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<blockquote data-quote="TheCrazyMuffinMan" data-source="post: 3857059" data-attributes="member: 53470"><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> !</p><p></p><p>Thanks, Nero! I am truly happy to hear this!</p><p></p><p>Spoiler: <strong>Phonix</strong>, the Orcish Stronghold</p><p>[sblock]</p><p>Metahuman Population : 200000</p><p></p><p>Metahuman Population Breakdown:</p><p></p><p>40% orcs</p><p>30% humans</p><p>20% half-orcs</p><p>5% dwarves</p><p>5% other</p><p></p><p>Cultural alignment:</p><p></p><p>35% Neutral Good</p><p>25% Neutral</p><p>15% Lawful Good</p><p>15% Chaotic Good</p><p>8% Neutral Evil</p><p>2% Other</p><p></p><p>Dominant classes: barbarian, fighter, rogue, wizard</p><p></p><p>King: Lord Garruk (crowned after the former king, Darcy, was assassinated during the Schism that temporarily separated North from South.)</p><p></p><p>Primary Figures: </p><p></p><p>General Falchion, Fighter L6</p><p>General Ruuk, Fighter L10</p><p>Archbishop Harold, Cleric L8</p><p></p><p>Key locations:</p><p></p><p>The Hospice- Home to some of the best mundane healers in the land. Clerics are also among them</p><p></p><p>Phonix Flamma- The ancient castle of Phonix, its stronghold and the landmark that separates the North from the South</p><p></p><p>The Great Square- The commercial area of Phonix, home to many inns, breweries and merchants. It is at its most lively during the summer.</p><p></p><p>The Northern Hall- The quarters for the northern guards of Phonix.</p><p></p><p>The Southern Hall- The quarters for the southern guards of Phonix.</p><p></p><p>The School of Medicine- Where healers and clerics in training learn the healing arts.</p><p></p><p>The School of Masonry- Where the sciences of architecture and stonecraft are learned .</p><p></p><p>Residential, commercial and industrial areas are clearly distinguished in the architecture of Phonix.</p><p></p><p>At age 18, service in either the guild or the army is mandatory for at least two years. Clerics and other healers are put in as combat medics when their time comes.</p><p></p><p>Phonix is also known for its trade in metal, wood, stone, healer's tools, nearly every kind of meat and vegetable, and all manner of grain foods. Phonix has some of the most fertile farming and gardening soil in the Continent, second only to Dramavia. </p><p></p><p>In addition, many healers leave the kingdom to benefit the others with their capabilities, respectively.</p><p></p><p>Deity: Taras, Revan (although neither god is -officially- recognized, both have many worshippers in the area of Phonix. The clerical population do well in serving the religious in Phonix, even though church and state are separate in that kingdom)</p><p></p><p>Primary artifact: The Eye of the Heart</p><p></p><p>[sblock]</p><p>Wis +4, +5 to Will saves, allows one to detect the thoughts and motives of a living creature at will. Unwilling creatures get a Will save at DC 20 to negate the effect of the Eye.</p><p></p><p>Spell-like abilities: </p><p></p><p>At will: Deathwatch (not evil when used by this), Status, Detect Thoughts</p><p>4/day: Libra, Detect Alignment</p><p>1/day: Greater Libra, True Seeing</p><p>1/week: Discern Location</p><p></p><p></p><p>Strongly holy.</p><p></p><p>Evil creatures gain 1 negative level as long as they wear it (curable only by removal), and they immediately see themselves for the evil and horror they are. As a result of this frightening revelation, they must make a Will save (DC 20), or go permanently insane and suicidal (curable by a Wish or Miracle only, before he actually does the deed). Even if they make the save, they suffer a -4 penalty to both Wisdom and Charisma as long as they wear it. </p><p></p><p>Those who are neutral with respect to good and evil only get the attribute bonuses and the At Will spell-like abilities.</p><p></p><p>Ability: The Watcher- A number of times equal to the wearer's Wisdom bonus per day, that wearer may subvert any illusion spell or abjuration spell that inhibits a divination spell (ending it instantly), or add +20 to the Save DC of any divination spell the wearer uses.</p><p></p><p>This ability activates and deactivates as a free action.</p><p>[/sblock]</p><p></p><p></p><p>EVENT: The Schism</p><p></p><p>The Schism started when General Ruuk betrayed the King of Phonix, assassinating him and taking over castle Phonix Flamma. He left his right-hand man, Bishop Harrold, to hold it fast by reanimating the fallen bodies of its former guardians as undead. Ruuk and his men moved to the north of Phonix and claimed it by force, leading to a civil war between the North and the South of the kingdom. </p><p></p><p>The war lasted five years before an adventuring party from Sherbet drafted into the Southern army, and successfully cleansed the castle of of both Ruuk's forces and Harrold's undead. The North surrendered unconditionally when a couple of rogues from the south infiltrated the Northern Hall, successfully assassinated General Ruuk in his sleep, and aided in slaying the red dragon the North sent as its last attack.[/sblock]</p></blockquote><p></p>
