The Empire
Explorer
link to the ICC http://www.enworld.org/showthread.php?p=3411740#post3411740
I started this campaign in 1992, the world is all original and with 1000 years of played history. I have a stack 4” high of old PC’s most of them were like real people the lived and died having little impact on the land. There are few that made it big. Some retired others made something of there wealth. Here are some of the famous.
Valyus player A.W. this ranger after betting an Inn owner fore the Inn and winning. He made the Inn the base of ops. fore the party and hade many advancers in the Inn. It stands in Kandla the capital of Roocks. The Inn has been remolded by his children do to its age. It was won 1211 years ago in game time. (1993 in the real world)
The most infamous carter is Magues, aka. the Halfling, player M.M. by far the most powerful carter played in the campaign. This small but powerful mage had spent his life researching magic until he was the most powerful magic user in the world this was helped by some early quick thinking. He has become known as the Halfling because he is aware of all who speak his real name. His power has shown no sing of wavering as it is some wear close to his 1265 birthday.
Rolan Player W.C. this beast master hade a lucky brake early in life (bad luck on my part) and ended up with a part of a dracko litch horde. He then used the gold to build a keep. After this he opened a school of the wild fore rangers and the like.
Simon player W.C. the next carter after Rolan. This half elf from Roocks barrowed gold from some gilds to start a shipping company. He made enough to pay them back and the company is still around as Simonsun shipping he then took the profit from shipping and started the first insurance gild of Roocks. With is still around.
Roocks
The campaign tacks in an unusual world it is not your run of the mill D&D world. There no Gnomes, Elf’s are not a kind benevolent race, and Halflings are not week. “You can’t judge a book by its cover.” well here “You can’t judge a Dragon by its scales.”
I am planning on running this campaign for 8 players. I will start when there are 6 players with carters ready to go. Email your carters to me at galaionempire@gmail.com don’t post them other players do not need to know what you are playing. You will need a simple back round, but the better it is the better I will reword. Also don’t be offended if I do not think that it fits in the setting. I will do my best to work with you to make it work.
If you are not familiar with any of these variants I or others can define them but fore the most part it doesn’t mater much. If you have any questions email me at galaionempire@gmail.com it is my account just for this campaign.
Also if you are planning on your carter doing something in privet email it to me. It is a little easer to sneak around behind others back if they don’t know your doing it.
If by some chance I missed a class from unearthed arcana with the exception of paladin variants, planar ranger, and domain wizard let me know.
Other variants that are being used in this campaign:
Reducing level adjustments.
Bloodlines (it would be best to ask first not all are available).
Favored environment.
Level check turning.
Planar banishment.
Complex skill checks.
I will allow carter traits as part of a back round.
Spelltouched feats.
Massive damage (a being can tack up its con stat. any damage over con stat is massive damage a fortitude save with a DC equal to the amount over con +10).
Summon monster variants.
Metamagic components.
Scions, Incantations.
Event-based reputation.
Honor.
Taint.
Test-based prerequisites.
Sapient mounts.
Sticking cover.
Automatic hits and misses.
Weapon equivalencies.
Critical misses.
Critical success and failure.
Power components.
Summoning individual monsters.
Magic: There three basic forms magic tacks Arcane, Devine, and Picnics. Some spells like dispel magic only work on only one form of magic at a time. Spell resistance works equally well against all three forms unless stated otherwise.
Changes to spells
These changes affect all three forms of magic as noted.
Bless Water
Devine Focus: Holey simple placed in water.
Consecrate
Material Component: A vial of holy water and (5 pounds) of salt, all of which must be sprinkled around the area.
Contingency
Material Component: That of the companion spell, plus quicksilver and an eyelash of an ogre mage, rakshasa, or similar spell-using creature.
Focus: A statuette of you carved from ivory and decorated with gems (worth at least 1,500 gp). You must carry the focus for the contingency to work. Or a taut made from magical ink and ground gems (worth at least 1500 gp).
Detect Scrying
Material Component: A small piece of mirror .
Dispel Magic
Dispel magic is divided in to three spells: Dispel Arcane, Dispel Devine, and Dispel Psionic; each only works on there perspective forms of Magic. A cleric can switch a prepared Arcane or Psionic for a Dispel Devine, a Wizard may switch a prepared Dispel Devine or Psionic for Dispel Arcane.
Fabricate
Material Component: The raw materials required to craft the item to be created.
Magic Circle against Chaos
Arcane Material Component: (5 pounds) of sea salt with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded.
Magic Circle against Evil
Arcane Material Component: (5 pounds) of sea salt with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded.
Magic Circle against Good
Arcane Material Component: A little powdered silver (25 gp worth) with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded.
Magic Circle against Law
Arcane Material Component: A little powdered silver (25 gp worth) with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded.
Meteor Swarm
Duration: Instantaneous/1 round every 4 levels
Arcane Material Component: A small peace of meteor that fell naturally to earth.
