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Rigon's Sunday FR 
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Clang lives!
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Joined: Mon May 01, 2006 7:00 am
Posts: 7139
Location: Conneaut Lake, PA
Post Rigon's Sunday FR
New house rules:

Class & Race
a. Attributes: roll 4d6 drop lowest die; roll 7 times drop lowest score; arrange as desried
b. No evil alignments
c. Max hit points at first level
d. Full movement and attack/cast
e. Spellcasters can move and cast in the same round
f. Spellcasters do not need to prepare spells for the day, but can only cast a number of spells per day as indicated in the individual spell charts.
g. Clerics and Druids add Wisdom bonus to "cure" spells.
h. Clerics, Wizards and Illusionists add slings and crossbows to their weapons list.
i. Read Magic is a class ability for wizards/illusionists (make an Int check vs spell level)
j. Spellsacsters can dismiss their own spells.
k. Only Human-lineage half-elves can be choosen, but they get to add Twilight vision

Multi-classing:
a. any two classes (baring alignment restrictions)
b. must have Prime for both classes
c. all XP must be divided evenly between classes
d. 1st level, add HPs from both classes, divide by 2, add Con mod; when a level is gained roll appropriate HD, add half Con mod
e. gain best To Hit bonus of both classes
f. use least restrictive weapons list of both classes
g. use most restrictive armor list of both classes
h. gains abilities of both classes; cannot combine abilities
i. use the highest level class + half the levels (round down) of the lowest class for saves

Dual-classing
a. must start with one class
b. after gaining at least 2 levels in starting class, may switch to any class
(baring alignment restrictions) as long as the character has the Prime attribute of that class; character may not return to previous class
c. when gaining a new class, new hit points are not gained until the new
class has surpassed the old class in levels; can gain only a total of 10 HD
d. gain best To Hit bonus of both classes
e. use least restrictive weapons list of both classes
f. use most restrictive armor list of both classes
g. gains abilities of both classes; cannot combine abilities
h. use the combined class levels to determine the bonus to saves

Arcane casting in armor for multi/dual classed wizards/illusionists: Int check vs AC of armor worn + level of spell; can add arcane caster level and half of non-caster level; magical armor subtracts from the check on a 1 to 1 basis (+1 armor subtracts 1 from the CL)

Gold & Equipment
a. Starting gold: roll or take 3/4 max
b. Expert Weapons: price x 10 for +1 to hit; price x 25 for +1 to hit & damage
c. Expert Armor: price + 50% for +1 to AC
d. Spell Research: must have a lab (5000 gp); cost is 500 gp/level of spell being researched and it takes 2 weeks/level. At the end of the time, make an appropriate check (Int for arcane, Wis for divine). If the check passes, gain the new spell. If it fails, out both time and gold.

Combat & Healing
a. Nat 20: roll extra attack
b. Nat 1: make Dex check or lose next turn
c. Characters can lose HP up to negative of their Con score before death.
d. Daily Healing: Heal back 1+Con bonus HPs per day w/appropriate rest.

Fate Points
a. Gain 3/level.
b. Can only regain when advancing to new level.
c. FPs are added (as a bonus) to any one roll
d. May use any number of FPs once per session
e. FPs cannot be used on a Nat 1


EXP: 34515
R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind

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Mon Sep 06, 2010 8:41 pm
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Mogrl

Joined: Mon May 01, 2006 7:00 am
Posts: 20660
Location: Arizona and St Louis
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Drak Goldmane
Player Name: Treebore

Race: Human Alignment: N/G

Class: Wizard Level:5

Experience Points: 28,633+2875 for next Level: 42,501

Gender: Male Age: 22 Size: M

Height: 6' 3" Weight: 225 Deity: Mystra

Hair: Black Eyes: Blue Homeland: Antioch

Languages: Common, elvish, dwarf, goblin and orc

Description:


Mod Save Mod SavingThrows
STR: 11 +0 +0 Paralysis and Constriction
DEX: 15(P) +1 +2 Breath Weapon and Traps
CON: 15 +1 Disease,Energy Drain, and Poison
INT: 17 (P)+2 +3 Arcane Magic and Illusion
WIS: 10 +0 Divine Magic, Confusion, Gaze Attack, Petrification, Polymorph
CHA: 14(P)+1 Death Attack, Charm, and Fear

AC: 11
Armor Worn:
HP: 18 Speed: 30
BtH: +1
BtH+STR= +1
BtH+DEX= +2

Weapons/Name
Dagger
Staff
Expert Slings (1d4+1) Expert bullets (40) (+1 to H and Dam. for 25 GP for 20), so +2/+2


Racial Traits:
Human

Class Abitlities:
Cast Spells

Misc. Equipment:
Tent
Back Pack
Flint and Steel
10 days rations
Winter Blanket
Bedroll
Hammer
10 foot pole
Crowbar
Pitons
50' rope.


Magic Items: (Decided to use this opportunity to try out items from M&T of Airhde)

DEEP WATERSKIN
FEATHERED ROPE
GARNER’S RESTFUL HAMMOCK
GOSSAMER OF THE UNK WYRM
Clothes made from this material possess a permanent endure
elements spell on them. The article of clothing acts as the spell in
all respects. Note that small items, such as gloves, only impart the
spell like effects to the hands. The gossamer is very expensive, a
human sized cloak generally costing 150gp. Full set of clothes, 900 GP

GOURD OF AMENUT, GOURD OF THE
FROG OF GOD

1 Heal 2d8 hit points once per day
2 Cure diseases once per day
3 Cure blindness once per day

Each Gourd is 750 GP, so 2,250 gp for this set of 3.

LUCKY WHETSTONE
STATUE OF WELL TIDING
STAVE OF MORDIUS
Necklace of Adaptation
Ring of Invisibility






Platinum:
Gold: 297
Silver:86
Copper: 20 +3
Gems:


Jewlery/Art Objects/Trade Goods/Other Valuables:
DRAGON HIDE BOOTS






Rest/Watch order: First watch: second: , third:


Spells:

0 (4)level: Detect Magic, Endure Elements, Mending, Message

1St (4): **Sleep, Change Self, Charm Person, Identify, Read Magic. Shield, Protection from Evil, Erase.

2nd Level (2): *Scare, Invisibility, Continual Flame, Web, See Invisibility, and *Shield.

3rd (1): Blink, Fireball, Tongues, Lightning Bolt.

Scrolls of : Fireballx3, Lightning Boltx2, Magic Missile, and Blink


FATE Points: 15


_________________
The Ruby Lord, Earl of the Society

Next Con I am attending: http://www.neoncon.com/

My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames

_________________
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.


Mon Sep 06, 2010 11:24 pm
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Clang lives!
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Joined: Mon May 01, 2006 7:00 am
Posts: 7139
Location: Conneaut Lake, PA
Post 
I forgot to include: Max hit points at first level.

R-
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The Book of the Mind

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Wed Sep 08, 2010 12:01 am
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Lore Drake
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Joined: Mon Jun 18, 2007 7:00 am
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Location: The Troll Cave
Post 
Sounds good!
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Wed Sep 08, 2010 1:50 pm
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Lore Drake
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Posts: 1229
Location: The Troll Cave
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Also, based on your previous racist agenda, are gnomes allowed?
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Wed Sep 08, 2010 2:20 pm
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Clang lives!
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Joined: Mon May 01, 2006 7:00 am
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Location: Conneaut Lake, PA
Post 
Quote:
jaybird216 wrote:
Also, based on your previous racist agenda, are gnomes allowed?



Unfortunately, yes.
R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind

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Thu Sep 09, 2010 3:28 am
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Mogrl

Joined: Mon May 01, 2006 7:00 am
Posts: 20660
Location: Arizona and St Louis
Post 
Dibs on the wizard this time!
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The Ruby Lord, Earl of the Society

Next Con I am attending: http://www.neoncon.com/

My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames

_________________
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.


Thu Sep 09, 2010 5:35 am
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Lore Drake
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Joined: Mon Jun 18, 2007 7:00 am
Posts: 1229
Location: The Troll Cave
Post 
I'm thinking gnome Druid.
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Thu Sep 09, 2010 10:16 am
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Clang lives!
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Joined: Mon May 01, 2006 7:00 am
Posts: 7139
Location: Conneaut Lake, PA
Post 
T-31 hours and counting.

R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind

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TLG Forum Moderator
House Rules & Whatnots
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Sat Sep 11, 2010 3:13 pm
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Mogrl

Joined: Mon May 01, 2006 7:00 am
Posts: 20660
Location: Arizona and St Louis
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Sir Fel "Dead Eye" Gustone of Daggerford
Player Name: Treebore

Race: Human Alignment: N

Class: Wizard Level:5

Experience Points: 28,633 for next Level: 42,501

Gender: Male Age: 20 Size: M

Height: 5' 10 Weight: 205 Deity: Mystra

Hair: Brown Eyes: Blue Homeland: Mistledale, now Daggerford, where I was enobled.
Given small farm of 5 acres with farm house and barn.
Languages: Common, elvish, dwarf, goblin and orc

Description:


Mod Save Mod SavingThrows
STR: 11 +0 +1 Paralysis and Constriction
DEX: 15(P) +1 +2 Breath Weapon and Traps
CON: 15 +1 +2 Disease,Energy Drain, and Poison
INT: 17 (P)+2 +3 Arcane Magic and Illusion
WIS: 10 +0 +1 Divine Magic, Confusion, Gaze Attack, Petrification, Polymorph
CHA: 14(P)+1 +2 Death Attack, Charm, and Fear

AC: 11
Armor Worn:
HP: 18 Speed: 30
BtH: +1
BtH+STR= +1
BtH+DEX= +2

Weapons/Name
Dagger
Staff
Slings (1d4)


Racial Traits:
Human

Class Abitlities:
Cast Spells

Misc. Equipment:
Tent
Back Pack
Flint and Steel
10 days rations
Winter Blanket
Bedroll
Hammer
10 foot pole
100 pound wheel barrel.
Crowbar
Pitons
50' rope.


Magic Items:

Baron Ring, Minor Ring of Fire Resistance, 10 points of fire Damage per round.
Ring of Spell Storing-feather fall stinking cloud, slow (Major)-4 more spell levels available.
Dinosaur Tooth necklace, summon and control a pserotaurus.
3 Potions of Gaseous Form
2 Potions of Cure Light Wounds, reward from Duke for recovering sister.