[QUOTE="TheCrazyMuffinMan, post: 3857059, member: 53470"] :D :D :D ! Thanks, Nero! I am truly happy to hear this! Spoiler: [b]Phonix[/b], the Orcish Stronghold [sblock] Metahuman Population : 200000 Metahuman Population Breakdown: 40% orcs 30% humans 20% half-orcs 5% dwarves 5% other Cultural alignment: 35% Neutral Good 25% Neutral 15% Lawful Good 15% Chaotic Good 8% Neutral Evil 2% Other Dominant classes: barbarian, fighter, rogue, wizard King: Lord Garruk (crowned after the former king, Darcy, was assassinated during the Schism that temporarily separated North from South.) Primary Figures: General Falchion, Fighter L6 General Ruuk, Fighter L10 Archbishop Harold, Cleric L8 Key locations: The Hospice- Home to some of the best mundane healers in the land. Clerics are also among them Phonix Flamma- The ancient castle of Phonix, its stronghold and the landmark that separates the North from the South The Great Square- The commercial area of Phonix, home to many inns, breweries and merchants. It is at its most lively during the summer. The Northern Hall- The quarters for the northern guards of Phonix. The Southern Hall- The quarters for the southern guards of Phonix. The School of Medicine- Where healers and clerics in training learn the healing arts. The School of Masonry- Where the sciences of architecture and stonecraft are learned . Residential, commercial and industrial areas are clearly distinguished in the architecture of Phonix. At age 18, service in either the guild or the army is mandatory for at least two years. Clerics and other healers are put in as combat medics when their time comes. Phonix is also known for its trade in metal, wood, stone, healer's tools, nearly every kind of meat and vegetable, and all manner of grain foods. Phonix has some of the most fertile farming and gardening soil in the Continent, second only to Dramavia. In addition, many healers leave the kingdom to benefit the others with their capabilities, respectively. Deity: Taras, Revan (although neither god is -officially- recognized, both have many worshippers in the area of Phonix. The clerical population do well in serving the religious in Phonix, even though church and state are separate in that kingdom) Primary artifact: The Eye of the Heart [sblock] Wis +4, +5 to Will saves, allows one to detect the thoughts and motives of a living creature at will. Unwilling creatures get a Will save at DC 20 to negate the effect of the Eye. Spell-like abilities: At will: Deathwatch (not evil when used by this), Status, Detect Thoughts 4/day: Libra, Detect Alignment 1/day: Greater Libra, True Seeing 1/week: Discern Location Strongly holy. Evil creatures gain 1 negative level as long as they wear it (curable only by removal), and they immediately see themselves for the evil and horror they are. As a result of this frightening revelation, they must make a Will save (DC 20), or go permanently insane and suicidal (curable by a Wish or Miracle only, before he actually does the deed). Even if they make the save, they suffer a -4 penalty to both Wisdom and Charisma as long as they wear it. Those who are neutral with respect to good and evil only get the attribute bonuses and the At Will spell-like abilities. Ability: The Watcher- A number of times equal to the wearer's Wisdom bonus per day, that wearer may subvert any illusion spell or abjuration spell that inhibits a divination spell (ending it instantly), or add +20 to the Save DC of any divination spell the wearer uses. This ability activates and deactivates as a free action. [/sblock] EVENT: The Schism The Schism started when General Ruuk betrayed the King of Phonix, assassinating him and taking over castle Phonix Flamma. He left his right-hand man, Bishop Harrold, to hold it fast by reanimating the fallen bodies of its former guardians as undead. Ruuk and his men moved to the north of Phonix and claimed it by force, leading to a civil war between the North and the South of the kingdom. The war lasted five years before an adventuring party from Sherbet drafted into the Southern army, and successfully cleansed the castle of of both Ruuk's forces and Harrold's undead. The North surrendered unconditionally when a couple of rogues from the south infiltrated the Northern Hall, successfully assassinated General Ruuk in his sleep, and aided in slaying the red dragon the North sent as its last attack.[/sblock] [/QUOTE]
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