New game in home-brew world

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).
 
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Gonna write up a nice, wealthy, friends in high places char from the house of gibbous moon.

Or, if possible, a son of a surviving Full Moon leader, now integrated into the gibbous moon.

(If you allow it I'm sure I can write up a very long biography)

Since not all the rules are here yet, I'll wait with creating a char and type up a bio if you agree on my concept. (if you do, could you tell me a bit more about the purge? I can make it up, but I think you allready have a history for that)
 
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Do Fey Elves have a separate kingdom or area that they call home? Do they belong to a house, kingdom or clan?


I have a rough background for Severallis

Severallis was glad to finally be on his own, after the many years of apprenticing to a ranger, he had managed to be proven ready to serve his people on his own. He had long since passed the reaches of the safe part of the forest that his people called home. The borders of this part of the forest were generally safe but the rangers patrolled here just in case anything unusual or evil had any inkling of trespassing. A gifted Fey when it came to knowledge of plants and herbs, this part of the forest was rumored to have some strange plants growing here and his youthful exuberance negated his common sense.

It was several hours later when the young fey realized he had gone too far. He had started to see stone upon the floor of the forest and upon closer examination he noticed that these were the ruins of some former inhabited area. The elders never mentioned this. He found a shard of stone protruding from the ground and there was a strange writing that he could not understand upon the stone. Trying hard to concentrate, and a bit hesitant as well, he focused his mind. He was sure that it was a magic writing. "I wish I could tell," he thought to himself.

A slight headache came on suddenly and then he noticed the words on the stone glowing. "What the-" Another pain went through him and now he could read the words. He felt himself dizzy, falling, falling. He stumbled backwards and tripped over a root, hitting the ground with a thud. Everything went black.

He was awoken by familiar voices. "Ah, that's better my imprudent cub". He saw that several of his brethren were observing him. He sat up.

"What happened?"

"You read words that you shouldn't have been able to read." It was Kor'kan, the Shaman of his people. "You have the gift as well. It is seen as evil by outsiders and those who are ignorant but the spirits reside in you, granting you the power to wield the earth magic. Your training as a ranger is over, you now have another path to master. As for these woods, there is a reason that none go here and as you gain age and wisdom, you will understand why."
 

Does each Fate Feat cost 1 Fate Point to acquire?
I'd be interested in Heroic Effort, Lucky, Luck of Heroes, Thug, and Knockback as _possibles_ for Killian.
 

Dwarven Code -- King, Clan, Family, Self -- I like that! And the reason for dwarven rangers. 'Course it costs a fate point but, wow. Tough choice Fighter/Ranger or Fighter/Paladin, hmmm.

I've got it Fighter-Ranger-Paladin ;) No wonder he didn't fulfill his destiny. People were pulling him every direction.
 

Reaper: Ayup. ;) Though Thug and Knockback are not fate feats - just feats from other sources, or home brewed.

Keia: Heh. Indeed. A dwarven ranger cornered and fearing for his life is _not_ a good thing to encounter. F-R-P is fine with me. The Narrowlands lends itself to multi-classing.

National: More in a bit. ;)
 


I might be intrested in playing in this strange world.
I would be most intrested in a Rogue from Doriath.

Perhaps an inquisitor seaking out threats to my homeland.. or perhaps a wanted man accused of sideing with the bad guys.

Don't bump anyone else out for me though I'm more than willing just to watch.
 
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Garyh to answer your question about halflings. The following info should be right unless Dead Radish has made some changes I don't know about.

Halflings come from an area just north of where the fey elvish forest is and south of the lake of Tears. Biggest threats in the area are the Eastern men to the north, one of the largest kobold warrens to the south and the occasional spiders from the western part of the southern forest. There land is one of groves of trees and gently rolling hills.

In general I'd say there attitude is one dedicated to survival. They tend to value stealth and secrecy as well as speed. They are known to breed especially sturdy ponies.

Imagine hobbits that have had to face a few hundred or more years of hardship and foes beating on their doors. They would like a peacefull and idylic life of luxury but they don't get a chance to have it.

They are more or less indiffrent to the fey elves as they belive they could do more to aid them in thier fights and rarely ask for assistance any more as they don't expect any worth while. Weither or not the fey elves could provide more assistance... perhaps they could and perhaps they have there own problems.
 

Note: For those of you who aren't me and don't know, Umarth is the original creator of the Narrowlands, so he'll be popping in from time to time to correct me in things (I'm currently only a player there). He is an authority on all things Narrow, as they have all sprung (initially, at least) from his twisted lil' mind.

For Halflings - think more like the Ghostwise halflings from FR in attitude - a bit less food and fun oriented, a bit more survivalist. Everything in the Narrowlands is a bit more brutal.
 
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