Platinum:
Gold: 297+75+75+81+20+18,333
Silver:86 +3
Copper: 20 +3
Gems:


Jewlery/Art Objects/Trade Goods/Other Valuables: Leather pendant of the King of Laughing Hollow. Gives his protection. Amulet from

Daggerford Dwarf smith Durval Ironeater.




Rest/Watch order: First watch: second: , third:


Spells:

0 (4)level: Detect Magic, Endure Elements, Mending, Message

1St (4): **Sleep, Change Self, Charm Person, Identify, Read Magic. Shield, Protection from Evil, Erase.

2nd Level (2): *Scare, Invisibility, Continual Flame, Web, and *Shield.

3rd: Blink, Fireball, Tongues, Lightning Bolt.

Officers in the militia, 1 week on, 2 weeks off. 25 GP per month.

Kills:

Goblins: 6
Orcs: 13
Baronial Guards: 5
Gargoylesx2

180 GP

Korin Ironaxe, Level 7 Fighter. Dwarves of Illefarn.


Battle Axe +2-Ranger
Ring of Spell Storing-feather fall stinking cloud, slow (Major, holds 10 spell levels)-Mine
Helm of underwater Action-Cleric
Gloves of swimming/climbing-Jaybird
Cloak of Elvin Kind-Jaybird
+2 short sword of Quickness-Jaybird
Helm of Brilliance-Thog
+2 Dwarven Platemail
Gauntlets of Ogre Power-Ranger
Mirror of Mental Prowess-Party
Crossbow of Speed-Cleric
24 +1 Bolts -Cleric

_________________
The Ruby Lord, Earl of the Society

Next Con I am attending: http://www.neoncon.com/

My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames

_________________
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.


Sat Sep 11, 2010 8:07 pm
Profile
Mogrl

Joined: Mon May 01, 2006 7:00 am
Posts: 20660
Location: Arizona and St Louis
Post 
If I live long enough I am thinking I will multi class into thief.
_________________
The Ruby Lord, Earl of the Society

Next Con I am attending: http://www.neoncon.com/

My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames

_________________
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.


Sun Sep 12, 2010 12:22 am
Profile
Clang lives!
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Joined: Mon May 01, 2006 7:00 am
Posts: 7139
Location: Conneaut Lake, PA
Post 
Server is up. Rigon's Game; password: player

R-
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Rigon o' the Lakelands, Baron of The Castles & Crusades Society
The Book of the Mind

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TLG Forum Moderator
House Rules & Whatnots
My Game Threads


Sun Sep 12, 2010 9:48 pm
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Clang lives!
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Joined: Mon May 01, 2006 7:00 am
Posts: 7139
Location: Conneaut Lake, PA
Post 
Deities list:

Faerunian Deities

The Human Pantheon

Auril (AWE-rill)

Frostmaiden

Symbol: A white snowflake painted on a grey diamond

Power: Demigoddess

Alignment: Neutral Evil

Portfolio: Cold

Clergy: any non-good

Sacred Weapon: Battle axe

Azuth (AH-Zooth)

High One

Symbol: A human hand, forefinger pointing upwards, outlined in a nimbus of blue fire

Alignment: Lawful Neutral

Power: Demigod

Portfolio: Wizards

Clergy: any non-chaotic

Sacred Weapon: Staff

Bane (BAIN)

Lord Bane, the Black Lord

Symbol: A black hand, opened, with fingers and thumb aligned together

Alignment: Lawful Evil

Power: Greater god

Portfolio: Strife, hatred, and tyranny

Clergy: any non-chaotic/non-good

Sacred Weapon: Morningstar

Beshaba (Beh-SHAH-ba)

Maid of Misfortune, Black Bess

Symbol: Black antlers on a red field

Alignment: Chaotic Evil

Power: Lesser goddess

Portfolio: Mischief, misfortune, ill-luck, and accidents

Clergy: any non-lawful/non-good

Sacred Weapon: Cat-o-nine-tails

Bhaal (Beh-HAHL)

Lord of Murder

Symbol: A circle of blood-red tears, falling counter-clockwise around a white skull

Alignment: Lawful Evil

Power: Lesser god

Portfolio: Death, murder, and assassins

Clergy: any non-chaotic/non-good

Sacred Weapon: Dagger

Chauntea (Chawn-TEE-ah)

Great Mother

Symbol: A budding flower encircled by the sun

Alignment: Neutral Good

Power: Greater goddess

Portfolio: Agriculture

Clergy: any non-evil

Sacred Weapon: Scythe

Deneir (Deh-NEER)

Lord of all Glyphs and Images

Symbol: A single lit candle with an eye below

Alignment: Neutral Good

Power: Demigod

Portfolio: Literature and art

Clergy: any non-evil

Sacred Weapon: Longsword

Eldath (EL-dath)

The Quiet One, Goddess of Singing Water

Symbol: A waterfall plunging into a still pool

Alignment: Neutral

Power: Demigoddess

Portfolio: Waterfalls, springs, streams, peace, and quiet places

Clergy: any neutral

Sacred Weapon: Staff

Gond (Gond)

Wonderbringer

Symbol: A toothed wheel of brass

Alignment: Neutral

Power: Lesser god

Portfolio: Blacksmiths, artificers, crafts, and construction

Clergy: any neutral

Sacred Weapon: Warhammer

Helm (Hehlm)

He of the Unsleeping Eye

Symbol: An open staring eye on a gauntlet

Alignment: Lawful Neutral

Power: Lesser god

Portfolio: Guardians

Clergy: any non-chaotic

Sacred Weapon: Bastard sword

Ilmater (Ihl-MAY-ter)

The Crying God, the Broken God

Symbol: Crossed hands bound at the wrist

Alignment: Lawful Good

Power: Lesser god

Portfolio: Endurance, suffering, martyrdom, and perseverance

Clergy: any non-chaotic/non-evil

Sacred Weapon: Staff

Lathander (Lah-THAN-der)

Morninglord

Symbol: A rosy-pink disk

Alignment: Neutral Good

Power: Greater god

Portfolio: Spring, dawn, conception, vitality, eternal youth, renewal, self-perfection, and beginnings

Clergy: any non-evil

Sacred Weapon: Light mace

Leira (LAIR-ah)

Lady of the Mists

Symbol: A triangular plaque, pointed downward, painted in cloudy, swirling grey

Alignment: Chaotic Neutral

Power: Demigoddess

Portfolio: Deception, illusions, and illusionists

Clergy: any non-lawful

Sacred Weapon: Staff

Lliira (LEER-ah)

Our Lady of Joy

Symbol: Three stars with six points each, colored orange, yellow, and red

Alignment: Chaotic Good

Power: Demigoddess

Portfolio: Joy, carefree feelings, contentment, release, hospitality, happiness, dance, and festivals

Clergy: any non-lawful/non-evil

Sacred Weapon: Staff

Loviatar (Low-vee-A-Tar)

Maiden of Pain

Symbol: A black whip with nine strands and barbed tips

Alignment: Lawful Evil

Power: Demigoddess

Portfolio: Pain, hurt and torturers

Clergy: any non-chaotic/non-good

Sacred Weapon: Cat-o-nine-tails

Malar (MAY-Larr)

The Beastlord, the Stalker

Symbol: A taloned, bestial claw

Alignment: Chaotic Evil

Power: Demigod

Portfolio: Wild, marauding beasts, bloodlust, and hunting

Clergy: any non-lawful/non-good

Sacred Weapon: Spear

Mask (MAHSK)

Lord of Shadows

Symbol: A black velvet mask

Alignment: Neutral Evil

Power: Lesser god

Portfolio: Thieves and intrigue

Clergy: any non-good

Sacred Weapon: Shortsword

Mielikki (My-LEE-kee)

Lady of the Forest

Symbol: The unicorn

Alignment: Neutral Good

Power: Lesser goddess

Portfolio: Forests, dryads, and rangers

Clergy: any non-evil

Sacred Weapon: Scimitar

Milil (Meh-LILL)

Lord of Songs

Symbol: A silver harp

Alignment: Neutral Good

Power: Demigod

Portfolio: Poetry, eloquence, and song

Clergy: any non-evil

Sacred Weapon: Longsword

Myrkul (MEER-kool)

Lord of Bones, Old Lord Skull

Symbol: A skull

Alignment: Neutral Evil

Power: Greater god

Portfolio: The dead, wasting, decay, corruption, parasites, old age, dusk, autumn, and exhaustion

Clergy: any non-good

Sacred Weapon: Scythe

Mystra (MISS-trah)

The Lady of Mysteries

Symbol: A blue-white star

Alignment: Lawful Neutral

Power: Greater goddess

Portfolio: Magic

Clergy: any non-chaotic

Sacred Weapon: Staff

Oghma (OGG-mah)

The Binder

Symbol: A partially unrolled scroll

Alignment: Neutral

Power: Greater god

Portfolio: Knowledge, invention and bards

Clergy: any neutral

Sacred Weapon: Longsword

Selune (Seh-LOON-eh)

Our Lady of Silver

Symbol: Circle of seven stars around two feminine eyes

Alignment: Chaotic Good

Power: Lesser goddess

Portfolio: The Moon, stars, and navigation

Clergy: any non-lawful/non-evil

Sacred Weapon: Light mace

Shar (Shahr)

Mistress of the Night, Lady Loss

Symbol: A circle of black with a deep purple border

Alignment: Neutral Evil

Power: Greater goddess

Portfolio: Darkness, loss, night, and forgetfulness

Clergy: any non-good

Sacred Weapon: Heavy mace

Silvanus (Sihl-VANN-us)

Oak-Father

Symbol: An oak leaf

Alignment: Neutral

Power: Greater god

Portfolio: Nature and druids

Clergy: any neutral

Sacred Weapon: Maul

Sune (SUE-nee)

Firehair

Symbol: A beautiful fire-haired maiden

Alignment: Chaotic Good

Power: Greater goddess

Portfolio: Love, beauty, charisma, and passion

Clergy: any non-lawful/non-evil

Sacred Weapon: Whip

Talona (Tah-LOW-nah)

Lady of Poison, Mistress of Disease

Symbol: Three teardrops in a triangle, apex upwards

Alignment: Chaotic Evil

Power: Demigoddess

Portfolio: Disease and Poisoning

Clergy: any non-lawful/non-good

Sacred Weapon: Dagger

Talos (TAH-los)

