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Place: The Realm of Stagnetia
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<blockquote data-quote="TheCrazyMuffinMan" data-source="post: 3676068" data-attributes="member: 53470"><p>This realm, part of an alternate version of Oerth, was once a thriving place, consisting of eight kingdoms, each devoted to a different ideal. It is alive with natural (and often supernatural) beauty, and the six kingdoms live relatively close to each other. It was a paradise of science, religion, the arts, and highly advanced agricultural techniques, and each kingdom had an average strength army.</p><p></p><p>After 1532 years, it was destroyed in a catastrophe known as the Great Cataclysm, after an abomination known only as Zophar rose to power, destroyed the bodies and souls of all its inhabitants, and led his followers to crush the kingdoms. It is now nothing more than a wasteland, glowing with negative energy and haunted by devils and lawful evil undead of every kind. Six heroes tried to stand against the abomination, and they almost succeeded, but he was too much for them, crushing their bodies, corrupting their souls, and ruining the last hope of the realm.</p><p></p><p>Realm Rank Breakdown (Before the Great Cataclysm):</p><p></p><p>L16- 1</p><p>L15- 1</p><p>L14- 1</p><p>L13- 2</p><p>L12- 5</p><p>L11- 10</p><p>L10- 200</p><p>L9- 250</p><p>L8- 500</p><p>L7- 4000</p><p>L6- 10000</p><p>L5- 15000</p><p>L4- 20000</p><p>L3- 50000</p><p>L2- 100000</p><p>L1- 250000</p><p>Civilian- 500000</p><p></p><p></p><p>Profile: <strong>Sherbet</strong></p><p></p><p>[sblock]</p><p>Metahuman Population : 150000</p><p></p><p>Metahuman Population Breakdown: </p><p></p><p>60% humans</p><p>20% elves</p><p>20% half-elves</p><p></p><p>Cultural alignment: </p><p></p><p>90% Chaotic Good</p><p>5% Neutral Good</p><p>4% Chaotic Neutral</p><p>1% Other</p><p></p><p>Dominant classes- Sorcerers, bards, rangers, rogues, clerics, druids</p><p></p><p>Key locations:</p><p></p><p>The Bardic Hall- The prime training college for bards and more mundane musicians</p><p></p><p>The Artists Circle- An art college, museum, and conservatory</p><p></p><p>The Temple of Taras- On the outskirts, this is the primary religious organization in Sherbet. At this time, their Superior is also king over the area, but true to the nature of the town he is only a figurehead, ruling lightly. Most people stay true to the town because they want to, not because they feel compelled by authority.</p><p></p><p>It also is home to several emotis, an extraplanar positive-energy creature with the traits of chaos and good.</p><p></p><p>The Ludus- A competition hall for gladiatorial competitions, sports, games of chance and tests of skill. It consists of a compartment for sporting events, a gambling hall, a gladiatorial/training hall for archers and other warriors.</p><p></p><p>Sherbet has 50 residential areas that resemble sub-communities. Each one has a market, an inn, a stable, a watchtower, and some major industrial component. All of their key locations, with the exception of the Temple, are in the center, to be equally accessible to all.</p><p></p><p>Sherbet is also known for its trade in furnishings, sculptures, sweet foods, flour, wooden and metal objects, art tools, instruments, and trinkets.</p><p></p><p>Deity:<strong>Taras</strong></p><p></p><p>[sblock]</p><p>The goddess of travel, creation, adventure, chance, beauty and the arts.</p><p></p><p>Divine Rank: 20</p><p>Alignment: Chaotic Good</p><p>Divine Profile: Travel, Numbers, Charm, Art, Chaos, Good, Luck, Creation</p><p></p><p>Salient Divine Abilities: </p><p></p><p>Divine Bard, Alter Form, Alter Size, Avatar, Call Creature (Emoti), Craft Artifact, Craft Object, Create Greater Object, Divine Bard ,Divine Blessing (Charisma), Divine Creation, Divine Inspiration, Instant Move, Irresistible Performance, Master Crafter, Power of Luck, Shift Form, Speak With Creatures, Divine Dodge, Divine Celerity</p><p></p><p>Abilities: Str30/Dex40/Con25/Int35/Wis35/Cha50</p><p></p><p>Class: Bard 50</p><p></p><p>Primary artifact: <strong>The Longsword of Taras</strong></p><p></p><p>Artifact:</p><p></p><p>Longsword of Taras: 2d6+7/19-20/x2+!, +5 to hit. It is counted as Anarchic, Holy and Vorpal.</p><p>[sblock]</p><p>Deathblow : As a full-round action, one may use only one single attack. The attack is at base attack bonus 0 and it uses the grapple check of the target rather than its AC to check against it+ (other attack roll bonuses apply). However, if it does hit, it automatically crits out (no confirmation roll is needed). A loud grinding noise can be heard from 100ft away during the whole round. Both hands must be on the sword before this ability can be used.</p><p></p><p>-Deathblow- can only be used by a chaotic good wielder of the sword.