[OOC] Arcanis: The Spear of the Lohgin

Byrons_Ghost said:
I'm willing to run things with four people, if everyone likes the group the way it is we can get started in a day or two.

From what I've seen, I think we would be fine as a four-person group... as said before, a little heavy on fighter-types, but I don't think that's necessarily a bad thing.

Gnome- What I've seen on your character looks good so far. I'll go it in more detail tonight. Also, if you want to use poisons, just use the DMG table for effects and prices. They'd probably be outlawed in Milandir, but you could have picked them up somewhere else in your travels.

Alright.

As for poisons... I looked through them before, contemplated buying some, then decided that the ones that were any good (DC > 15) were far too expensive. If we run into any scorpions or other venom-bearing critters, though, I'll be sure to acquire some venom and spend those extra six hours at night making some poison :D... besides, the poison spell is far more effective than most of the poisons on that table.
 

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A few questions Byron's Ghost:

How do you want to handle the die rolling conventions?

Will the thread in Playing the game have the same title "Spear of the Loghin"?

And you mentioned that going through that Monk's Order that I chose I'd have ties to Gideon. What are those ties?
 

Quick question, Byrons_Ghost:

How would I go about getting poison use? Admittedly, only 5% chance of poisoning myself, along with a +4 on all saves against poison, there's probably little chance I'd poison myself... but I'm still slightly worried about it. There are two PrC's that I know of that give poison use: assassin, and deepwood sniper/archer (from MotW). The deepwood PrC doesn't fit my concept, and I have to be evil to be an assassin...

So, how would I go about getting poison use?
 

Gnomeworks- All your numbers check out. Don't forget your remaining gold, either as cash or for equipment. Though with darkvision and the ability to live off the land, I really can't see how you need to purchase all that much.

As for the poison thing, I'll dig around in some of my books and see what I can come up with. Most likely they'll be some feats involved, perhaps a wilderness lore check or something like that as well (for identifying poisonous animals, extracting venom, etc)

The 5% chance will occur when you're actually compounding the substance, which makes a lot more sense to me. That, and I've never been a big fan of the whole "you stab yourself with your own weapon" routine.

Blockader: I'll be doing the dice rolls. I'll post both the descriptive text and the numbers, that way you'll at least know whether your char is just unlucky or trying something he's not likely to achieve.

Naturally, your characters will still be deciding when to use skills, spells, attacks, etc, so just post the relative information when you do.

Incidentally, I find that take 10/take 20 rules simplify things a lot, so go over those again if you're not familiar with them. There's actually quite a few situations to which they apply, but it's hard to figure that out from the current write-up.

The thread will have the same title. Since the group is all set, the IC part should go up tomorrow afternoon at the latest. I've just got to get my act together. ;)

As for the Order of the Blade, it's connected with the Church of Hurrian, to which Gideon belongs. So I just sort of assumed that you guys would have religion in common; your characters probably would have met up at court even before this mission due to common interests. Otherwise, I didn't have anything direct in mind, it's just a party tie-in.
 

Byrons_Ghost said:
Gnomeworks- All your numbers check out. Don't forget your remaining gold, either as cash or for equipment. Though with darkvision and the ability to live off the land, I really can't see how you need to purchase all that much.

I tried looking for equipment that would be useful for a bounty-hunter: ropes, winch crossbows, manacles... none of it seemed useful, and some I couldn't use.

As for the poison thing, I'll dig around in some of my books and see what I can come up with. Most likely they'll be some feats involved, perhaps a wilderness lore check or something like that as well (for identifying poisonous animals, extracting venom, etc)

I would expect at least a wilderness lore check or a knowledge (nature) check to determine whether or not a creature secretes venom, and trying to find one...

The 5% chance will occur when you're actually compounding the substance, which makes a lot more sense to me. That, and I've never been a big fan of the whole "you stab yourself with your own weapon" routine.

That makes a little more sense, for the 5%... still bothers me, though, and I still want to try to get rid of it.

So, is there still a chance (other than the initial creation of the poison) to affect yourself with it? Or are you eliminating it entirely?
 

For now I would say that the 5% happens only when creating or extracting the poison (whichever is appropriate). Getting rid of that penalty would probably be about the equivalent of a feat. I've got the GR Assassin's Handbook and a couple of other alt poison rules sets, I just want to browse them and get an idea for how they work.