The Destroyer, the Raging One

Symbol: Three lightning bolts radiating outwards

Alignment: Chaotic Evil

Power: Greater god

Portfolio: Storms and destruction

Clergy: any non-lawful/non-good

Sacred Weapon: Spear

Tempus (Tem-pos)

The Lord of Battles, Foehammer

Symbol: Blazing sword on blood red field

Alignment: Chaotic Neutral

Power: Greater god

Portfolio: War

Clergy: any non-lawful

Sacred Weapon: Battle axe

Torm (Torm)

Torm the True, the Foolish, the Brave

Symbol: A metal gauntlet

Alignment: Lawful Good

Power: Demigod

Portfolio: Duty, loyalty, obedience, and those who face danger to further the cause of Good

Clergy: any non-chaotic/non-good

Sacred Weapon: Bastard sword

Tymora (Tie-MORE-ah)

Lady Luck

Symbol: Featureless disk of silver

Alignment: Chaotic Good

Power: Lesser goddess

Portfolio: Good fortune, luck, victory, skill, and adventurers

Clergy: any non-lawful/non-evil

Sacred Weapon: Light mace

Tyr (Teer)

Grimjaws, the Even-Handed

Symbol: Set of balanced scales resting on the head of a warhammer

Alignment: Lawful Good

Power: Greater god

Portfolio: Justice

Clergy: any non-chaotic/non-evil

Sacred Weapon: Longsword

Umberlee (Um-ber-LEE)

The Bitch Queen

Symbol: A forked, blue-green wave, curling into breakers to the left and right, painted on a black background with white streaks

Alignment: Chaotic Evil

Power: Lesser goddess

Portfolio: Oceans, waves, winds at sea, and currents

Clergy: any non-lawful/non-good

Sacred Weapon: Trident

Waukeen (Wau-KEEN)

Liberty s Maiden, Merchantsfriend

Symbol: A woman s profile within a circle of gold

Alignment: Neutral

Power: Lesser goddess

Portfolio: Trade and money

Clergy: any neutral

Sacred Weapon: Staff

Alliances among the gods

There are some natural alliances and factions among the gods. These factions among the human gods are as follows.

-Mielikki and Eldath serve Silvanus, and their priests work together to further common goals.

-Torm and Ilmater serve Tyr and worshippers and priests do the will of this Triad willingly. In certain situations Torm and Helm will work together.

-Oghma is served by Gond on one hand and by Milil and Deneir on the other. Milil often works directly with Lliira.

-Talos is served by Auril, Umberlee, and Malar. All three are known collectively as The Gods of Fury.

-Chauntea and Lathander work together and often do so in alliance with Silvanus and his allied gods against The Gods of Fury.

-Lliira and Selune serve Sune Firehair.

-Azuth serves Mystra, and Mystra and Selune have some mysterious connection.

-Mystra often works with Oghma and his gods.

-Loviatar, Talona, and Malar serve Bane through Bhaal, although Loviatar and Talona are rivals. Bhaal and Myrkul have an unbreakable symbiotic alliance, as one delivers the dead to the other. Shar is allied with Myrkul. All of these beings are collectively known as The Dark Gods.

There are those in the realms who reject the power of these self-claimed deities, or choose to follow none of these gods as their own. The failure of the sky to fall upon the heads of these individuals indicates this is as good a course as pledging ones allegiance to a faith or deity.

The Dwarf Pantheon

Abbathor (AB-bah-thor)

Great Master of Greed, Trove Lord Symbol: Jeweled dagger

Alignment: Neutral Evil

Power: Greater god

Portfolio: Greed

Clergy: any non-good

Sacred Weapon: Dagger

Berronar Truesilver (BAlR-roe-nahr TROO-sihl-vur)

The Revered Mother, Mother of Safety

Symbol: Two silver rings

Alignment: Lawful Good

Power: Greater goddess

Portfolio: Safety, honesty, home, healing, the dwarven family, records, marriage, faithfulness, loyalty, and oaths

Clergy: any non-chaotic/non-evil

Sacred Weapon: Heavy mace

Clanggedin Silverbeard (CLAN-gehd-din SIHL-vur-beerd)

Father of Battle, Lord of the Twin Axes

Symbol: Two crossed battleaxes

Alignment: Lawful Good

Power: Greater god

Portfolio: Battle, war, valor, bravery, honor in battle,

Clergy: any non-chaotic/non-evil

Sacred Weapon: Battleaxe

Dumathion (DOO-muh-THOE-in)

Keeper of Secrets Under the Mountain

Symbol: Faceted gem inside a mountain

Alignment: Neutral

Power: Greater god

Portfolio: Buried wealth, ores, gems, mining, exploration, and guardian of the dead

Clergy: any neutral

Sacred Weapon: Maul

Moradin (MOAR-uh-din)

The Soul Forger, Dwarffather, All-Father

Symbol: Hammer and Anvil

Alignment: Lawful Good

Power: Greater god

Portfolio: Dwarves, creation, smithing, protection, metalcraft, and stonework

Clergy: any non-chaotic/non-evil

Sacred Weapon: Warhammer

Vergadain (VUR-guh-dane)

Merchant King, the Short Father

Symbol: Gold Piece

Alignment: Neutral

Power: Greater god

Portfolio: Wealth, luck, chance, non-evil thieves, suspicion, trickery, negotiation, and sly cleverness

Clergy: any neutral

Sacred Weapon: Longsword

The Elf Pantheon

Aerdrie Faenya (AIR-dree FAH-ane-yuh)

The Winged Mother, Queen of the Averial

Symbol: Cloud with bird silhouette

Alignment: Chaotic Good

Power: Lesser goddess

Portfolio: Air, weather, avians, rain, and fertility

Clergy: any non-lawful/non-evil

Sacred Weapon: Staff

Corellon Larethian (CORE-ehlon Lah-RETH-ee-yen)

First of the Seldarine, Coronal of Arvandor

Symbol: Crescent Moon

Alignment: Chaotic Good

Power: Greater god

Portfolio: Magic, music, arts, crafts, the elven race, poetry, bards, and warriors

Clergy: any non-lawful/non-evil

Sacred Weapon: Longsword

Erevan Ilesere (AIR-eh-van ILL-eh-seer)

The Chameleon, the Green Changeling

Symbol: Starburst with asymmetrical rays

Alignment: Chaotic Neutral

Power: Lesser god

Portfolio: Mischief, change, and rogues

Clergy: any non-lawful

Sacred Weapon: Shortsword

Hanali Celanil (HAN-uh-lee SELL-uh-nihl)

The Heart of Gold, Winsome Rose

Symbol: Gold Heart

Alignment: Chaotic Good

Power: Lesser goddess

Portfolio: Love, romance, beauty, enchantments, magic item artistry, and lovers

Clergy: any non-lawful/non-evil

Sacred Weapon: Dagger

Labelas Enoreth (LAH-bay-lahs EHN-or-eth)

The Lifegiver, Lord of the Continuum

Symbol: Setting sun

Alignment: Chaotic Good

Power: Lesser god

Portfolio: Time, longevity, the moment of choice, and history

Clergy: any non-lawful/non-evil

Sacred Weapon: Staff

Rillifane Rallathil (RILL-ih-fane RALL-uh-thihl)

The Leaflord

Symbol: Oak tree

Alignment: Chaotic Good

Power: Lesser god

Portfolio: Woodlands, nature, and druids

Clergy: any non-lawful/non-evil

Sacred Weapon: Staff

Solonor Thelandira (SOE-lue-nohr Theh-LAN-dih-ruh)

Keen-Eye, the Great Archer

Symbol: Silver arrow with green fletching

Alignment: Chaotic Good

Power: Lesser god

Portfolio: Archery, hunting, and wilderness survival

Clergy: any non-lawful/non-evil

Sacred Weapon: Longbow

The Gnome Pantheon

Baervan Wildwanderer (BAY-ur-van WILD-WAN-der-er)

The Masked Leaf

Symbol: Raccoon s face

Alignment: Neutral Good

Power: Lesser god

Portfolio: Travel and nature

Clergy: any non-evil

Sacred Weapon: Spear

Flandal Steelskin (FLAN-dahl STEEL-skin)

Master of Metal, Great Steelsmith

Symbol: Flaming hammer

Alignment: Neutral Good

Power: Demigod

Portfolio: Mining, physical fitness, smithing, and metalworking

Clergy: any non-evil

Sacred Weapon: Warhammer

Garl Glittergold (GARL GLIHT-ter-gold)

The Joker, the Watchful Protestor

Symbol: Gold nugget

Alignment: Lawful Good

Power: Greater god

Portfolio: Protection, humor, trickery, gem cutting, and gnomes

Clergy: any non-chaotic/non-evil

Sacred Weapon: Battleaxe

Segojan Earthcaller (SEH-goe-jann URTH-cahl-ur)

Earthfriend, Lord of the Burrow

Symbol: Glowing gemstone

Alignment: Neutral Good

Power: Lesser god

Portfolio: Earth, nature, and the dead

Clergy: any non-evil

Sacred Weapon: Heavy mace

Urdlen (URD-len)

The Crawler Below

Symbol: White mole

Alignment: Chaotic Evil

Power: Lesser god

Portfolio: Greed, bloodlust, evil, hatred, and uncontrolled impulse

Clergy: any non-lawful/non-good

Sacred Weapon: Dagger

The Halfling Panthoen

Arvoreen (ARE-voh-reen)

The Defender, the Wary Sword

Symbol: Two crossed shortswords

Alignment: Lawful Good

Power: Lesser god

Portfolio: Defense, war, vigilance, Halfling warriors, and duty

Clergy: any non-chaotic/non-evil

Sacred Weapon: Shortsword

Brandobaris (BRAN-doe-BARE-iss)

Master of Stealth, the Irrepressible Scamp

Symbol: Halflings footprint

Alignment: Neutral

Power: Demigod

Portfolio: Stealth, thievery, adventuring, and Halfling rogues

Clergy: any neutral

Sacred Weapon: Dagger

Cyrrollalee (SEER-oh-LAH-lee)

The Hand of Fellowship, the Hearthkeeper

Symbol: Open door

Alignment: Lawful Good

Power: Lesser goddess

Portfolio: Friendship, trust, the hearth, hospitality, and crafts

Clergy: any non-chaotic/non-evil

Sacred Weapon: Club

Sheela Peryroyl (SHEE-lah PAlR-ree-roil)

Green Sister, Watchful Mother

Symbol: Daisy

Alignment: Neutral

Power: Lesser goddess

Portfolio: Nature, agriculture, weather, song, dance, beauty, and romantic love

Clergy: any neutral

Sacred Weapon: Staff

Yondalla (Yon-DAH-lah)

The Protector and Provider, the Nurturing Matriarch

Symbol: Cornucopia on a shield

Alignment: Lawful Good

Power: Greater goddess

Portfolio: Protection, bounty, Halflings, children, security, leadership, wisdom, creation, family, and tradition

Clergy: any non-chaotic/non-evil

Sacred Weapon: Shortsword

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Races

Dwarves and the Shards of the Dwarven Kingdoms

AT A GLANCE: The Dwarves of the Forgotten Realms are a short, stocky people who seem to be a part of the earth itself, ranging in shade and hue from a rich earth-red to a granite-stone grey. Dour and with a strong distrust towards magic beyond that which a magical axe can lend, they tend to be a withdrawn, sullen people.