</p><p></p><p>-Deathblow- can be used on objects. In the case of objects, the DC is fixed as 20 + the hardness of the object, and a success means that a critical hit is scored, even despite the immunities to such hits that objects normally have.</p><p></p><p>Creatures that are immune to critical hits can't be affected by -deathblow-.</p><p></p><p>-Deathblow- can be used once per character level per day, and on a natural 1 on the attack roll, the wielder of the weapon can't use -Deathblow- again for the next hour.</p><p></p><p>The Hunter : This extra ability, granted as a result of the planar anomaly, allows the wielder to unleash a hidden fury. He is considered to be in a -rage- (as per the barbarian's ability). He is also -hasted- and gets +4 to Dex. However, he does not take the -2 penalty to AC as a result of the -rage-. He cannot use any non-combat feats or non-combat special abilities during -The Hunter-, but he gains +4 to all combat-related ones. Only CG wielders may invoke this. The ability can be done once per day for every three levels and lasts three minutes each time.</p><p></p><p>The Longsword can only be fully wielded by a CG character. Other alignments can use it, but with penalties:</p><p></p><p>For a NG character, the sword merely functions as a +2 holy vorpal longsword.</p><p></p><p>For a CN character, the sword merely functions as a +2 anarchic longsword, and its wielder retains -The Hunter-.</p><p></p><p>For a pure neutral character, the sword merely functions as a +2 longsword.</p><p></p><p>For a lawful or evil character, the sword merely functions as a +2 longsword, and it bestows one negative level to him for each alignment quality, as long as he holds the sword. These negative levels go away 12 hours after he drops it. </p><p></p><p>If the character is lawful evil, the sword attempts a -deathblow- on him, using his Will save rather than his Armor Class to check against the attack roll, the moment he picks it up. If that character survives the -deathblow- attempt, he retains the sword, but it functions merely as a +2 longsword and bestows two negative levels to him as long as he wields it. Every time he rolls a natural 1 when he attacks with the sword, it attempts a -deathblow- on him instead of merely missing. This effect uses the Will save of the wielder instead of his Armor Class to check against it*.</p><p></p><p>+- This is because the -deathblow- is being brought up to a fixed location on the target. It's not a matter of dodging or deflecting the attack, but bracing oneself against it and pushing the sword away as it is being forced upon the target's neck or otherwise vulnerable area.</p><p></p><p>*- This is because it's not a matter of the sword striking as it normally would. It's a matter of the unfortunate wielder bringing himself to pull the sword away from his own neck.</p><p></p><p>[/sblock]</p><p>[/sblock]</p><p>[/sblock]</p><p></p><p>I will post the other seven kingdoms later.</p></blockquote><p></p>
[QUOTE="TheCrazyMuffinMan, post: 3676068, member: 53470"] This realm, part of an alternate version of Oerth, was once a thriving place, consisting of eight kingdoms, each devoted to a different ideal. It is alive with natural (and often supernatural) beauty, and the six kingdoms live relatively close to each other. It was a paradise of science, religion, the arts, and highly advanced agricultural techniques, and each kingdom had an average strength army. After 1532 years, it was destroyed in a catastrophe known as the Great Cataclysm, after an abomination known only as Zophar rose to power, destroyed the bodies and souls of all its inhabitants, and led his followers to crush the kingdoms. It is now nothing more than a wasteland, glowing with negative energy and haunted by devils and lawful evil undead of every kind. Six heroes tried to stand against the abomination, and they almost succeeded, but he was too much for them, crushing their bodies, corrupting their souls, and ruining the last hope of the realm. Realm Rank Breakdown (Before the Great Cataclysm): L16- 1 L15- 1 L14- 1 L13- 2 L12- 5 L11- 10 L10- 200 L9- 250 L8- 500 L7- 4000 L6- 10000 L5- 15000 L4- 20000 L3- 50000 L2- 100000 L1- 250000 Civilian- 500000 Profile: [b]Sherbet[/b] [sblock] Metahuman Population : 150000 Metahuman Population Breakdown: 60% humans 20% elves 20% half-elves Cultural alignment: 90% Chaotic Good 5% Neutral Good 4% Chaotic Neutral 1% Other Dominant classes- Sorcerers, bards, rangers, rogues, clerics, druids Key locations: The Bardic Hall- The prime training college for bards and more mundane musicians The Artists Circle- An art college, museum, and conservatory The Temple of Taras- On the outskirts, this is the primary religious organization in Sherbet. At this time, their Superior is also king over the area, but true to the nature of the town he is only a figurehead, ruling lightly. Most people stay true to the town because they want to, not because they feel compelled by authority. It