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Sell me on your low magic grim and gritty (LM/GnG) homebrew
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<blockquote data-quote="Galethorn" data-source="post: 1592128" data-attributes="member: 7888"><p><strong>Core Statement</strong></p><p>Yril (the name of my world, and consequently the 'earth-mother' deity) is an ancient world, with a deep and mysterious history. The first-born races have only a toe-hold in the world, having never recovered from a horrific war in the age before days. The world of men seems strong, but it may be on the verge of destruction by its own power, perhaps with aid from ancient evils. If this darkness comes, the first-born races will finally be destroyed, the great kingdoms of men will be shattered, and ancient evils will rise to conquer the world itself.</p><p></p><p>These events will come to pass unless the bravest individuals of all races fight together against the coming darkness.</p><p></p><p><strong>Who are the Heroes?</strong></p><p>--The Group of PCs--</p><p><em>Eben</em>, a giant who looks to avenge the destruction of all that he ever held dear.</p><p><em>Delethorn</em>, a young warrior who seeks to bring his house honor by destroying evil in the world.</p><p><em>Belenaer</em>, a half-elf who is learning to live with strange, magical powers.</p><p><em>Banowaith</em>, an elfling (half-fey/half-elf, halfling-sized) who has left her forest home to travel with her new-found companion, Eben.</p><p><em>Various elves who I don't remember the names of</em>, who have gone together into the world to destroy evils which threaten their home.</p><p></p><p>--Major NPCs--</p><p><em>Kynwyr</em>, a wizard who hopes to find heroes who can stop the massing armies of the south.</p><p></p><p>--The Group in the book (which takes place after the campaign)--</p><p><em>Galethorn</em>, the rightful wielder of Daramor, a sword of legend. It is said that his fate is to fight an ancient evil, and destroy it once and for all.</p><p><em>Delethorn</em>, Galethorn's best friend, who has pledged to follow on his quest.</p><p><em>Dologar</em>, an aging dwarf-lord who has known Galethorn since he was a baby.</p><p><em>Solaryn</em>, an elf, Galethorn's mentor and friend, who has given an oath to follow until the end.</p><p><em>Felena</em>, a young woman who grew up side-by-side with Galethorn and Delethorn, who may not be the best warrior, but always has a solution for a problem.</p><p></p><p><strong>What do they do?</strong> (the PC party)</p><p>Having come together as mutual friends, hirelings, and 'appointed helpers', this unusual group has only just had its first 'real' adventure together, but they seem to have found a way to work together. They also have an 'aura of destiny', which has piqued the interest of Kynwyr.</p><p></p><p><strong>Threats, conflicts, villains</strong></p><p>Though they don't know it, the party is 'destined' to fight in the war that looms in the south. Even the wise cannot guess their part, but it is known that they will play a great one.</p><p>So far, however, they have dealt with vengeful spirits, giant spiders, and other denizens that usually pop up in very old forests.</p><p></p><p><strong>The Nature of Magic</strong></p><p>"Magic is a tangible force to those that know how to feel it; it is everywhere, all around us, but always out of reach" -Angol, the Loremaster of Minas Erthad</p><p></p><p>Those who meddle with magic are a diverse bunch--learned scholars who use measured motions and sylables to bridge the gap between the two worlds, priests who use the power of their will and the teachings of their deities to bend reality to their wishes, and those who gain an often unheralded, instinctive and 'natural' link to the magical world from some strange event, unusual parentage, or natural affinity, as with elves. The first two are most common among men (albeit still uncommon), the second is the only known method employed by dwarves, and the third is most common among other sentient races.</p><p></p><p>Those who gain magical affinity 'naturally' are perhaps the most directly (and immediately) affected by their power; one who gains this 'wild' magic often 'slips' partly into the magical world, causing magical auras to become visible...all the time. This is seen as a curse by some, a blessing by others, and a quirk by most with the power. An interesting side effect of 'slipping' is that, being partly in the world of magic, you glow brightly to those that can see into that world. This makes it nearly impossible to hide one's nature from other spellcasters.</p><p></p><p>Though it grants great power, magic is a terrible risk to those who use it; it taxes the caster's body and makes him visible to all manners of evil beings. Practicioners of magic know the risks, however, and usually see the benefit as much greater. Because of this, you seldom meet a dedicated spellcaster without some grand goal, either good or evil.</p></blockquote><p></p>