I agree that the prices of poisons are pretty ridiculous. It's essentially a game balance issue, the stat effects that poisons produce mean they need to have some sort of drawback. The 5% thing seems a little tacked on, and the prices aren't at all realistic for organic or herbal poisons. I really doubt that all those arrows fired at Indiana Jones were worth 500 gp apiece! (Though maybe the irate tribesmen just weren't aware that they were...)

Laws against poison are a kind of drawback, but it's not like people can automatically detect that you have the stuff. And even if they search your pack, how many guards are going to know deadly toxins from medicinal herbs or spell components? Precious few, I think.

In tabletop we just sort of ignored the whole poison thing, the PCs never used it and so I rarely had bad guys use it (unless it was an assassin or a natural ability or something like that). So I'll just have to sort of poke around and see what I'd like to adapt for this.
 

Elorii: Elves of Arcanis

Once the Ss'ressen were the dominant race on Arcanis. Their empire spanned the continent of Onara, and they conquered or slew all other elder races (ie humanoids). But as their empire aged it grew decadent, and they began to seek more time away from work for their own pleasures and interests.

At first the Ss'ressen wizards were tasked with summoning elementals as slaves. But this did not work very well, as the elementals were present for a limited time. Also, it placed great demands on the wizards. Finally, the wizards summoned the four Elemental Lords, and struck a bargain with them: the Elemental Lords would create a slave race for the Ss'ressen, and the wizards would help this race organize a religion of elemental worship, thus elevating the Lords to godhood. As an additional gesture, the wizards gave to the Lords the Orb of Ankar, an artifact ancient even to the Ss'ressen. The Orb was said to contain the spirit of Life itself.

The Elemental Lords agreed to the bargain, and freed the spirit of Life so that she may grant them material forms on the world. The five of them worked with the wizards in a great ritual to create the five bloolines of the elves, one for each element.

For centuries the elves were a valued part of Ss'ressen society, treated with respect as valued servants. But as the Ss'ressen grew ever more decadent, the elves were treated worse and worse. Eventually, they were worked to death, subjected to foul experiments, and tortured and killed for amusement. Angered at the treatment of their people, the Elemental Lords helped the elves revolt against the Ss'ressen, defeating them so completely that the most serpent men are now nothing but monstrous barbarians.

The elves built their own empire and ruled in place of the Ss'ressen, but without slavery, which they naturally found abhorrent. For many centuries the elves lived in a Golden Age, but then outsiders came- two different groups of humans.

This is where variations of history occur. The elves claim that the first group of humans, whose name is now lost, were peaceful scholars and philosophers. The second group of humans are the ones who currently inhabit Arcanis, and they claim that the first group were servants of an evil outside influence referred to in their texts simply as the Other. These humans were led by the current Pantheon of gods, and would eventually give rise to the Val. They claim that survivors of the first race of humans can be seen in the dark kin.

It is generally agreed upon that these two groups of humans were at war. Elven legends state that they originally sided with the forces of the Pantheon because the first humans had stolen away their Life goddess, Belisarda. But the kidnapping of Belisarda turned out to be somehow benevolent, while the Pantheon turned on the elves and slew the four Elemental Lords, leaving Belisarda as the sole elven goddess. In the course of this, war broke out between the elves and the humans, and the elves eventually retreated to the sanctuary of Vastwood, which became their new kingdom.

The Mother Church, which serves the human Pantheon, naturally refutes these claims. Their history does not extend back this far, and they say claim the elves are lying. Some very early human legends do speak of a stuggle with the Other, and of war with the elves, but the details are not given. Ancient ballads and poems refer to these events as times long ago.

According to elven history, all this occurred roughly 5000 years ago. While the Elorii are technically immortal, none claims to have been alive then- although they also believe in reincarnation, so some elorii do have memories of past lives from that era. The elves recommitted themselves to their single Goddess, who issued a prophecy stating that the Elemental Lords were not entirely dead, and that they would eventually return. This would be the Time of Vengeance, when they would fall upon the Pantheon and their followers and repay their treachery. However, Belisarda also warned that not all humans deserved to die, and that many were the dupes of their evil gods. In addition, she said that the humans would be needed to repell a great evil, so the elves must bide their time and ensure that their vengeance did not fall upon the innocent or the just.