ELMINSTERS NOTES: Like the elves, the Dwarves are a people whose numbers have been dwindling. In their case, the overall population has been declining since the days when the dragons controlled the lands of Cormyr, and the Sunrise Mountains still spouted flames and steam.

The reason for this decline is twofold: For ages the Dwarves have engaged in wars bordering on the genocidal, fighting against other races, such as orcs and goblins, who sought out the same caverns and mines the dwarves considered their homes. In those ancient days a live orc was competition both for treasure and for living space, and dwarven armies fought and died to protect and expand their realms. Unlike the goblin races, however, the Dwarves were slow to recover their losses, and in time their numbers have diminished so that in another millennium the Dwarf may join the Duergahydra in extinction in the Realms.

This sense of racial loss hits Dwarves deeply, and they tend be melancholy and defeatist, yet just as often throwing themselves into their work, be it crafting blades or seeking adventure. The last vocation is quite popular with the few younger Dwarves of the Realms, as the thinking is that if Fate has dealt a poor hand to the race, the best one can do is perform great deeds, so that the race is remembered in wondrous tales if not children. As an additional sense of their loss and danger as a race, most Dwarves remain secretive about their homelands, and the small kingdoms of the

Dwarves are known about only in a general fashion. For example, the Dwarves of the Far Hills travel to Easting for trade, yet no one knows if they are one community or several, and how they are ruled. More common are those dwarves who identify their home as some long-abandoned or enemy occupied hold, such as the Dwarves that were of Hammer Hall, or the Iron House, who had been driven out of the Mines of Tethyamar.

Another type of Dwarf that has been on the increase is the Dwarf that seeks the company of men in its towns and cities. Most adventuring Dwarves come from this background, and are conversant in human styles and customs without abandoning their own heritage. It has been hazarded (but not voiced around Dwarves) that the beings enjoy being around other creatures more short-lived than they.

Dwarves come in a wide variety of hair, skin, and eye colors, regardless of their origin. The sub-races of hill, mountain, and city Dwarves are fairly artificial, and more a matter of taste, closer to those humans who like the sea and those who prefer the high country. Both Dwarvish males and females have beards, though the females usually (but not always) shave.

Dwarves remain deeply tied to their roots and their sense of family and nobility. Dwarven nobles have declined in number with their race, and so are treated with respect by all, despite any long-running feuds that may develop between the Dwarvish kings.

Finally, deep beneath the surface of the Earth dwell a race of twisted Dwarflike creatures called the Duergar. Surface-world Dwarves view these creatures with a hatred that exceeds that of the elves for the draw. As the race of dwarves dwindles in the North, there is talk of a great dwarvish kingdom far to the south, beyond the Vilhon Reach. A mighty chasm greater than Cormyr in size is supposedly rent in the ground, and located on the rim of that chasm are the towers of the city of Eartheart, and within the walls of that chasm are carved the huge Dwarven nation of Underholme. These southern Dwarves are said to be very different than their northern cousins: prouder, more haughty, and more energetic.

Elves and the Elven Nation

AT A GLANCE: The Elves are one of the major races of the Forgotten Realms, and ruled large sections after the time of the Dragons and before the coming of men. Now the majority of these long-lived beings have retreated from the onslaught of mankind, seeking quieter forests, and their numbers in the Realms are a faction of those even a thousand years ago.

ELMINSTERS NOTES: The Elves of the Forgotten Realms are of human height, but much more slender. Their fingers and hands are half-again as long as men, and delicately tapered, and their bones are light and surprisingly sturdy. Elven faces are thinner and more serene, and Elven ears, as ears in half a hundred Known Worlds, are pointed.

There are five known Eleven sub-races in the Forgotten Realms, and four of them live in relative harmony. Crossbreeding is possible between the subraces, but in the case of the Elves, the child will either take after the male or female parents race (there are no drow/moon Elf mongrels, and the child of such an unlikely union would either have all the traits of a dark Elf, or of a moon Elf). The sub-races are:

-Gold Elves are also called sunrise Elves or high Elves, and have bronze skins and hair of copper, black, or blonde. Their eyes are golden, silver, or black. Gold Elves tend to be recognized as the most civilized of the elven subraces and the most aloof from mankind. The majority of the native Elves of Evermeet are gold elves, though they are led by a moon Elf royal family.

-Moon Elves are also called silver or grey Elves, and are much paler, with faces of bleached white tinged with blue. Moon Elves usually have hair of silver-white, black, or blue, though all reported colors normally found in men and Elves may be found in this race. Their eyes are blue, or green, and have gold flecks. They tend to tolerate men the most of the Elven sub-races, and the majority of adventuring elves and half-

Elves are of moon elf heritage.

-Wild Elves are called green Elves, forest Elves, and wood Elves, and are reclusive and distrusting of non-Elves, in particular humankind. Wild Elves of the Forgotten Realms tend to be copperish in hue, with tinctures of green; their hair tends towards browns, and blacks with occasional blondes and copper-colored natives, and their eyes green, brown, or hazel. They tend to be the least organized of the Elven peoples, and while there is no Elven nation made up entirely of wild Elves, there are wild Elves in every other elven nation and on Evermeet.

-Sea Elves, also called water Elves, are further divided into two further divisions: those of the Great Sea (including all salt-water domains such as the Shining Sea and Sea of Swords), and those of the Sea of Fallen Stars. Great Sea Elves are radiant in different shades of deep greens, with irregular patches of brown striped through their bodies. Fallen Star Sea Elves are various shades of blue, with white patches and stripes. Both have the full variety of eye and hair color found in all the Elven peoples, and have webbed feet and hands, and the ability to breathe water.

-Dark Elves, also called drow or night Elves, are the most sinister and evil of the Elven race, as if this sub-reacts seems to balance the tranquility and goodness of their cousins with unrepentant maliciousness and evil. Drow have black skin that resembles nothing so much as polished obsidian, and eyes and hair of stark white. The variation of the other Elven sub-races is missing here. Most of this fell race have been driven under, and are shunned by the other Elven sub-races.

The Elves call their own race Tel-Quessir, which translates as the People. Strangers, in particular non-Elven strangers, are generally placed under the category NTel-Quess, or Not-People. Most Elves treat the not-people with respect and politeness, as a host would a stumbling child, though the drow fiercely enslave any who are not of their race, and consider the other Elven subraces NTel-Quess.

The Elves are generally ruled by noble houses, which have held control of their nations for generations (and given the nature and long life of Elves, the rule of a wise king may exceed the history of a human nation). The Elven rule is autocratic and absolute, and it is the theology and philosophy of these elves which prevent abuse of such complete power. The monarchs of the Elven Court make pronouncements rarely, preferring to remain outside the normal course of their subjects lives. Once such a decision is made, whether to declare war or retreat to Evermeet, it is followed by the bulk of the population.

The oddest phenomenon of Elvish life (to human observers) is the Retreat, which is viewed as a lemming-like drive to sail beyond the sea. In the case of the Elves of the Forgotten Realms, the reason is not some biological drive, but rather the decision of the leaders of the Elven nations to withdraw to less hostile lands. Such a decision is made after years (mankind generations) of thought and meditation, and once made, is irrevocable. In the case of the recently-voided Elven Court, the decision to retreat was made some 500 years after deliberation began, so that while for humans the disappearance of the Elven Court is regarded as a sudden vacuum in the heart of the Realms, for the Elven Court itself it was as inevitable (and as important) as a merchant moving his shop further down the street to increase the distance from a competitor.

The Elves in retreat always make for Evermeet, and there whatever nobles led the retreat swear their fealty to Queen Amlaruil, who is that domains monarch. Long ago the Elven nation of Evermeet made the decision to tight those men who came to her shores, and as a result is both the strongest power of the sea, and a haven of the other Elves in retreat. Those Elves on the Sword Coast and with easy access to the sea make the passage to Evermeet by boat, protected by the Navy of the Queen. How those further inland cross is not known, for none see their passage out of the world of men. The everyday Elven folk know not the method, for after they retired one evening, their leaders and mage worked great spells or appeared the gods, for they awoke in their new homes.

The former Elven nations of the Realms include Illefarn, where Waterdeep now rises: the seacoast; Askaver, which is now called the Wood of Sharp Teeth: and the Elven Court, which once ruled Cormanthyr, the forest country that ran from Cormyr to the Moonsea. Current Elven nations include Evermeet its seaward seclusion and Evereska, which has just set up a colony in the Greycloak Hills. In addition, there are scattered groups of Elves found throughout the realms, including wild Elves, groups without noble rulers, the dark Elves, those who have found Evermeet not to their tastes and departed, and adventurers.

Gnomes

AT A GLANCE: The Gnomes are a small, friendly race of humanoid creatures common in most regions of the realms. They are smaller and less-stocky than dwarves, and are thought distant relatives (though only Gnomish men have beards).

ELMINSTERS NOTES: The faces of Gnomes, regardless of age, are lined with centuries of smiles and frowns, so it appears that these creatures are carved from wood. Their natural coloring, from light ash and maple to that of varnished and buffed oak increases the tendency to think of Gnomes as a woods-folk, when they are thought of at all.