Teleport
Familiarity On Target Off Target Similar Area Mishap
Very familiar 01–97 98–99 100 —
Studied carefully 01–84 85–97 98–99 100
Seen casually 01–78 79–84 85–98 99–100
Viewed once 01–66 67–78 79–86 87–100
False destination (1d20+80) — — 81–92 93–100
I started this campaign in 1992, the world is all original and with 1000 years of played history. I have a stack 4” high of old PC’s most of them were like real people the lived and died having little impact on the land. There are few that made it big. Some retired others made something of there wealth. Here are some of the famous.
Valyus player A.W. this ranger after betting an Inn owner fore the Inn and winning. He made the Inn the base of ops. fore the party and hade many advancers in the Inn. It stands in Kandla the capital of Roocks. The Inn has been remolded by his children do to its age. It was won 1211 years ago in game time. (1993 in the real world)
The most infamous carter is Magues, aka. the Halfling, player M.M. by far the most powerful carter played in the campaign. This small but powerful mage had spent his life researching magic until he was the most powerful magic user in the world this was helped by some early quick thinking. He has become known as the Halfling because he is aware of all who speak his real name. His power has shown no sing of wavering as it is some wear close to his 1265 birthday.
Rolan Player W.C. this beast master hade a lucky brake early in life (bad luck on my part) and ended up with a part of a dracko litch horde. He then used the gold to build a keep. After this he opened a school of the wild fore rangers and the like.
Simon player W.C. the next carter after Rolan. This half elf from Roocks barrowed gold from some gilds to start a shipping company. He made enough to pay them back and the company is still around as Simonsun shipping he then took the profit from shipping and started the first insurance gild of Roocks. With is still around.
Roocks
The campaign tacks in an unusual world it is not your run of the mill D&D world. There no Gnomes, Elf’s are not a kind benevolent race, and Halflings are not week. “You can’t judge a book by its cover.” well here “You can’t judge a Dragon by its scales.”
I am planning on running this campaign for 8 players. I will start when there are 6 players with carters ready to go. Email your carters to me at galaionempire@gmail.com don’t post them other players do not need to know what you are playing. You will need a simple back round, but the better it is the better I will reword. Also don’t be offended if I do not think that it fits in the setting. I will do my best to work with you to make it work.
If you are not familiar with any of these variants I or others can define them but fore the most part it doesn’t mater much. If you have any questions email me at galaionempire@gmail.com it is my account just for this campaign.
Also if you are planning on your carter doing something in privet email it to me. It is a little easer to sneak around behind others back if they don’t know your doing it.
If by some chance I missed a class from unearthed arcana with the exception of paladin variants, planar ranger, and domain wizard let me know.
Other variants that are being used in this campaign:
Reducing level adjustments.
Bloodlines (it would be best to ask first not all are available).
Favored environment.
Level check turning.
Planar banishment.
Complex skill checks.
I will allow carter traits as part of a back round.
Spelltouched feats.
Massive damage (a being can tack up its con stat. any damage over con stat is massive damage a fortitude save with a DC equal to the amount over con +10).
Summon monster variants.
Metamagic components.
Scions, Incantations.
Event-based reputation.
Honor.
Taint.
Test-based prerequisites.
Sapient mounts.
Sticking cover.
Automatic hits and misses.
Weapon equivalencies.
Critical misses.
Critical success and failure.
Power components.
Summoning individual monsters.
Magic: There three basic forms magic tacks Arcane, Devine, and Picnics. Some spells like dispel magic only work on only one form of magic at a time. Spell resistance works equally well against all three forms unless stated otherwise.
Changes to spells
These changes affect all three forms of magic as noted.
Bless Water
Devine Focus: Holey simple placed in water.
Consecrate
Material Component: A vial of holy water and (5 pounds) of salt, all of which must be sprinkled around the area.
Contingency
Material Component: That of the companion spell, plus quicksilver and an eyelash of an ogre mage, rakshasa, or similar spell-using creature.
Focus: A statuette of you carved from ivory and decorated with gems (worth at least 1,500 gp). You must carry the focus for the contingency to work. Or a taut made from magical ink and ground gems (worth at least 1500 gp).
Detect Scrying
Material Component: A small piece of mirror .
Dispel Magic
Dispel magic is divided in to three spells: Dispel Arcane, Dispel Devine, and Dispel Psionic; each only works on there perspective forms of Magic. A cleric can switch a prepared Arcane or Psionic for a Dispel Devine, a Wizard may switch a prepared Dispel Devine or Psionic for Dispel Arcane.
Fabricate
Material Component: The raw materials required to craft the item to be created.
Magic Circle against Chaos
Arcane Material Component: (5 pounds) of sea salt with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded.
Magic Circle against Evil
Arcane Material Component: (5 pounds) of sea salt with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded.
Magic Circle against Good
Arcane Material Component: A little powdered silver (25 gp worth) with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded.
Magic Circle against Law
Arcane Material Component: A little powdered silver (25 gp worth) with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded.
Meteor Swarm
Duration: Instantaneous/1 round every 4 levels
Arcane Material Component: A small peace of meteor that fell naturally to earth.
Teleport
Familiarity On Target Off Target Similar Area Mishap
Very familiar 01–97 98–99 100 —
Studied carefully 01–84 85–97 98–99 100
Seen casually 01–78 79–84 85–98 99–100
Viewed once 01–66 67–78 79–86 87–100
False destination (1d20+80) — — 81–92 93–100
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