Many elven oracles believe that the Time of Vengeance is approaching. The humans are fragmenting, their gods are distant, and church and empire are rife with internal struggle. A few centuries ago, the elders dispatched agents known as teh Laerestri- or "wanderers"- to travel human lands and take stock of the situation. The Laerestri have now had three or four different generations over the years- some have even settled outside the forests and made families of their own. Many wanderers are seeing the wisdom of the goddess' words with the humans- that not all are evil, and that those existing today are a far cry from their barbaric ancestors. Whether or not they can convince the elders of this remains to be seen.
 
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Metaphysics

In general, it could be said that the races of Arcanis believe in reincarnation. The key exceptions are the dwarves, who are cursed to be barred from the afterlife. Dwarven souls are said to be stored in gems in temples, giving rise to a type of ancestor worship.

The elorii are technically immortal- but almost all eventually succumb to diease, accident, or violence. There are elorii who are millennia old, but they seem to accept the fact that they will eventually die. When this occurs, the spirit travels to the Soulspring, where it awaits the birth of a new elven child. It is interesting to note that an elf's bloodline is determined by the spirit entering it, not the bloodlines of the parents. So elorii essentially have two families- their biological family, and their bloodline. Elorii whose bloodlines differ from their parents' are mentored out to a family member or friend of the appropriate bloodline, this person assuming a sort of godparent role.

Humans- and by extent Val and dark kin- believe in a form of reincarnation tied to Neroth and Beltine, the god of death and the goddess of the afterlife. The Church teaches that there are three aspects to life- the body, intellect, and spirit. When the body dies it is buried or burnt, and is no more. The intellect (which includes memory and learning) also begins to fade, but this takes longer. If a body is not buried properly, the intellect may stay on in this world, giving rise to incorporeal undead. Likewise, many high-ranking priests of Neroth are turned into undead, for they believe that their personalities and memories are lost in reincarnation, and consider this the same as death.

As for the spirit, the morning rays of Illir (the sun) transfer the spirit of the deceased to the underworld. There it is judged by the Valinor, the celestial servants of the Pantheon. If the soul has been a faithful servant, it is transferred to Paradise to be with the gods forever. Otherwise (and more commonly) it is cast into the Cauldron of Beltine, where it's sins weigh it down to the bottom. As Beltine stirs the cauldron, souls are reborn into new bodies- but the more sinful the soul, the longer this takes.

The end result of all this is that raise and resurrect spells do not work as well on Arcanis as they do in other settings. The deceased has only until the next dawn to be raised- otherwise, the soul has gone to be judged. Bringing it back then requires the intervention of both priests of Neroth and Beltine, and neither is overly inclined to do so. There are tales of bodies being interred or otherwise hidden from the rays of Illir, but the tales often mention that the darkness eventually commits the body as one of the undead of Neroth, or an even worse fate.
 
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I like our group as it is, I think we'll do just fine.

Thanks for the Elven history Byrons_Ghost! Very nice :cool:
I think my background fits very well with that. Solonir is most certainly one of those Elorii, who have had earlier contact with humans. He is loyal to the Elders and thinks this alliance with Milandir would serve both parties well. Not all humans are evil and the Duke certainly is a good man and deserves all the help the Elorii can give.

Solonir maybe knows Cadwyn? They might have met, when the monk was adventuring in the ancient elven fort.
 
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The first IC post is up in the "Playing the Game" forum.

I've decided to put up a link to the Arcanis map, just so you can visualize where the different countries are:

http://www.livingarcanis.com/images/downloads_arcanismap.JPG

The details are kind of small, you may be able to read it easier if you download it and then zoom in. Milandir is roughly in the center of the map. The dark Theocracy of Canceri, their traditional enemy, is directly to the north. It is upon this shared border that the town of Ashvan is located. If you look closely at the northmost river in Milandir, you can see a white dot that represent Tralia.

Northwest is Vastwood, where the majority of the elves live, and southwest are the Blessed Lands, so-called because of the First City, which is where both the Ss'ressen and elven empires were centered before the humans came. South of Milandir is the Empire of Coryan, of which they were once members.
 

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