The Gnomes are called the Forgotten Folk of the Forgotten Realms, for despite the fact they seem an everyday sight in major cities, and have good-sized communities of their own, they seem unbothered by the world and similarly only rarely become involved with it. Gnomes have no history beyond the memory of the eldest clan-member and the songs of legend. They have never developed their own written tongue, rather acquiring the languages around them for everyday use. Unlike the elves they have no millennial heritage and unlike the dwarves no deathknell tomorrow. As a result, they tend to take life as it comes, one day at a time.

Gnomes are among the most common-sense beings of a world filled with all manner of magical things. Their natural tendency towards illusion-craft, instead of making them craftier, has given them a wisdom to look beyond the fancy trappings of speech and appearance to find out what is really there. Gnomes value their families first, then whatever other relatives they encounter, then other gnomes, then the world, in that order.

The Half-elven Peoples

AT A GLANCE: Half-elves are a mixture of man and elf, and occupy the middle ground between the two. They are stockier than elves and lack the pointed ears, though they still have slender and finely-chiseled facial-features of the elven faces. It is possible for a Half-elf to pass as man or elf for brief periods, but usually such duplicity is discovered.

ELMINSTERS NOTES: Half-elves are not a true race, but rather the product of the union of man and elf, and as such have no national or racial heritage other than that of the area they have been brought up in. A Half-elf that had been raised in the Elven Court thinks like an elf: one from Aglarond thinks as a man, for the elven people have been long bred into the general population.

Half-elves appear as men, tending to be slenderer than most but not matching the thinness of the elves themselves. Half-elves tend to take on some of the features of their Elvish sub-race:

-Moon Half-elves tend to be pale with just a touch of blue around the ears and at the chin.

-Gold Half-elves tend to be bronzed of skin.

-Wild Half-elves are very rare and tend to have bronzed skin touched with green.

-Sea Half-elves tend to have a blend of the fleshtones of human and elven parent. A child of a Lantan merchant and a Great Sea Elf will appear a like green.

-Drow Half-elves are very rare and tend to be dusky-colored with white hair.

Half-elves may mate and breed, but will always produce the offspring of the other parent (a Half-elf/elf pairing will produce elven children, while a Half-elf/human pairing will result in human children). Second generation Half-elves only result if two Half-elves marry (as is the case in Aglarond).

Halflings

AT A GLANCE: Halflings are the smallest of the major races, and to see their communities outside some major (and minor) cities, the most numerous (and growing). They tend to resemble small street urchins, wise beyond their years.

The Halfling of the Forgotten Realms have a light covering of hairy down all over their bodies, which is most noticeable on the backs of their hands and tops of their bare feet. Often their faces are bare, though there are more than a few full-bearded halflings as well.

ELMINSTERS NOTES: The Halfling people have a saying: First there were Dragons, then Dwarves, then Elves, then Men. Then its our turn! This attitude that all will turn out to their benefit (and be served up to them on a silver platter) is typical of the Halfling mindset; cocksure, confident, and with more than a streak of larceny.

A Halflings appearance, similar to that of a small human child, belies the fact that this is a race with the same basic needs as any other. They live in many of the same areas as mankind, and may be considered a competitor. Yet as opposed to being hostile, Halflings have a smug, far-sighted attitude that these lumbering giants will eventually leave, destroy themselves, or give themselves up, and that which remains will be theirs.

This is not to say that halflings as a race or individuals are evil, for they would do nothing to harm another unless harm had been inflicted on them. But the tendency to take advantage is strong. Many a human thieves guild has as its master-thief a small child-like creature who can sneak into and out of areas that larger folk cannot manage.

Halflings are delighted by the concept of money, which they consider a human invention which redeems the race. They enjoy gathering bunches of it, but unlike the dwarves and their ancient hordes, they see no point in keeping it, rather frittering it away on gifts, parties, and purchases. Money is a way of keeping score on how well you are doing against the lumbering men.

Halflings come in all shades and with the same variety of hair and eye color as men. They tend to respect their families as groups you do not steal from (though borrowing is permitted), and show a strong loyalty to friends and those who have stood up for them.

There seem to be no racial sub-groups of Halflings, though to the far south there is said to be a nation of the creatures, called Lurien, whose inhabitants have pointy ears.

Considering the fact that most of the other dominant races of the Inner Sea have come originally from the South, the idea of a Halfling Nation is disturbing in the least.

Mankind

AT A GLANCE: The most populous and strongest of the major races of the Forgotten Realms, Man is considered the dominant race in this region of Faerun.

ELMINSTERS NOTES: The race of Man in Faerun comes in all shapes, sizes, and colors, with individuals approaching the height of the Halflings, the stockiness of the dwarf, and the slenderness of the elf. Their skin color ranges from the pale, almost translucent Lantans to the dusky dark-eyed natives of Unther, with all shades in between. The concept of sub-races in mankind does not exist, as all nationalities can interbreed without difficulty, and their children, unlike the elves, will have traits of either or both parents, so that after a time any removed group of humans has its own identity which may change in a few generations with the introduction of new settlers or invaders.

Mankind is also one of the most aggressive of the major races, approaching the goblins in ferocity and the dwarves in their single-minded drive when aroused to battle. At any time in the North, some group of humans, often with non-human allies, is fighting some other group. The dwarves think it is because human lives are so short it does not matter, while the elves tend to think it is because humanity has not yet figured out how to communicate properly.

Mankind has a spoken and written language that is accepted as Realmspeak and Tradetongue even between non-humans. They have developed the idea of money from beyond the dwarfish conception of raw ore accumulated into a maze of different systems and coinage. They have generated art and literature and commentary by the ton load, and raised the practice of slaughtering a foe to an art form and a science.

Mankinds attitudes range from the beatific to the diabolic, and its numbers include clerics of good faiths, pirates, traders, kings, beggars, slaves (in the south), mages, heroes, cowards, fishermen, and mercenaries. Their abilities are limitless, and the question arises that when this race finally gets all the quirks out of their systems and gets moving, will there be any room left for the other races of the Realms?

Classes

Clerics and Monks

AT A GLANCE: Clerics are those individuals capable of directing energies deriving from particular entities known properly as Powers, though often referred to as deities or gods. All clerics belong to faiths which venerate these Powers and advocate their aims and goals.

ELMNSTER.S NOTES: The Realms tend to be generally tolerant of all faiths, such that in larger cities there are temple districts of various faiths of dissimilar alignments and goals existing side-by-side. Faiths and temples maintain varying levels of influence in the local government, and only in a few cases is there a state-religion. One such example is the island-nation of Lantan, whose strange inhabitants are almost all worshipers of Gond. Even so, there are shrines to other deities on Lantan, though they exist primarily to serve foreign visitors.

Clerics tend to be divided into two groups within their faith, though members of one group easily and often cross into the other group. Hierarchy clerics are those which are usually tied down to a specific location, such as a temple, shrine, or monastery, and work primarily to the good of that location and its community. Mission clerics are at-large agents entrusted to wander the length and breadth of the Realms spreading the basic tenants and beliefs of the organization. Many of the clerics found in Adventuring Parties, or working alongside merchant or in mercenary companies are mission clerics. Again, the line is fuzzy one, such that a cleric who has spent his life in the hierarchy may suddenly decide, for the good of his order, to engage in a quest for an artifact, and gather a group of like-minded adventurers, and set off as a mission cleric. Similarly, a cleric who has spent her life in adventuring companies, tithing a large part of her earnings to setting up shrines for the Powers, may determine to retire (or semi-retire) to a temple to use the experience gained to teach others, and enter the hierarchy in that fashion.

Most faiths are fairly loose with such restrictions, only requiring that a cleric seeking to leave his or her hierarchy get the approval of a superior (or of the Power being venerated, if the cleric is of Patriarch/Matriarch level) before joining or leaving the hierarchy.

In a similar fashion, there is no required dress or raiment for a cleric outside of the raiment required for ceremonies. In general, clerics dress in the colors of their order (which are usually those of their holy symbol) and wear some clearly-obvious symbol of their faith on the person. A cleric of Tymora will tend towards greys, and wear a silver disk either on a neck-chain or in a setting on the forehead, while a worshiper of Tempus will wear helms (or metal skullcaps) and display his symbol (the blood-red sword on the crimson field) on his or her shield.

Druids

AT A GLANCE: A sub-grouping of clerics which tends to worship outside of the standard Temple-complexes are the druids, who wander the land, or are organized into loosely-affiliated circles throughout the Realms. These druid-circles tend to fill the same requirements as hierarchies within the clerical faiths, but are much smaller and there is still less definition about which activities fall under which headings.

ELMINSTERS NOTES: In the northern Realms from the Sword Coast to Impiltur, druids in lightly settled areas have tended to gather in small groups, often with rangers and other allies, for mutual protection, defense of key areas or resources, and in order to accomplish their common goals more easily.

These groups, usually consisting of a dozen or less druids and twenty or less others, vary widely in prominence and working relationships; in some, the druids live together in a woodland grove, and in others, they are widely scattered, with other group members serving as go-betweens; in some groups the druids and rangers deal as equals; and in others the druids are revered by the others who work with them. The groups are known as Circles; the term serves to illustrate the unending cycles of natural processes, and to emphasize that no one creature is intrinsically superior to another.

In the Dalelands, recent warfare has destroyed that last two known and long-established circles; the Circle of Shadowdale and the Battledale Seven, although a few individuals from each of the groups have survived. The Circle of Shadowdales one-time roster is given with the census of Shadowdale. In numbers and power, it is typical of these groups. Many circles still exist elsewhere in the Realms, in wooded areas, and these may be of great local importance, often working with non-human woodland beings to maintain wilderness areas and keep the peace in their territories.

In the Realms at large, these circles make up a network of communication and aid among those who venerate Chauntea and similar Powers. In general, the Druids of the realms seek balance between man and nature, at the expense of neither.

The druids, while relatively weak in the Dalelands at the moment, have several major areas of power, including the Border Forest, the forest of Guthmere, and in particular the Moonshae Isles. In the last, the druids are worshipers of a possible aspect of Chauntea known as the Earthmother, and are the native faith in the area. The conflict between these druids and the faiths of the invading settlers is more extreme than in normally found in the realms, but is as much the result of the conflicting cultures on those islands as on differences in faith.

Fighters

AT A GLANCE: The good sword-arm of the Realms are those individuals trained in the use of weaponry and tactics, and they may be found, in various forms, throughout the Realms.

ELMINSTERS NOTES: The services of trained fighters, warriors, rangers, and barbarians are in constant demand in the Forgotten Realms, owing to the large number of hostile creatures (including men) to be found in the world.

