Evilhalfling
Adventurer
A frequent posting game for 5 players. 1/day hopefully
RG: http://www.enworld.org/showthread.php?p=2283759#post2283759
In Character : http://www.enworld.org/showthread.php?t=134207
Characters –
2nd level, point buy 33 pts – per DMG,
Books: Core, EXP, Complete Arcane.
Cash: maximum starting gold for 1st level.
Hit points – max the first level then .75 of max.
Dice rolling – post the modifiers and I’ll roll dice.
Feel free to make up neighborhoods, organizations, contacts, etc. Knowing other PCs before hand is encouraged, but not necessary.
Starting city: Avordel, “the Green City” on the southern sea.
Avordel est. 450 BHR current gov.682 HR, current date 983 HR
…A huge spoked metropolis of 300,000 ruled by the Astral elves. It is a tropical city of stately city planning, There are cobbled streets and a sewer system. The city center is a palace supported by 6 enormous trees, with an academy of magic built below it. Walled gardens extend outward from the center, connected to the palace by Dwarven built towers and unsupported bridges 80’ above the ground.
Over half the population is human, with dwarves, fair orcs, hairfeet, and humans from all lands. The elvish kings took power in 581 HR, but four human mayors and councilmen govern the city business, with a noble elf required on each council.
…The Academy is lit by blue dancing lights which have been seen to move. Spell casting is regulated through the university and there is a 20% extra charge on commissioned items. Offensive spell casting within the city is heavily prosecuted (at least in the better areas). The Academy specializes in divination, enchantment and transmutation. More violent mages are usually refugees from the strict controls of the Taueresci.
…Silk dresses and shirts are worn by the upper classes along with complex but stately hairstyles. Lower classes make do with cotton or loincloths.
…Elves – originally nocturnal, elves worshiped a plethora of gods each with a constellation. It is complex and confusing to non elves, as there are both summer and winter gods both with no set alignments. They do not restrict the religion of others, and
temples of every creed can be found here. The astral elves do not sweat and have difficulty exerting themselves, they are still semi- nocturnal, resting and reading during the heat of the day. The City has a siesta period from noon–4 pm and much of the activity occurs in the evening and early night hours.
…Outside the city is farmlands and small feeder communities and past them jungle.
Savage humans frequently visit the city, mostly barbarians, druids and rangers, from the tribes of Eagle, Ape, Jaguar and Snake. North of the jungles, and along the coast lie the human kingdoms and empires.
…Psionists are not well organized, they lack the formal training of the Academy, and have small splintered organizations with widely different goals. They can expect the same treatment as mages for blatant displays of power.
Each city resident may select 1 of the following as an additional class skill:
Skills –Craft (any) Spellcraft, Appraisal, Gather Information
Outside the city:
Tthe continent of Trevari – Humans are dominate, two major religions struggle for control. Decedent elves speak of the golden age where they controlled the world, and Orcs and Dwarves nurse ancient hatreds and remember the Ancient Ones who ruled before elves. Reptilliads dominate the desert, but some walk among men. Traders from other continents speak of Dragon gods, Hairfeet wander happily while Stouts speak of their parents being driven from the Green Isle abandoning it after five centuries of war with dragons. Dinosaurs domestic and wild still roam the hot southern lands and the drums of human savage’s sound from the deep jungle.
..To the north the Empire of Tauresci has ruled the heart of the land for two and a half centuries but has lost land due to invasions and revolts over the last fifty years. The God-Emperor is supported by the deacons and paladins of the god of Nobility, and has placed strict military controls on wizards.
..In the far north the religious zealots of the Maker challenge the Tauresci’s power
..To the east lies a former province, of the Tauresci, the Teuni Kingdom, its leading family renowned for their skill in conjuring, and ties to other planes is now fighting amongst themselves.
..To the west are jungles – and the ancient decaying cities.
Races – HR Changes. (dwarves & planetouched as written)
Astral Elves – Once used magic to travel the world, ruling large parts of it.
They live in great cities, a step removed from actual nature. They are proud and elitist
+2 dx,+2 int,-2 str,-2 con Familiarity rapier. (only)
Common elves – the less refined but more hearty– as printed in PHB, Familiarity Bow (only)
and Favored class Ranger.
Fair Orcs – human looking orcs that dwell alongside both orcs and men. They are not the brightest. They are also called ½ orcs, but most are the children of two fair orc parents. +2 str, -2 int, -2 chr, darkvision; Endurance as a free feat, and strong hands + 2 to grapple or resist disarm.
Hairfeet – Wanders or peaceful gardeners, affinity for illusions and burrowing mammals
Small size, lowlight vision + 1 DC with illusions, speak w/animals, dancing lights, prestigitation, ghost sound 1/day each if chr 10+, skill bonuses: + 2 to listen, move silently, +1 to hit with slings or thrown weapons +2 dex,-2 str. Favored classes: Rogue & Sorcerer
RG: http://www.enworld.org/showthread.php?p=2283759#post2283759
In Character : http://www.enworld.org/showthread.php?t=134207
Characters –
2nd level, point buy 33 pts – per DMG,
Books: Core, EXP, Complete Arcane.
