Tainted Avalon - Post-Arthurian Avalon


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Misc. Bits 'n' Pieces...Crunchy Bits coming up...

And now, the Miscellaneous Information about Avalon.

Geography: Coming up...

Places of Interest: The Tor (Yn Twr), what corresponds to Glastonbury Tor, RL. This is the site of the Abbey of Ynis Witrin, which was sacked in the Ruinous Wars, also the Holy Thorn, said to have grown from where Joseph of Arimathea laid down his staff. It only blooms on Christmas Day. This corresponds to the RL Holy Thorn which really does bloom only on Christmas Day.

Chalice Well: Where the Lady of the Lake lives, where the Holy Grail is. About 40 miles from the Tor, in the deeps of the Elfin woods.

Pillars of the Sky: mountain range that simultaneously sprang up over the course of a hundred years due to the realms of Faerie and Avalon overlapping. Inhabited by Ronetaig the Old, an immense dragon of terrible power. Even the Wizard and the Lady of the Lake fear to oppose him.

Caer Trehannis: a great walled city, the olny one left after the Ruinous Wars.

The Icy Wastes: Far at the most northern tip of Avalon, this tundra is exactly what the name implies. It is inhabited by the hardy Norsemen.

Bheac Mawr Coeden (Little Greatwood): A small forset, mostly inhabited by Gnomes and one or two communities of humans. It is north of the Pillars of the Sky but south of the Icy Wastes.

The Llyncairn Isles: a small group of islands at the mouth of Trehannis Cove.

Allamid: a desert region at the very southern tip of Avalon. There is rumored to be a small forest (jungle) at the end of the Cape of Allamid. Allamid is ruled by a matriarchal people of Celtic origin, the Allamidians. Allamid was created when the Southern Mountains sprung up at the same time as the Pillars of the Sky, due to the overlapping with the realm of Fearie. This cause rain to be cut off to the south of the Southern Ranges, and the land became desert-ified over the course of a permanent drought caused by the mountains. (DM note: unlike the Celtic-flavored other part of Avalon, Allamid is very Arab flavored, but Matriarchal)
 

Mmm...crunchy...

And now...the Crunchy Bits!!

Spellcasting is very low magic.

Arcane system

All arcane spellcasters use the Witch Spell List (DMG, pg 26)

All spells require a Spellcraft Check (DC 10+spell level for spells level 1-7, and DC 30 for level 8, and DC 31 for level 9). A 1 is always a failure, and on a natural 20, the spell functions as if it were 1 level higher. On a failure, a random mishap occurs, and 1+spell level of subdual damage is inflicted. Spell limits for the classes remain. Once a character has cast his full complement of spells for that day, he is fatigued, as per the condition. The spellcaster can cast one extra spell of whatever level he chooses (so long as he is able to cast spells of that level), but at the cost of becoming exhausted as per the condition afterwards.

DR is changed to _/a particular special material, such as cold iron, mistletoe, silver, fire, or +1.

Divine Magic is "miracles." Each cleric starts with a 50% base chance per level, which increases by 1% each level. The character can modify their chance by making a Knowledge Religion check and subtracting 10 from that result. That amount is added to their % chance to have their prayer granted.

Combat system

is skill-based. Attack(a particular weapon) is a class skill for all warrior subclasses(Fighter, Ranger, Barbarian, and Paladin), and Attack(Unarmed) is a class skill for a Monk. The skill is cross-class for all other classes.

Defense(Dodge) and Defense(Parry) are also skills. Defense(Dodge) is a class skill for all classes, and Defense(Parry) is cross class for all classes except the warrior subclasses.


There is a new Base Class: The Priest (really a Christian Priest, but I don't want to start trouble)
BaB: n/a
Alignment: Any Good
Saves: As Wizard
Turn Undead: as per cleric
Spells:As Cleric
Skills: As Cleric
Skill Points/Level: 4 + Int Mod
Level Special
1 Divine Grace, Cope & Cowl
2
3 Christian Soldiers
4 Exorcism 1/day
5 Holy Insight 1/day
6
7
8 Exorcism 2/day
9
10 Holy Insight 2/day
11
12 Exorcism 3/day
13
14 Aura of Holiness
15 Holy Insight 3/day
16 Exorcism 4/day
17
18
19
20 Inspire Crusade, Holy Insight 4/day, Greater Exorcism

Special Abilities:

Divine Grace: The priest can add his priest levels to his defense rolls and saves.

Cope&Cowl:The priest adds his priest levels to any charisma related checks.

Christian Soldiers: The priest can use his turn undead checks to inspire his companions as per the bard's inspire courage ability.

Exorcism:The priest can attempt to turn any fiendish creatures using one of his turn undead attempts if the priest uses greater turning instead, on a sucessful check the fiendish creature is banished.

Holy Insight: The priest as a free action can ask God for insight. This works as per the augury spell except it is extraordinary and not spell-like.

Aura of Holiness: Fiendish and undead creatures of less HD than the priest cannot approach closer than 10 feet. Additionally, if such creatures are within eyesight of the priest they must make a will save (DC 10+priest's levels+priest's wis. mod.) or become shaken.

Inspire Crusade: As per the bard ability Inspire Greatness. Like Christian Soldiers ability it uses Knowledge Religion check.

Greater Exorcism: As Exorcism but the priest can take 10 on the turning check. This applies to turn undead, too.