[QUOTE="Galethorn, post: 1592128, member: 7888"] [b]Core Statement[/b] Yril (the name of my world, and consequently the 'earth-mother' deity) is an ancient world, with a deep and mysterious history. The first-born races have only a toe-hold in the world, having never recovered from a horrific war in the age before days. The world of men seems strong, but it may be on the verge of destruction by its own power, perhaps with aid from ancient evils. If this darkness comes, the first-born races will finally be destroyed, the great kingdoms of men will be shattered, and ancient evils will rise to conquer the world itself. These events will come to pass unless the bravest individuals of all races fight together against the coming darkness. [b]Who are the Heroes?[/b] --The Group of PCs-- [i]Eben[/i], a giant who looks to avenge the destruction of all that he ever held dear. [i]Delethorn[/i], a young warrior who seeks to bring his house honor by destroying evil in the world. [i]Belenaer[/i], a half-elf who is learning to live with strange, magical powers. [i]Banowaith[/i], an elfling (half-fey/half-elf, halfling-sized) who has left her forest home to travel with her new-found companion, Eben. [i]Various elves who I don't remember the names of[/i], who have gone together into the world to destroy evils which threaten their home. --Major NPCs-- [i]Kynwyr[/i], a wizard who hopes to find heroes who can stop the massing armies of the south. --The Group in the book (which takes place after the campaign)-- [i]Galethorn[/i], the rightful wielder of Daramor, a sword of legend. It is said that his fate is to fight an ancient evil, and destroy it once and for all. [i]Delethorn[/i], Galethorn's best friend, who has pledged to follow on his quest. [i]Dologar[/i], an aging dwarf-lord who has known Galethorn since he was a baby. [i]Solaryn[/i], an elf, Galethorn's mentor and friend, who has given an oath to follow until the end. [i]Felena[/i], a young woman who grew up side-by-side with Galethorn and Delethorn, who may not be the best warrior, but always has a solution for a problem. [b]What do they do?[/b] (the PC party) Having come together as mutual friends, hirelings, and 'appointed helpers', this unusual group has only just had its first 'real' adventure together, but they seem to have found a way to work together. They also have an 'aura of destiny', which has piqued the interest of Kynwyr. [b]Threats, conflicts, villains[/b] Though they don't know it, the party is 'destined' to fight in the war that looms in the south. Even the wise cannot guess their part, but it is known that they will play a great one. So far, however, they have dealt with vengeful spirits, giant spiders, and other denizens that usually pop up in very old forests. [b]The Nature of Magic[/b] "Magic is a tangible force to those that know how to feel it; it is everywhere, all around us, but always out of reach" -Angol, the Loremaster of Minas Erthad Those who meddle with magic are a diverse bunch--learned scholars who use measured motions and sylables to bridge the gap between the two worlds, priests who use the power of their will and the teachings of their deities to bend reality to their wishes, and those who gain an often unheralded, instinctive and 'natural' link to the magical world from some strange event, unusual parentage, or natural affinity, as with elves. The first two are most common among men (albeit still uncommon), the second is the only known method employed by dwarves, and the third is most common among other sentient races. Those who gain magical affinity 'naturally' are perhaps the most directly (and immediately) affected by their power; one who gains this 'wild' magic often 'slips' partly into the magical world, causing magical auras to become visible...all the time. This is seen as a curse by some, a blessing by others, and a quirk by most with the power. An interesting side effect of 'slipping' is that, being partly in the world of magic, you glow brightly to those that can see into that world. This makes it nearly impossible to hide one's nature from other spellcasters. Though it grants great power, magic is a terrible risk to those who use it; it taxes the caster's body and makes him visible to all manners of evil beings. Practicioners of magic know the risks, however, and usually see the benefit as much greater. Because of this, you seldom meet a dedicated spellcaster without some grand goal, either good or evil. [/QUOTE]
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