Fighters and their sub-groupings tend to gravitate to certain positions and responsibilities, including:

-Local Militias including police patrols, sentries, watchmen, and in times of hostilities as foot troops in battle. Such positions are usually low-paying and hold little status, as in the battlefield such troops are often used to soften enemy attacks with acceptable losses.

-Mercenary Companies which engage in fighting for a price. These pay better, but have the disadvantage that local rulers/employers usually give the Mercenary Companies the most difficult positions or tasks, as they have earned it.

-Trade Guards have the advantage of good benefits and travel with the disadvantage that the fighter must fight not only to protect his own life but the property of others. Some of the smaller traders offer high wages but deduct any losses from those wages.

-Raiders are the other side of the coin, and include acts of banditry and piracy. The disadvantage of this life-style is that the fighter does not normally operate in civilized areas and may be hunted down by more law-abiding groups.

-Bodyguards and other protection opportunities offer low pay at relatively little risk.

-Leadership possibilities are available at high level for fighter-types, as their abilities are generally understood by the populace (as opposed to magic-users and clerics) allowing a measure of trust. Adventuring Companies offer the highest return in advancement and moneys, as well as allowing the warrior a great degree of independence. The disadvantage of these operations is the great deal of personal risk the fighter is placed in and the essential need of cooperation with others.

-Gladiators and professional fighters are a rare occurrence in the North, though some debauched regions do set up such matches, usually between slaves or prisoners against monsters. The older realms to the south, including Amn, Calimshan, and Unther, have established gladiatorial guilds.

Knights and Paladins

AT A GLANCE: Knights and paladins are warriors of a higher stripe than the common warriors and fighters. Adhering to a cause or credo, these individuals are usually of high-class birth or minor nobility. Many see themselves as the obvious true leaders of men and nations, others merely as messengers and servants of higher powers.

ELMINSTERS NOTES: If ever there were a group of people as a class suffering further under delusions, it has been lost on this writer. Knights and paladins see the world in black and white, good and evil, us and them, with precious little space between them. Fortunately, those which adhere most closely to the tenets of their credos die out early, while those that understand give-and-take and cooperation among people of varying (or hostile) viewpoints often develop into leaders.

Knights have as yet no standard organization, but instead are found in Adventuring Companies, Mercenary Groups, and often operating alone. Knights seek to emulate the Flower of Knighthood in thought and deed.

The Credo of the knight in the Forgotten Realms is similar to that presented in Players Handbook, with a few modifications. The Knightly Virtues are generally considered to be:

Liberality Honor

Good Faith Glory

Courtesy Unselfishness

Bravery

Pride in ones actions

Humility in ones deed

Different knights may rate these in a different manner of importance. The Chivalric code, adapted for the

Forgotten Realms Campaign is as follows:

Noble Service cheerfully rendered

Defense of any charge unto death

Courage and Enterprise in obedience to rules and ones superiors

Respect for all peers and equals

Honor to those above ones station

Earning respect and obedience from those below ones station through ones actions

Military prowess in service to ones lord

Courtesy to ladies for male cavaliers

Courtesy to lords and honorable men for female cavaliers

Battle is the test of honor and glory

Personal glory in battle

Death before dishonor

Knights and paladins in the Realms are filled with the ideas of their own abilities, and are often the first to leap into battle. Player character knights and paladins have the choice of fighting directly or behaving in a craven fashion, with the note that such behavior may cost experience points. NPC knights and paladins will usually charge into the fray, though they will make an ability check against their Intelligence if faced with a difficult situation (i.e. Orcus drops in for lunch; the knight or paladin should be given a chance to reconsider before attacking with a butterknife).

Knights often enter into service with Noble Lords in the Realms. Paladins may offer their allegiance to such lords of Good and Lawful alignment, or to the various Good and Lawful faiths of the Realms. Either may operate as masterless swords, until they find a situation suited to their talents.

Rangers

AT A GLANCE: Rangers are specialized types of fighters and warriors, suited to a wilderness existence while still retaining more of the trappings and station of society. Individuals who become rangers are normally from the civilized agricultural areas of the Realms, as opposed to its wilderness areas.

ELMINSTERS NOTES: The rangers are a phenomenon primarily confined to the North, in particular that region north and west of the Sea of Fallen Stars. There are occasionally individuals of this type from Amn or Chondath, but a ranger further south is as rare as pity in a beholder. This may be due to fact that the Rangers function best in those regions which are still being developed and explored by civilized man, and as such have little to do in those regions that have been settled and ruled (at least in name) for centuries.

Due to their low numbers, regional restrictions, and tendency to perform along the same lines of good morals, rangers are both very individualistic and clannish. A ranger can often be found on his own, or in a company of druids or adventurers, where his wilderness skills are useful. At the same time, when rangers meet, there is often an exchanging of names and gossip on the latest doings of others of their type.

While not a political or social force, rangers are a finely wrought network of information, and it is this network that makes them a natural part of the group known as the Harpers (q.v.). Not all rangers are members of this group, but many are, and the Harpers recruit further from these ranks only on the recommendations of those rangers within its group.

Thieves and their Subgroups

AT A GLANCE: There are those whose abilities lie not with sword or the art, but with quiet motion, dexterous action, and stealth. Such talents often lead to thiefly endeavors, which plague most major cities, but are often placed to good use in dealing with dangerous monsters and lost treasure.

ELMINSTERS NOTES: As more people gather in large cities, more individuals who prey on large collections of mankind gather as well. Chief of those are human scavengers who seek their profession by stealing from others. In the wilds, such behavior is oftimes useful and beneficial to the group, but in the larger cities, usually spells trouble, so that most lawful towns have injunctions against such activities.

Despite such laws, thieves and thievery are common. Most major cities have a number of thieves dens competing in stealing and theft. A few cities (such as Zhentil Keep) have an organized group of rogues controlling all such activity, and can (in the Keeps case) operate from a building in broad daylight. Most thieves den are secret gathering spots, often beneath the city itself, and change as guards and lawful groups discover them.

The city of Waterdeep had once been home to the most powerful guild of thieves in the North. The Lords of Waterdeep smashed that guild; forcing its leaders to flee the city (those leaders are now the Shadow Thieves of Amn). There are still thieves, thief-acrobats, and even assassins in Waterdeep, but they are broken into innumerable small groups, or operate alone. The most common respite for such robbers is what they themselves call The Honest Trade, adventuring, where such abilities may used and indeed lionized in song and legend, when what they are actually doing is fairly similar, the only difference being that instead of a lords manor they are burglarizing a lichs tomb. Many thieves take to this life, adhering to a code that keeps them out of trouble in civilized areas but keeps them in gold. Some leaders of important organizations are of this type; their fellow members would trust the cash-box with such an individual in the city, but keep an on him in the wild for pocketed gems and magical items that had found their way into his high-topped boots.

Wizards and Illusionists

AT A GLANCE: In many races, and predominantly in humanity, certain individuals have the ability to channel the ambient magical energies of the world to produce a desired effect. This ability is called magic, or the art, in the Forgotten Realms, and there are a larger number of practitioners of it.

ELMINSTERS NOTES: There are all manner of spell-casters in the Forgotten Realms, and though universities and magical schools are on the rise, the majority of spell-casters learn their skills in the time-honored fashion; by apprenticeship to a higher-level mage.

After years of what seem to the student to be arduous and unpleasant tasks, the tutoring mage will begin instructions in the easiest cantrips, then later moving on to the first spell books. Upon learning the basics, the young spell-caster usually journeys out to gain some real life experience with his craft. Some go no further in their development, seeking other safer pursuits, and some perish in their adventures. Those that survive return to their former masters, or to others of greater skill, to learn greater magics, and to share what they themselves have discovered.

The universities and schools of magic are this simple procedure written large, with many such wizards and sages with various specialties. These are a novel thing in the North, becoming popular only in the past ten winters, though they are more common (and, it is added, more expensive) in the South. Outside the town of Beregost is an old school of magic, now ruined, which pre-dates such activity in the North.

Universities, as they now stand, teach general magical knowledge, and are found in the larger cities, such as Waterdeep, or operating out of a string of private homes, such as in Cormyr, and can produce a would-be mage candidate in a few years. Schools of Magic are similar, save they tend to concentrate on particular disciplines, such as illusion, necromantic magic, or alterations.

Today, the bulk of powerful mages were trained by a single hand, but a growing percentage of the new magic-users in the world are coming from such universities and schools of magic.

Practitioners of the Art of Magic are found in most walks of life, and there are former mages among the merchant class and courtiers. Many make their living at magic, either as court wizards, adventurers, or sages (the last being the least well-paid or recognized). Often they devote long periods of time to producing magical items. When they adventure, they are looking both for money to fund their researches, for magical items to understand and comprehend, and for books to expand the scope of their learning.

Magic-users develop a signature rune which they use to identify their belongings, sign as their name, and mark or warn others. As a mage gains in power, more individuals recognize the rune and connect it with a mighty mage, not to be trifled with. Since some runes are connected with magical spells, this enforces the tendency of ordinary people to shy, away from such magically-marked items. A few of the well-known mage-runes are found on this page. There is no set penalty for violating another mages signature rune or using it without their permission. Powerful magic-users tend to punish such activity themselves to discourage further use.

BARBARIANS

AT A GLANCE: There are many wild, unsettled reaches of the Forgotten Realms, in particular the great gaps that separate areas of civilization such as Waterdeep and Cormyr from each other. These lands are not empty, for in addition to monstrous creatures and inhuman tribes, often groups of humans make out their living in a comfortable, if primitive, fashion. These are the barbarians of the Realms.

ELMINSTERS NOTES: The meaning of the word barbarian depends on the user. The definition above is the classic definition, but those of the older regions of the Realms, such as Mulhorand and Calimshan, consider all the land north of the Sea of Fallen Stars as wilderness and its inhabitants as barbarians.

Barbarian life varies from place to place, and situation to situation. Most barbarian tribes do not engage in trade, and tend to be hostile to outsiders in general and magic-users in particular. A rejection of the existence of the magical arts is a hallmark of the barbarian, as opposed to his table manners. Barbarians do adhere to the codes of their own tribes, and concentrate on survival as a primary goal. Both the barbarian and the ranger are fighters suited for life in the wild, though the ranger is more of a hunter and tracker in nature, and the barbarian is a long-term survivor.
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Names in the Realms

The system of naming is wide and varied in the realms, with many local customs common. Player characters may carry one- or two-part names, nicknames, titles, or pseudonyms in their career. General guidelines on naming are as follows.