Special Restrictions: Christian Priests cannot kill or steal for any reason. They also have to be celibate. Priests who disobey this lose their class abilities.
 

I like your version of the priest. I think it is a good niche class that suits the idea of the campaign perfectly.

Can priests cast an unlimited amount of miracles per day?

This is the system I have used in a campaign and I felt it worked very well.

Divine Miracles

Priest casts a spell by praying for a divine miracle, they pray with the intent of receiving a specific spell. The player then rolls a 2d20. The result of the roll plus any modifiers determines the result of the miracle. The player may attempt to perform any number of miracles a day, but they will only be successful a number of times equal to their allotted number of spells cast per day. The exception is results of 60+ these do not count towards a character’s daily limit of spells cast.

Some examples of bonus modifiers.

+1 per Level of Priest Character has
+1 for each consecutive day the Priest has prayed in a shrine (Maximum +10)
-10 if character has performed a sinful action in the last 24 hours.

3-10 No Result
11-15 Half Spell Effect or Bonus to Save, DM chooses
16-20 Unexpected Miracle, spell is from the list 1 level lower then the one prayed for, player chooses the spell
21-40 Normal Spell
41-50 Unexpected Miracle, spell is from the list 1 level higher then the one prayed for, player chooses the spell
51-55 Maximum Spell Effect or No Save Allowed DM chooses
56-59 Unexpected Miracle, spell is from the lilst 2 levels higher then the one prayed for, dm chooses the spell
60+ Divine Miracle, any level spell, Maximum Effect and/or No save Allowed Dm chooses

How about an ability to bless water thereby creating holy water. I realize that this could be the use of a bless spell, but perhaps they could create more powerful versions as they gain levels.
 



Key People

There are many great persons whose names are recorded in the Hall of Bards, and elsewhere. Here are some of the current powerful NPCs.

Lady of the Lake (female Elfin druid 20/cleric10/seeress*10)

She is the queen of the Fey, making her home near the Chalice Well, deep in the heart of the Elfinwoods. She rules over the Fey and the Elfinwoods are protected both by her power and that of the Holy Grail, which lies at the bottom of the Chalice Well.

Arolas, current Merlin of Avalon (male human druid15/bard5/Merlin of Avalon**7)

Makes his home in the Sorcerer's Guildhouse. He was made Merlin in 501 ART, and has continued the tradition of disseminating magic through the Sorcerer's Guild. The "Sorcerer's Guild" is not the true name of the organization, the true name is the College of the Mysteries of Avalon, but it is called the Sorcerer's Guild by almost everyone (it is intended as a name of contempt). He rarely travels, for he is approaching the end of his life. He is content to remain cloistered in his nice snug tower and write his part of the "Historica Avalonica," a huge history begun by the very first Merlin of Avalon to hold that office, and written in by every Merlin since then.

Sir Ignatius Inorien, Preceptor of the Order of the Golden Guard (Paladin 10/fighter3)

He is the Lord of High Moor Hold and the High Preceptor of the Order of the Golden Guard. An old, fierce-looking man, he has worn his years heavily. The end of his life, too, approaches, but as things stand, it looks as though he will yet die in battle, at the head of the Knights of the Golden Guard, as is the custom. The Knights of the Golden Guard are now one of the few standing armies in all of Avalon, and theirs is the task of keeping the peace, an impossible task, and a heavy load for one man to bear. Sir Ignatius is grooming his son, Norman, to be the next Preceptor.

Gildas Vertenspur, Lord Mayor of Caer Trehannis (Aristocrat 16)

A thinck, potbellied, jolly man with a greedy streak and a wandering eye, Mayor Gildas is the Mayor of the last walled city left standing in all Avalon. This responsiblity does not seem to enter into his rather thick head, and he spends his time feasting and drowning his resposibilities in a wine jug, leaving others to do the administrating for him. As a result, he is easily manipulated. He is not a brave man, but he can lead the Watch, the army of Caer Trehannis into battle if need be.

The Wizard (Spirit-ridden* human male wizard15/blackguard10)

Very little is known about this barely human terror, and what is, does not bear retelling. However, this much is known of him: he was a man once, until he tried wizardry beyond his power and brought a terrible spirit into the world. He is thrall to that unclean spirit now, doing evil not of his own free will. The few times he has appeared, he appears as a tall man clad all in blackened armor. His helm hides his face, but the few who have seen him speak of unblinking red eyes staring at them from behind the helm.

The Grey Huntsman (Spirit-ridden human male ranger10/blackguard6)

His story is similar to the Wizard's. He appears as a man clad in grey tatters of clothing, wearing a helm, like the Wizard, that hides his face. He rides on a gaunt horse with eyes like to his own. He is completely mute, he never speaks, nor laughs, nor cries, nor even makes any sound at all, and his very presence dampens sound around him. He carries a scythe and sometimes leads the Wizard's
armies.


*to be seen in later crunchy bits: Spirit-ridden template, Seeress prestige class, Merlin of Avalon Prestige Class, and the Holy Grail.
**see above.

More NPCs later, but I'm tired of typing...
 


Here I was waiting for you to type more since your last post said more later but that you were tired of typing.

*grin* Yeah we want to hear more!
 

very well then. I was having a case of writer's block, but its all better now.

Actually, I'll post again in about an hour or so.

What do you want to hear about? Languages? Cultures? Tidbits? Legends?

P.S. I have made a complete Elfin language system. Wanna hear?
 

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