also is home to several emotis, an extraplanar positive-energy creature with the traits of chaos and good. The Ludus- A competition hall for gladiatorial competitions, sports, games of chance and tests of skill. It consists of a compartment for sporting events, a gambling hall, a gladiatorial/training hall for archers and other warriors. Sherbet has 50 residential areas that resemble sub-communities. Each one has a market, an inn, a stable, a watchtower, and some major industrial component. All of their key locations, with the exception of the Temple, are in the center, to be equally accessible to all. Sherbet is also known for its trade in furnishings, sculptures, sweet foods, flour, wooden and metal objects, art tools, instruments, and trinkets. Deity:[b]Taras[/b] [sblock] The goddess of travel, creation, adventure, chance, beauty and the arts. Divine Rank: 20 Alignment: Chaotic Good Divine Profile: Travel, Numbers, Charm, Art, Chaos, Good, Luck, Creation Salient Divine Abilities: Divine Bard, Alter Form, Alter Size, Avatar, Call Creature (Emoti), Craft Artifact, Craft Object, Create Greater Object, Divine Bard ,Divine Blessing (Charisma), Divine Creation, Divine Inspiration, Instant Move, Irresistible Performance, Master Crafter, Power of Luck, Shift Form, Speak With Creatures, Divine Dodge, Divine Celerity Abilities: Str30/Dex40/Con25/Int35/Wis35/Cha50 Class: Bard 50 Primary artifact: [b]The Longsword of Taras[/b] Artifact: Longsword of Taras: 2d6+7/19-20/x2+!, +5 to hit. It is counted as Anarchic, Holy and Vorpal. [sblock] Deathblow : As a full-round action, one may use only one single attack. The attack is at base attack bonus 0 and it uses the grapple check of the target rather than its AC to check against it+ (other attack roll bonuses apply). However, if it does hit, it automatically crits out (no confirmation roll is needed). A loud grinding noise can be heard from 100ft away during the whole round. Both hands must be on the sword before this ability can be used. -Deathblow- can only be used by a chaotic good wielder of the sword. -Deathblow- can be used on objects. In the case of objects, the DC is fixed as 20 + the hardness of the object, and a success means that a critical hit is scored, even despite the immunities to such hits that objects normally have. Creatures that are immune to critical hits can't be affected by -deathblow-. -Deathblow- can be used once per character level per day, and on a natural 1 on the attack roll, the wielder of the weapon can't use -Deathblow- again for the next hour. The Hunter : This extra ability, granted as a result of the planar anomaly, allows the wielder to unleash a hidden fury. He is considered to be in a -rage- (as per the barbarian's ability). He is also -hasted- and gets +4 to Dex. However, he does not take the -2 penalty to AC as a result of the -rage-. He cannot use any non-combat feats or non-combat special abilities during -The Hunter-, but he gains +4 to all combat-related ones. Only CG wielders may invoke this. The ability can be done once per day for every three levels and lasts three minutes each time. The Longsword can only be fully wielded by a CG character. Other alignments can use it, but with penalties: For a NG character, the sword merely functions as a +2 holy vorpal longsword. For a CN character, the sword merely functions as a +2 anarchic longsword, and its wielder retains -The Hunter-. For a pure neutral character, the sword merely functions as a +2 longsword. For a lawful or evil character, the sword merely functions as a +2 longsword, and it bestows one negative level to him for each alignment quality, as long as he holds the sword. These negative levels go away 12 hours after he drops it. If the character is lawful evil, the sword attempts a -deathblow- on him, using his Will save rather than his Armor Class to check against the attack roll, the moment he picks it up. If that character survives the -deathblow- attempt, he retains the sword, but it functions merely as a +2 longsword and bestows two negative levels to him as long as he wields it. Every time he rolls a natural 1 when he attacks with the sword, it attempts a -deathblow- on him instead of merely missing. This effect uses the Will save of the wielder instead of his Armor Class to check against it*. +- This is because the -deathblow- is being brought up to a fixed location on the target. It's not a matter of dodging or deflecting the attack, but bracing oneself against it and pushing the sword away as it is being forced upon the target's neck or otherwise vulnerable area. *- This is because it's not a matter of the sword striking as it normally would. It's a matter of the unfortunate wielder bringing himself to pull the sword away from his own neck. [/sblock] [/sblock] [/sblock] I will post the other seven kingdoms later. [/QUOTE]
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