Moon:
Half Moon:
New Moon:
Full Moon: Wiped out.
Blue Moon: Council of the houses.
Crescent Moon: Traders and merchants make up the majority of this house.
Families of the Crescent Moon are named after flowers.
House Rose:
House Orchid:
House Thistle:
House Lotus: (Destroyed 30 years ago in purge)
Gibbous Moon: Aristocrats, artisans, and scholars. Originally artisans and scholars only the House of the Gibbous Moon took on the role of the aristocracy after the purge of the House of the Full Moon.
Families of the Gibbous Moon are named after gems.
House Sapphire:
House Emerald:
House Ruby:
House Lilly: 595 years ago this house forsook its allegiance with the Crescent Moon house and joined the Gibbous Moon.
Half Moon: Service men and craftsmen. The House Half Moon is perhaps the most populace and contains the largest numbers of easterners in its ranks.
Families of the Half Moon are named after metals.
House Iron:
House Bronze:
House Gold:
House Silver:
House Copper:
New Moon: Originally there was no New Moon House. However 600 years ago, those in the collective Estoladian military banded together and formed their own house. This was primarily in response to actions from the Full Moon house. The purging of house Full Moon was the first act of the New Moon house.
Families of the New Moon are named after weapons.
Sword House:
Hammer House:
Axe House:
House of Bows:
House of Scourges: Internal police.
Full Moon: It is believed this house was utterly destroyed 600 years ago in the purge by the then nescient house New Moon. Families of the house where originally named after the stars.
Blue Moon: The Blue Moon house is used to refer to the elected council of wise persons who rule Estolad. Each of the Greater houses sends two representatives to vote on issues that effect Estolad as a whole.
Keia: Yup. They are the same. Dwarven Rangers are much much more focused on cavern and stone environs, but....
And again, Dwarven wanderers are rare - typically they wander for reasons like yours. Dwarves are a strongly clannish and loyal group - Loyal to King, Loyal to Clan, Loyal to Family, Loyal to Self. They are somewhat different in outlook from standard dwarves. If you play, I'll send you some bg info.
And more on Fate Points (Which are only acquired at creation, and in the presence of Fated Items, or at the sites of incredible events):
Other uses:
Reducee damage from 1 round of attacks from a single creature so that you have 1hp remaining (basically, heroically staying on your feat).
Racial Advantages (TBD)
And New Feat summaries:
Day Mage: You have a strong affinity for the sun and daylight, and your magic has benefited from that.
Heroic Effort:You can call on reserves of strength and speed that come only from a hero’s heart.
Lucky: Through pluck, determination and resilience, you survive when no one expects you to come through.
Luck of Heroes: You are luckier than most and tend to avoid unpleasantness more than most.
Benefit: You may spend any number of fate points to gain 3x that number of points you may add to your saving throws. Special: You may only take this feat as a 1st-level character.
Sure Critical
Your powerful blows are more likely to inflict massive damage.
Benefit: Choose a weapon when rolling to confirm a critical you add +4 to your roll.
Heroic Strike (The reason Dwarves are rangers):
Fate guides your hand making your attacks land with the most devastating effect.
Benefit: You may spend a fate point to have every attack until your next initiative be a critical if you hit. These must be rolled and do not automatically inflict max damage.
Special: You must be a dwarf to take this. This does not includes petty-dwarves.
Master Craftsmen: You are a skilled craftsman who’s dedication goes far beyond most.
Militia: You served in a local militia, training with weapons suitable for use on the battlefield.
Mimic: You have a gift for impersonation.
Night Mage: You have a strong affinity for the night, and embrace of shadows, and your magic has benefited from that.
Noble Past: An ancestor of yours did a great service for an important person or family. In return they swore to aid your family if you had need of it.
Benefit: You may call upon aid from the individual or family.
Special: You may only take this feat as a 1st level character. You must spend 1 fate point and 100gp on a trinket that represents the oath.
Thug: You know how to get the jump on the competition and push other people around. While others debate, you act.
Toughness [General]
You are harder than normal to kill.
Benefit: You gain 1 hit point every time you level. This applies retroactively to any levels you already have. You may not take this feat more than once.
Stealthy:You are known for your stealth.
Stubborn Mind:
Prerequisites: Iron Will
Benefits: Your mind is fiercely independent. You gain an additional +2 bonus to saves against mind-effecting spells or spell-like abilities. However, you suffer a -1 penalty to all diplomacy checks.
Silver Spoon: Some people are born into wealth and privilege. You are one of those people
Benefit: You start with an extra 2000 gold pieces of starting money.
Special: You may only take this feat as a 1st-level character. This feat costs 1 fate point to purchase.
Knock-back: Whenever you do more than 10 damage to an opponent in a single attack you may make a bull rush attempt as a free action.
Fast healing [Meta-Magic]:
When you cast healing spells the body burns itself in a fury of mortality. Wounds close on the outside as the fire of life is stoked to burn brighter than normal.
Special: Unknown side effects
Dwarf Friend [General]
Prerequisites: Non-dwarven race.
Benefits: The reclusive dwarves have taken a liking to you. Which means you've spoken to one, likely. Your exposure grants you a +1 bonus to craft (metalwork) and craft (stonework).
DM_Matt: Mostly checks, modified upwards if your post is good.