Cash: maximum starting gold for 1st level.
Hit points – max the first level then .75 of max.
Dice rolling – post the modifiers and I’ll roll dice.
Feel free to make up neighborhoods, organizations, contacts, etc. Knowing other PCs before hand is encouraged, but not necessary.
Starting city: Avordel, “the Green City” on the southern sea.
Avordel est. 450 BHR current gov.682 HR, current date 983 HR
…A huge spoked metropolis of 300,000 ruled by the Astral elves. It is a tropical city of stately city planning, There are cobbled streets and a sewer system. The city center is a palace supported by 6 enormous trees, with an academy of magic built below it. Walled gardens extend outward from the center, connected to the palace by Dwarven built towers and unsupported bridges 80’ above the ground.
Over half the population is human, with dwarves, fair orcs, hairfeet, and humans from all lands. The elvish kings took power in 581 HR, but four human mayors and councilmen govern the city business, with a noble elf required on each council.
…The Academy is lit by blue dancing lights which have been seen to move. Spell casting is regulated through the university and there is a 20% extra charge on commissioned items. Offensive spell casting within the city is heavily prosecuted (at least in the better areas). The Academy specializes in divination, enchantment and transmutation. More violent mages are usually refugees from the strict controls of the Taueresci.
…Silk dresses and shirts are worn by the upper classes along with complex but stately hairstyles. Lower classes make do with cotton or loincloths.
…Elves – originally nocturnal, elves worshiped a plethora of gods each with a constellation. It is complex and confusing to non elves, as there are both summer and winter gods both with no set alignments. They do not restrict the religion of others, and
temples of every creed can be found here. The astral elves do not sweat and have difficulty exerting themselves, they are still semi- nocturnal, resting and reading during the heat of the day. The City has a siesta period from noon–4 pm and much of the activity occurs in the evening and early night hours.
…Outside the city is farmlands and small feeder communities and past them jungle.
Savage humans frequently visit the city, mostly barbarians, druids and rangers, from the tribes of Eagle, Ape, Jaguar and Snake. North of the jungles, and along the coast lie the human kingdoms and empires.
…Psionists are not well organized, they lack the formal training of the Academy, and have small splintered organizations with widely different goals. They can expect the same treatment as mages for blatant displays of power.
Each city resident may select 1 of the following as an additional class skill:
Skills –Craft (any) Spellcraft, Appraisal, Gather Information
Outside the city:
Tthe continent of Trevari – Humans are dominate, two major religions struggle for control. Decedent elves speak of the golden age where they controlled the world, and Orcs and Dwarves nurse ancient hatreds and remember the Ancient Ones who ruled before elves. Reptilliads dominate the desert, but some walk among men. Traders from other continents speak of Dragon gods, Hairfeet wander happily while Stouts speak of their parents being driven from the Green Isle abandoning it after five centuries of war with dragons. Dinosaurs domestic and wild still roam the hot southern lands and the drums of human savage’s sound from the deep jungle.
..To the north the Empire of Tauresci has ruled the heart of the land for two and a half centuries but has lost land due to invasions and revolts over the last fifty years. The God-Emperor is supported by the deacons and paladins of the god of Nobility, and has placed strict military controls on wizards.
..In the far north the religious zealots of the Maker challenge the Tauresci’s power
..To the east lies a former province, of the Tauresci, the Teuni Kingdom, its leading family renowned for their skill in conjuring, and ties to other planes is now fighting amongst themselves.
..To the west are jungles – and the ancient decaying cities.
Races – HR Changes. (dwarves & planetouched as written)
Astral Elves – Once used magic to travel the world, ruling large parts of it.
They live in great cities, a step removed from actual nature. They are proud and elitist
+2 dx,+2 int,-2 str,-2 con Familiarity rapier. (only)
Common elves – the less refined but more hearty– as printed in PHB, Familiarity Bow (only)
and Favored class Ranger.
Fair Orcs – human looking orcs that dwell alongside both orcs and men. They are not the brightest. They are also called ½ orcs, but most are the children of two fair orc parents. +2 str, -2 int, -2 chr, darkvision; Endurance as a free feat, and strong hands + 2 to grapple or resist disarm.
Hairfeet – Wanders or peaceful gardeners, affinity for illusions and burrowing mammals
Small size, lowlight vision + 1 DC with illusions, speak w/animals, dancing lights, prestigitation, ghost sound 1/day each if chr 10+, skill bonuses: + 2 to listen, move silently, +1 to hit with slings or thrown weapons +2 dex,-2 str. Favored classes: Rogue & Sorcerer
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