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Tales of the Grey Coast OOC (Recruiting Closed)
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<blockquote data-quote="A Crazy Fool" data-source="post: 3823433" data-attributes="member: 28598"><p>Things to Know Beforehand:</p><p>• I will take 4 characters and 4 alternates. They will be selected from your submissions.</p><p>• Feel free to ask any question you need to about the setting in the likelihood it’s not here already. </p><p>• Please post a class and rough concept first. I will then provide more specific information to help you create a more detailed background (I can’t post everything you need to know here, I’m not a campaign setting book). If you wanted to play a government official, I would provide information on your peers and who is in power. If you wanted to play a thief, I’d describe the thieves Guild’s in detail for you. </p><p>• I expect players to post about once per day (within reason, of course). I will do the same.</p><p>• Rules are less important to me than creativity and story. If there’s a strange character concept you have and want to play we’ll talk something out.</p><p></p><p></p><p></p><p>A Brief Introduction to the Erevan Empire:</p><p></p><p>The Erevan Empire is an ancient and tradition bound society with an extremely strong magical tradition. Currently, it lays claim to thousands of islands, most with less than 50 miles of sea separating them and their nearest neighbor. The claimed land is equivalent in size to that of both the American continents with a similar population (note that Ad-ter is considerably larger than earth). Unusually, this claim extends north to south rather than east to west, which leads to great diversity in climate and people. </p><p></p><p>The Erevan Empire is ruled in name by a High Emperor. In actuality, the emperor only directly controls a tiny fraction of this territory. Almost three-quarters of the land is ruled by immensely powerful wizard kings, the Esdah. (plural and singular) Be they enlightened monarchs or ruthless dictators, the Esdah’s rule is absolute and indisputable. More distant or less populated areas are ruled by minor nobles, who owe fealty to the High Emperor. </p><p></p><p></p><p>Character Creation:</p><p></p><p>• 32 point buy</p><p>• Full HP at first level, average rounded up each level thereafter (for example, a roll of 1d6 would be 4 and a 1d12 would be 7)</p><p>• Characters start at 3rd level and have the starting wealth appropriate for 4th level characters. No single item may be worth more than 25% of your character’s wealth unless you have a very good reason for it. </p><p>• No multicasting penalties (please don’t powergame)</p><p>• Traits and flaws from Unearthed Arcana are allowed (with a maximum of two traits and two flaws)</p><p>• Most class variants from Unearthed Arcana are allowed (ask me first, though)</p><p>• Class skills are generally negotiable if you can think of a good reason why</p><p>• I use the following books:</p><p>o Players Handbook</p><p>o Complete adventurer, warrior, and arcane</p><p>o XPH (just note Erevan culture is focused on arcane magic, Psychic characters are strongly persecuted and often killed)</p><p>• These Classes are allowed</p><p>o All PHB classes except for druid (sorcerers, monks, paladins and barbarians are comparatively rare. Wizards, bards, clerics, spelltheives, and warlocks are all disproportionately more common)</p><p>o Soulknife</p><p>o Psion</p><p>o Psychic Warrior</p><p>o Scout</p><p>o Spelltheif</p><p>o Swashbuckler </p><p>o Hexblade</p><p>o Warlock</p><p>o Wu-Jen (renamed to Elamentalist, replaces the druid) </p><p>o Warmage</p><p></p><p></p><p>Common Races:</p><p></p><p>Human:</p><p>Humans make up the majority of the Empire and can be found almost anywhere. </p><p></p><p>Kobold:</p><p>Kobolds on Ad-ter are much more civilized than those described in the MM. Save for a few cults, few have heard of Kurtulmak. As such, they have no quarrel with gnomes. Most live in cities and tend towards a lawful alignment. Kobolds may also treat themselves as tiny when it benefits them (bonuses to hide, AC etc.). This is a WOTC option to put kobolds on par with other playable races. </p><p></p><p>Gnome:</p><p>Because of their knack for magic, gnomes are quite common in the Erevan Empire. They lose their +4 to AC vs. giants and +1 to attacks vs. goblinoids and kobolds and instead can use their spell-like abilities 3/day. Their bonus vs. illusions increases to +4. Gnomes can be found anywhere in the empire.</p><p></p><p>Elves:</p><p>Like gnomes, elves’ long life and natural inclination towards magic make them common in the Empire (though they avoid big cities). Elves do not gain any martial weapon proficiency feats and do not automatically detect secret doors. Instead, they can use detect magic 3/day they also get a +2 bonus to spellcraft checks and may choose one knowledge skill as a class skill at 1st level. Alternatively, they may get a +1 bonus to any one knowledge skill which is already a class skill for their 1st level class. </p><p></p><p>Half Elves: </p><p>Half elves get a +1 bonus to spellcraft in addition to their other abilities. They can be found wherever humans or elves are. </p><p></p><p> </p><p>Other Less Common Races (ask me first so we can create an appropriate background)</p><p></p><p>• Dwarf</p><p>• Goblin, Hobgoblin, Bugbear</p><p>• Orc, Half-Orc</p><p>• Tiefling</p><p>• Aasimar</p><p>• Half Giant</p><p>• Elan</p><p>• Other MM races </p><p>• Anything else you can think of as long as you ask me first</p><p></p><p>The Setting and Tone: </p><p> The campaign will take place in Greyport (named for the frequent mists), a large coastal city in a tropical climate. The Greyport is surrounded by a dense and hilly jungle. The party will be getting involved in both urban and wilderness encounters and will probably be doing some political stuff too. Characters can be any alignment as long as they aren’t too fanatical (paladins and serial killers are right out, for example), but they will probably be doing some morally questionable stuff, so a character dedicated to upholding good will be in some trouble.</p></blockquote><p></p>