Common Humanity: The greater bulk of humanity takes a single name, such as Doust or Mourngrym, with a secondary name added if there is confusion, either from profession (Doust the Fighter), location (Doust of Shadowdale), or lineage (the latter in particular if some legendary figure was in the family line, such as Doust, Grandson of Miniber the Sage). In addition, a name may be added for a physical condition, such as Blackmane or Firehair, of for some legendary or extraordinary event. (There are a large number of trollkillers in the Realms, more a credit to the numbers of the monsters rather than the prowess of their slayers.) In the course of a lifetime, an average human can take and discard several surnames, keeping his given name throughout.

Human Nobles and Gentry: These individuals tend to retain the family name, a name usually derived from the individual who established the familys fame, position, or prowess. Such names are retained even after the nobility has fallen from grace or power. For example, the Wyvernspurs of Cormyr, while still well off, are significantly less powerful than the days when they were advisors to the king. Again, special names for events or appearances are common.

Human Magic-users: Magic-users tend to eschew long titles and names, and the general feeling is that a mages fame should precede him, such that a single mention of the name is sufficient, and no one would doubt the speaker was refering to anyone else but the genuine article. For example, there may well be an Elminster the Barber, or Elminster of Waterdeep, but the reference of Elminster (or even the more modest Elminster the Sage) refers to the advisor without peer who resides in Shadowdale.

Human Clerics: Identifications of the faiths of the realms are usually included in a name, supplanting any family or noble names. Amaster, Cleric of Tymora can be referred to as Amaster of Tymora without incident. In higher church circles, involving leaders of particular temples or faiths, the full title is important, such as Asgaorth of Tempus, Patriarch of Baldurs Gate.

Elves: The People have family names, which they tend to translate back into common as nicknames, so that there will be families of Strongbows or Starglows in the world. Such family names are important in that elvish siblings can be hundreds of years apart in age. Half-elves take Elvish or Human naming fashions, depending on where they were raised, and change back and forth several times.

Dwarves: Dwarves have a very strong sense of their past and the heroes in their families. They carry only a first name, followed by the qualifier of heritage. The lowest dwarves attach themselves to their state, such as Mongor of the Iron House. Dwarves with a hero or dwarf of renown in their heritage may use the appellation son of or grandson of such as Thelarn, son of Mongoth. Beyond two generations, the phrase blood of is used, but only for the greatest dwarven leaders, as in Nor, blood of Ghellin, king-in-exile

of the Iron House.

Gnomes: These quiet people use both given and surnames, and maintain longstanding family ties, such that a third name, for location, may be necessary. For example, outside of his home land, Wysdor Sandminer may have to be known as Wysdor Sandminer, of the Sandminers of Arabel, to avoid constant discussions with other gnomes that may or may not be close relations.

Halfings: Halflings are similar to the gnomes in the fact that they both given and surnames, but both those names may change over time, and be overlapped with nicknames for adventures, physical abilities, and pet or diminutive names, and in addition, may be lost behind a maze of pseudonyms and false backgrounds. For example, the Halfling Corkitron Allinamuck chose both first and last names (his parents were named Burrows), and goes by the diminuitive Corky and the nickname High Roll. The last comes from his penchant for dicing for treasure, saying High Roll gets it! If the others agree to such a deal, the halfling feels no qualm, regardless of the dice, taking his rightful property from the others. (After all, they did agree that High Roll would get it.)

Other Races: Most of the other races make do with a single name, and further clarification as need be (a centaur named Aldophus may be called Aldophus the Roan, for example). Orcs and goblins tend to use proper names only when they need to, the rest of time using a native word that translates as Hey You! in everyday speech (a true speaker of the orcish tongue can put a great deal of venom behind the word, such that fights can start in bars at its mention).
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TIME IN THE REALMS

The calendar and roll of years

The following calendar is specifically tailored for the kingdom of Cormyr. The year consists of 365 days: 12 months of exactly 30 days each (due to the single moon and its followers), plus 5 days that fall between months. These days are special occasions. Leap year is retained purely for social convenience, and provides a sixth special day that is used as the basis for long-term agreements and such.

Months are subdivided into three tenday periods. These are known variously as eves, tendays, domen, hyrar or rides throughout the Forgotten Realms. Rides is the standard term used in Cormyr and the Dalelands, and is used for reference in these texts.

Although the months themselves are standardized, the system of dating varies from place to place. Usually, years are numbered from an event of great political or religious significance; each nation or region has cultures with unique histories, and thus different reckonings. The system in naming the months is named for its inventor, the long-dead wizard Harptos of Kaalinth, and is in use throughout the North.

The Calendar of Harptos

The name of each month in the Calendar of Harptos is listed below, from the beginning of a calendar year to the end. Each months name is followed by a colloquial description of that month, plus the corresponding month of the Gregorian calendar in parentheses. Special days are listed when they occur between months and appear in italic type. Each special day is described in a paragraph following the calendar itself.

1. Hammer; Deepwinter. January

Special Day: Midwinter

2. Alturiak; The Claw of Winter, or The Claws of the Cold. February

3. Ches of the Sunsets. March

4. Tarsakh of the Storms. April

Special Day: Greengrass

5. Mirtul; The Melting. May

6. Kythorn; The Time of Flowers. June

7. Flamerule; Summertide. July

Special Day: Midsummer

8. Eleasias; Highsun. August

9. Eleint; The Fading. September

Special Day: Higharvestide

10. Marpenoth; Leafall. October

11. Uktar; The Rotting. November

Special Day: The Feast of the Moon

12. Nightal; The Drawing Down. December

Special Calendar Days

Midwinter is known officially as the High Festival of Winter. It is a feast where, traditionally, the lords of the land plan the year ahead, make and renew alliances, and send gifts of goodwill. To the common folk, this is Deadwinter Day, the midpoint of the worst of the cold.

Greengrass is the official beginning of spring, a day of relaxation. Flowers that have been carefully grown in inner rooms of the keeps and temples during the winter are blessed and cast out upon the snow, to bring rich growth in the season ahead.

Midsummer, called Midsummer Night or the Long Night, is a time of feasting and music and love. In a ceremony performed in some lands, unwed maidens are set free in the woods and hunted by their would-be suitors throughout the night. Betrothals are traditionally made upon this night. It is very rare indeed for the weather to be bad during the night, such is considered a very bad omen, usually thought to foretell famine or plague.

Higharvestide heralds the coming of fall and the harvest. It is a feast that often continues for the length of the harvest, so that there is always food for those coming in from the fields. There is much traveling about on the heels of the feast, as merchants, court emissaries, and pilgrims make speed ere the worst of the mud arrives and the rain freezes in the snow.

The Feast of the Moon is the last great festival of the year. It marks the arrival of winter, and is also the day when the dead are honored. Graves are blessed, the Ritual of Remembrance performed, and tales of the doing of those now gone are told far into the night. Much is said of heroes and treasure and lost cities underground.

Once every four years, another day is added to the year in the manner of February 29 in the Gregorian calendar. This day is part of no month, and follows Midsummer Night. It is known as the Shieldmeet. It is a day of open council between nobles and people; a day for the making and renewing of pacts, oaths, and agreements; tournaments, tests and trials for those wishing to advance in battle fame or clerical standing; for entertainment of all types, particularly theatrical; and for dueling.

Wars, by the way, are often, but not always, fought after the harvest is done, continuing as late as the weather permits. The bulk of the fighting takes place in the month of Uktar, and the ironic practicality of the Feast of the Moon is readily apparent.

Years (winters) are referred to by names, each one consistent across the Realms, because each kingdom or citystate numbers years differently, usually to measure the reign of a dynasty or the current monarch, or since the founding of the country. The current year is 1332 in Cormyr, and 1357 in the Dales (Dalereckoning, or DR). The Cormyr Reckoning derives from the foundation of House Obarskyr, the dynasty which still rules that land. Dalereckoning is taken from the year that men were first permitted by the Elven Court to settle in the more open regions of the forests.

Dates given within this tome are in Dalereckoning for the sake of convenience, though other regions will have their own methods of reckoning the passage of the years.

Names for the years are known as the Roll of Years, as they are drawn from predictions written down under that title by the famous Lost Sage, Augathra the Mad, with a few additions by the seer Alaundo (for further information on Alaundo see entry under Candlekeep). The Roll is a long one; here is the relevant portion of it.

YEAR OF THE DRAGON (1352 DR)

YEAR OF THE ARCH (1353 DR)

YEAR OF THE BOW (1354 DR)

YEAR OF THE HARP (1355 DR)

YEAR OF THE WORM (1356 DR)

YEAR OF THE PRINCE (1357 DR year just ending)

YEAR OF THE SHADOWS (1358 DR)

YEAR OF THE SERPENT (1359 DR)

YEAR OF THE TURRENT (1360 DR)

YEAR OF THE MAIDENS (1361 DR)

YEAR OF THE HELM (1362 DR)

YEAR OF THE WYVERN (1363 DR)

YEAR OF THE WAVE (1364 DR)

YEAR OF THE SWORD (1365 DR)

YEAR OF THE STAFF (1366 DR)

YEAR OF THE SHIELD (1367 DR)

YEAR OF THE BANNER (1368 DR)
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All of the info from the 4 previous posts are campaign specific info taken from the FR 1e grey box.