Timothy: Everyone in Estolad is a member of a house. Here are sketches of the Houses:
Great Houses:
Crescent Moon:
Gibbous Moon:
Half Moon:
New Moon:
Full Moon: Wiped out.
Blue Moon: Council of the houses.
Crescent Moon: Traders and merchants make up the majority of this house.
Families of the Crescent Moon are named after flowers.
House Rose:
House Orchid:
House Thistle:
House Lotus: (Destroyed 30 years ago in purge)
Gibbous Moon: Aristocrats, artisans, and scholars. Originally artisans and scholars only the House of the Gibbous Moon took on the role of the aristocracy after the purge of the House of the Full Moon.
Families of the Gibbous Moon are named after gems.
House Sapphire:
House Emerald:
House Ruby:
House Lilly: 595 years ago this house forsook its allegiance with the Crescent Moon house and joined the Gibbous Moon.
Half Moon: Service men and craftsmen. The House Half Moon is perhaps the most populace and contains the largest numbers of easterners in its ranks.
Families of the Half Moon are named after metals.
House Iron:
House Bronze:
House Gold:
House Silver:
House Copper:
New Moon: Originally there was no New Moon House. However 600 years ago, those in the collective Estoladian military banded together and formed their own house. This was primarily in response to actions from the Full Moon house. The purging of house Full Moon was the first act of the New Moon house.
Families of the New Moon are named after weapons.
Sword House:
Hammer House:
Axe House:
House of Bows:
House of Scourges: Internal police.
Full Moon: It is believed this house was utterly destroyed 600 years ago in the purge by the then nescient house New Moon. Families of the house where originally named after the stars.
Blue Moon: The Blue Moon house is used to refer to the elected council of wise persons who rule Estolad. Each of the Greater houses sends two representatives to vote on issues that effect Estolad as a whole.
Keia: Yup. They are the same. Dwarven Rangers are much much more focused on cavern and stone environs, but....
And again, Dwarven wanderers are rare - typically they wander for reasons like yours. Dwarves are a strongly clannish and loyal group - Loyal to King, Loyal to Clan, Loyal to Family, Loyal to Self. They are somewhat different in outlook from standard dwarves. If you play, I'll send you some bg info.

And more on Fate Points (Which are only acquired at creation, and in the presence of Fated Items, or at the sites of incredible events):
Other uses:
Reducee damage from 1 round of attacks from a single creature so that you have 1hp remaining (basically, heroically staying on your feat).
Racial Advantages (TBD)
And New Feat summaries:
Day Mage: You have a strong affinity for the sun and daylight, and your magic has benefited from that.
Heroic Effort:You can call on reserves of strength and speed that come only from a hero’s heart.
Lucky: Through pluck, determination and resilience, you survive when no one expects you to come through.
Luck of Heroes: You are luckier than most and tend to avoid unpleasantness more than most.
Benefit: You may spend any number of fate points to gain 3x that number of points you may add to your saving throws. Special: You may only take this feat as a 1st-level character.
Sure Critical
Your powerful blows are more likely to inflict massive damage.
Benefit: Choose a weapon when rolling to confirm a critical you add +4 to your roll.
Heroic Strike (The reason Dwarves are rangers):
Fate guides your hand making your attacks land with the most devastating effect.
Benefit: You may spend a fate point to have every attack until your next initiative be a critical if you hit. These must be rolled and do not automatically inflict max damage.
Special: You must be a dwarf to take this. This does not includes petty-dwarves.
Master Craftsmen: You are a skilled craftsman who’s dedication goes far beyond most.
Militia: You served in a local militia, training with weapons suitable for use on the battlefield.
Mimic: You have a gift for impersonation.
Night Mage: You have a strong affinity for the night, and embrace of shadows, and your magic has benefited from that.
Noble Past: An ancestor of yours did a great service for an important person or family. In return they swore to aid your family if you had need of it.
Benefit: You may call upon aid from the individual or family.
Special: You may only take this feat as a 1st level character. You must spend 1 fate point and 100gp on a trinket that represents the oath.
Thug: You know how to get the jump on the competition and push other people around. While others debate, you act.
Toughness [General]
You are harder than normal to kill.
Benefit: You gain 1 hit point every time you level. This applies retroactively to any levels you already have. You may not take this feat more than once.
Stealthy:You are known for your stealth.
Stubborn Mind:
Prerequisites: Iron Will
Benefits: Your mind is fiercely independent. You gain an additional +2 bonus to saves against mind-effecting spells or spell-like abilities. However, you suffer a -1 penalty to all diplomacy checks.
Silver Spoon: Some people are born into wealth and privilege. You are one of those people
Benefit: You start with an extra 2000 gold pieces of starting money.
Special: You may only take this feat as a 1st-level character. This feat costs 1 fate point to purchase.
Knock-back: Whenever you do more than 10 damage to an opponent in a single attack you may make a bull rush attempt as a free action.
Fast healing [Meta-Magic]:
When you cast healing spells the body burns itself in a fury of mortality. Wounds close on the outside as the fire of life is stoked to burn brighter than normal.
Special: Unknown side effects
Dwarf Friend [General]
Prerequisites: Non-dwarven race.
Benefits: The reclusive dwarves have taken a liking to you. Which means you've spoken to one, likely. Your exposure grants you a +1 bonus to craft (metalwork) and craft (stonework).
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