[QUOTE="A Crazy Fool, post: 3823433, member: 28598"] Things to Know Beforehand: • I will take 4 characters and 4 alternates. They will be selected from your submissions. • Feel free to ask any question you need to about the setting in the likelihood it’s not here already. • Please post a class and rough concept first. I will then provide more specific information to help you create a more detailed background (I can’t post everything you need to know here, I’m not a campaign setting book). If you wanted to play a government official, I would provide information on your peers and who is in power. If you wanted to play a thief, I’d describe the thieves Guild’s in detail for you. • I expect players to post about once per day (within reason, of course). I will do the same. • Rules are less important to me than creativity and story. If there’s a strange character concept you have and want to play we’ll talk something out. A Brief Introduction to the Erevan Empire: The Erevan Empire is an ancient and tradition bound society with an extremely strong magical tradition. Currently, it lays claim to thousands of islands, most with less than 50 miles of sea separating them and their nearest neighbor. The claimed land is equivalent in size to that of both the American continents with a similar population (note that Ad-ter is considerably larger than earth). Unusually, this claim extends north to south rather than east to west, which leads to great diversity in climate and people. The Erevan Empire is ruled in name by a High Emperor. In actuality, the emperor only directly controls a tiny fraction of this territory. Almost three-quarters of the land is ruled by immensely powerful wizard kings, the Esdah. (plural and singular) Be they enlightened monarchs or ruthless dictators, the Esdah’s rule is absolute and indisputable. More distant or less populated areas are ruled by minor nobles, who owe fealty to the High Emperor. Character Creation: • 32 point buy • Full HP at first level, average rounded up each level thereafter (for example, a roll of 1d6 would be 4 and a 1d12 would be 7) • Characters start at 3rd level and have the starting wealth appropriate for 4th level characters. No single item may be worth more than 25% of your character’s wealth unless you have a very good reason for it. • No multicasting penalties (please don’t powergame) • Traits and flaws from Unearthed Arcana are allowed (with a maximum of two traits and two flaws) • Most class variants from Unearthed Arcana are allowed (ask me first, though) • Class skills are generally negotiable if you can think of a good reason why • I use the following books: o Players Handbook o Complete adventurer, warrior, and arcane o XPH (just note Erevan culture is focused on arcane magic, Psychic characters are strongly persecuted and often killed) • These Classes are allowed o All PHB classes except for druid (sorcerers, monks, paladins and barbarians are comparatively rare. Wizards, bards, clerics, spelltheives, and warlocks are all disproportionately more common) o Soulknife o Psion o Psychic Warrior o Scout o Spelltheif o Swashbuckler o Hexblade o Warlock o Wu-Jen (renamed to Elamentalist, replaces the druid) o Warmage Common Races: Human: Humans make up the majority of the Empire and can be found almost anywhere. Kobold: Kobolds on Ad-ter are much more civilized than those described in the MM. Save for a few cults, few have heard of Kurtulmak. As such, they have no quarrel with gnomes. Most live in cities and tend towards a lawful alignment. Kobolds may also treat themselves as tiny when it benefits them (bonuses to hide, AC etc.). This is a WOTC option to put kobolds on par with other playable races. Gnome: Because of their knack for magic, gnomes are quite common in the Erevan Empire. They lose their +4 to AC vs. giants and +1 to attacks vs. goblinoids and kobolds and instead can use their spell-like abilities 3/day. Their bonus vs. illusions increases to +4. Gnomes can be found anywhere in the empire. Elves: Like gnomes, elves’ long life and natural inclination towards magic make them common in the Empire (though they avoid big cities). Elves do not gain any martial weapon proficiency feats and do not automatically detect secret doors. Instead, they can use detect magic 3/day they also get a +2 bonus to spellcraft checks and may choose one knowledge skill as a class skill at 1st level. Alternatively, they may get a +1 bonus to any one knowledge skill which is already a class skill for their 1st level class. Half Elves: Half elves get a +1 bonus to spellcraft in addition to their other abilities. They can be found wherever humans or elves are. Other Less Common Races (ask me first so we can create an appropriate background) • Dwarf • Goblin, Hobgoblin, Bugbear • Orc, Half-Orc • Tiefling • Aasimar • Half Giant • Elan • Other MM races • Anything else you can think of as long as you ask me first The Setting and Tone: The campaign will take place in Greyport (named for the frequent mists), a large coastal city in a tropical climate. The Greyport is surrounded by a dense and hilly jungle. The party will be getting involved in both urban and wilderness encounters and will probably be doing some political stuff too. Characters can be any alignment as long as they aren’t too fanatical (paladins and serial killers are right out, for example), but they will probably be doing some morally questionable stuff, so a character dedicated to upholding good will be in some trouble. [/QUOTE]
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