R-
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Sun Sep 12, 2010 10:33 pm
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Hlobane Orc
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Alexis Tuija

Human Female
Ranger lvl 5 - Follower of Mielikki
Alignment: Neutral Good with Lawful tendencies

Str (P):14 (18)
Dex (P):14
Con:10
Int:10
Wis(P): 13
Chr:9

HP: 42
AC: 17

Armor: Greek Ensemble +6 to AC

Weapons:
Long Bow, Composite 14 Str
Battle Axe +2
Scimitar +1
Dagger

Equipment:
Gauntlets of Ogre Strength
Rope
Grappling hook
Rations
Bedroll
Arrows 12
Back Pack
Torches x4
Weapon oil
Whetstone
Holy Symbol, wooden
clothes and boots
Winter Clothes
Bandages x5
flint and tinder
2 potions of cure light (1d8)

Horse

Gold: 18913
EXP: 31508
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Sun Sep 12, 2010 10:46 pm
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Oakey Thorngrove

Player Name: Jaybird

Race: Halfling Alignment: N

Class: Druid Level:1

Experience Points: 0 for next Level: 2,001

Gender: Male Age: 80 Size: S

Height: 3' 3" Weight: 40 Deity: Sheela Peryroyl

Hair: Chestnut Eyes: Brown Homeland: The Misty Forest

Languages: Common, elvish, dwarf, goblin, gnome, sylvan

Description:

Mod Save Mod SavingThrows

STR: 9 +0 Paralysis and Constriction

DEX: 14(P) +1 Breath Weapon and Traps

CON: 13 +1 (+1 racial) Disease,Energy Drain, and Poison

INT: 13 +1 Arcane Magic and Illusion

WIS: 15 (P) +1 Divine Magic, Confusion, Gaze Attack, Petrification, Polymorph

CHA: 12 +0

AC: 13

Armor Worn: Leather

HP: 9 Speed: 20

BtH: +0

BtH+STR= +0

BtH+DEX= +1

Weapons/Name

Wolf Spear (1d8)

Sickle (1d4)

Racial Traits:

Hide (DEX)

Move Silently (DEX)

Fearless (+2 save vs fear)

Dusk Vision

Resistant (+1 CON saves)

Class Abitlities:

Cast Spells

Nature Lore (WIS)

Resist Elements (at 2nd level)

Woodland Stride (3rd level)

Totem Shape (6th, 7th and 8th levels)

Misc. Equipment:

Backpack

Bandages

Leather Belt

1 Large Belt Pouch

2 Small Belt Pouches

1/2 gallon Canteen

Wooden Holy Symbol

Mortar & Pestle

Hooded Cloak, Olive

Leggings, Brown

Tunic, Cream

Magic Items:

Platinum:

Gold:

Silver:

Copper:

Gems:

Jewlery/Art Objects/Trade Goods/Other Valuables:

Spells generally prepared:

0 level: Light, Endure Elements, First Aid

1st: Entangle, Goodberry

Animal Companion:

"Dangle"

Large Dog

Size: Small

HD:1

HP: 4

Move: 40'

AC 15

Attacks: Bite 1d4

Special: Twilight Vision

Saves: P

Int: Animal

Alignment: N

Type: Animal

Treasure: Nil

XP: 5+1


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Sun Sep 12, 2010 10:48 pm
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Daggerford: History and Political

Structure

The city of Daggerford got its name

from an incident that happened about

400 years ago. A wagon master sent his

son ahead of the family wagon one evening

to locate a safe passage across the

Shining River. The boy located a ford,

but was surprised and attacked by a party

of lizard men. The lad slew six of the creatures

with his only weapon, a dagger, and

held off the rest until reinforcements

from the wagon arrived.

This may be pure fancy or exact truth

or something in between. The dukes of

Daggerford claim to be direct descendents

of that boy on the ford. The arms of

the duke are represented by a bloody silver

dagger on a blue field.

When the elves of the Fallen Kingdom

left for less crowded spaces, a new kingdom

sprang up, known now as the Kingdom

of Man. It was during that period

that the dukes of Daggerford gained their

titles and rights to all the lands bordered

by the estate of Floshin on the north, the

Lizard Marsh on the west, Dragonspear

Castle on the south, and the Misty Forest

on the east. At times, the dukes have

actively controlled the entire area, but

these days they do not.

About a century after the dynastic war

which destroyed the Kingdom of Man,

the duke’s subjects began building their

shops and homes outside the castle

proper, closer to the Delimbiyr (Shining)

River. After a couple of problem-free centuries

passed, the town became essentially

independent from the castle, although

a common wall surrounded them both.

For hundreds of years, the duke of

Daggerford still controlled the town, but

it was given its own charter by Duke

Conan 50 years ago. The current duke,

young Pwyll Greatshout, seems to have

no inclination to revoke the charter. The

town itself is run by the Council of

Guilds.

In a self-conscious imitation of the

Lords of Waterdeep, the members of the

Council of Guilds attend meetings in

masks and never reveal their identities to

the populace. However, the population

of the town is too small for true secrecy.

Everyone knows that the guildmasters are

the members of the Council of Guilds.

The guilds of Daggerford are not as

formal as those of larger cities. There is

the Smith’s Guild, Merchant’s Guild,

Tanner’s Guild, Farmer’s Guild, Waterman

’s Guild, Riverman’s Guild and Taverner

’s Guild, among others. The chief

priests of the town’s three main religions

(Chauntea, Lathander, and Tymora) are

also members of the Council of Guilds.

By the wording of the town charter, the

duke is not a member, but the head of the

militia, who happens to be the duke’s

master at arms, is a member.

Living in Daggerford

Population

About 300 residents live in the town

and in the duke’s castle. Most of them till

the fields outside the town walls. There

are about 20 farming hamlets within a

day’s walk of Daggerford (15-20 miles),

each of which has about five families of

around 20 people. Each hamlet has a fortified

town house to which the residents

can retreat in case of a raid. There are also

some isolated farms and a few estates of

minor nobility.

In all, there are about 1,000 people

dependent on the Daggerford market for

goods they cannot make themselves, and

who would retreat to Daggerford in case

of an invasion.

Other Races

The racial mix in the Daggerford area is

predominantly human. Less than 15% of

the population are demi-humans. A few

of the dependent hamlets consist entirely

of halflings. A couple of halfling families

live in Daggerford. There are very few

dwarves, gnomes, and elves (aside from

the elves of Laughing Hollow), but the

ones who do live here are rather prominent

in the community.
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Good first session last night. We covered a lot of the setting info and campaign info before we got going with the first mission.

The players:

Alexis Tuija, human female ranger

Oakey Thorngrove, halfling male druid and his dog, Dangle

Fel, human male wizard

Thog, half-orc male barbarian

As a part of the Daggerford militia, the party was on duty when a lone rider approached the town with tales of a lizardmen raid on Baron Cromm's holdings. The party's militia commander quickly dispatched the party to investigate.

When the party arrived at the Baron's estate, it was in flames. The baron's wife, Lady Piann, told the group that the Baron had been hunting when the raid started and returned in time to drive the lizardmen off. However, his only child and heir was slain in the raid and the Boron swore vengence on the lizardmen and followed them into the swamp.

The ranger invetigated the dead lizardmen and determined that they belonged to the Blue Feather tribe.

The adventurers entered the marsh. After approximately half and hour, the group discovered the Baron and his party. They had been attacked by a group of ceratosaurs. They were all dead and the bodies had been looted. The Baron's signet ring (which was rumored to be magical) was missing. The party decided to investigate further.

After traveling deeper into the marsh, a large group of lizardmen appeared from the bushes, but did not raise their weapons or act hostile in any manner. The party saw that this was the Brown Pelt tribe and thier leader, the lizardman Redeye. They conversed with Redeye and found out that the Blue Feather tribe had indeed raided the Baron's holdings and that Redeye did not want trouble with the humans and while he did not have any hard feelings about the Blue Feather tribe, he understood the party's position and gave them directions before he and his tribe moved of to the north.

After the run in with Redeye, the group continued to head deeper into the swamp. At one point a giant frog attacked the party, slamming the wizard with his tongue. However the wizard was to large for the frog to swollow, so it let him go. The party quickly dispatched the beast and moved on.

They eventually came to a small hill in the marsh with a single large tree and boulder on it. The ranger tried to stealthily climb the hill but was spotted and battle ensued between the party and the remainding members of the Blue Feather tribe. A few rounds later, with a judicious use of the sleep spell and some fine bow and axe work, the party had killed half the lizardmen and driven the rest off.

Upon searching the pile of "loot" the lizardmen had been splitting up, the party discovered the Baron's signet ring and a few odds and ends. They cast a detect magic and found out the ring is magical and the lizardmen leader had a magical amulet made from the tooth of a ceratosaur.

The party took the Baron's body back to his Lady and she gave them the Baron's ring as reward for bringing her husband back. They party also brought back a lizardman for the officials at Daggerford to question.

Good times.

R-
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Mon Sep 13, 2010 10:12 am
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Lore Drake
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Hey guys,

I hate to do this on somewhat short notice, but I won't be able to make the game this weekend. There was a death in the family, so I'll be flying back to WI tomorrow morning. I'm returning Sunday, but probably won't get home until just as the game is wrapping up.

All of Oakey's stats are posted on page 1.

Thanks

JB
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Wed Sep 22, 2010 4:02 pm
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Condolences to you and your family Jay.
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Wed Sep 22, 2010 11:47 pm
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Cleric of Zagyg
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Sorry to hear that Jay! Thoughts and condolences to you and your family.

Have been wanting to join this game . . perhaps I might be able to sit in and/or run your character, Jay - with your permission of course.
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Thu Sep 23, 2010 1:41 am
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Clang lives!
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My thoughts and prayers go out to you and your family, Jay.

R-
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Thu Sep 23, 2010 2:32 am
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Lore Drake
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Thanks guys. I wasn't that close to the deceased, but he is the second of my dad's *younger* brothers to pass on, so I figure I should go to support the old man, ya know? My flight arrives at 8pm Central on Sunday... just late enough to mess with the game. Sorry again.

Rhu, I can't think of anyone I'd rather have at the helm. Jump on in there
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Thu Sep 23, 2010 5:10 am
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Quote:
jaybird216 wrote:
Rhu, I can't think of anyone I'd rather have at the helm. Jump on in there



OK, thanks.

I'll try to keep him alive!
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"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax

"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth

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Count Rhuveinus - Lejendary Keeper of Castle Franqueforte

"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax

"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth


Sun Sep 26, 2010 9:56 pm
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Hmm, does maptools not run under win7?

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"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax

"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth

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Count Rhuveinus - Lejendary Keeper of Castle Franqueforte

"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax

"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth


Sun Sep 26, 2010 10:01 pm
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I think it should.

MapTool v.1.3.b63

R-
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Sun Sep 26, 2010 10:04 pm
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Quote:
Rigon wrote:
I think it should.

MapTool v.1.3.b63

R-



Yep, it seems I need to install java . . doing so now.

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Count Rhuveinus - Lejendary Keeper of Castle Franqueforte

"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax

"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth

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Count Rhuveinus - Lejendary Keeper of Castle Franqueforte

"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax

"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth


Sun Sep 26, 2010 10:07 pm
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