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And now: The Emperor!
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Hovedlandet som dere kjenner det er et kontinent som strekker seg langt, og en gammel folketale sier at det ville ta en mann et år å GÅ
fra den ene siden til den andre, men nymotens teknologi og vismenn sier at det ville tatt en mann på hest ca 100 dager med vanlig reise..
På dette kontinentet finnes mange fjell, med det "kloke" House Seraphim og griske dverger som tar seg godt betalt for de få gruvene andre raser får grave og utvinne ressurser fra.
Alvene har de fleste skogene under oppsikt og tar ofte betalt for at folk skal bruke veiene og bruene.
Menneskene er nok de som har settlet mest her og der utenfor skog og fjell, og lager byer i varierende størrelser ettersom hvor stor gjennomgang av folk det er.
Dette kontinentet skal vi kanskje komme tilbake til senere!
The Explorers of New Exford!
Sample Wilderness Pictures:
Sample Wildland New Exford1.jpg (1.73MB)
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Bakgrunnshistorie:
At around 14 years ago, New Exford was discovered, a land with temperate, tropic climate along the coast, and a slightly cooler, but calm and steady climate inwards in the land.
At first, this place seemed like any other land, filled with Pests and Vermin, scrunging and scavenging what they could from the natural resources of the land.
However, shortly after its discovery, evidence of a prestigious culture was found, a culture who had sophisticated minds, talents, and advanced skills unknown to man.
The archeological remains were abundant along the shore, and researchers soon found reason to believe that this land had once been walked by friendly giants that they named Torshacks.
The Torshacks were the dominant, omnivorous race which ruled over the land. These creatures believed in honour, strength of mind and body,
and the unique, enriching way of cultivating crystals, gems, minerals and to some extent, metals. Shortly after this discovery, search parties scouted out for opportunity for caves filled with gems, metals and the like.
Several opportunities were found, and initial digging revealed rich and easy opportunities!
Aside from the local populations of orcs, gnolls, wildlife and pirates, this land was now under House Silver's Banner.
Mining production began, the Mystery of New Exford and the Torshacks, began....
After 2 years of mining, archeological studies, and construction of base camps, settlements, and the initial raising of a castle, tremors started shaking the land..
For 1 whole week the tremors shook the earth, interrupting building processes, halting mining facilities and causing panic amongst the people.
The archeologists discoveries shone light upon this event, according to Torshack wallpaintings, these tremors were that of the earth, screaming because of their cultivation of gems and minerals.
Next came the drums, the massive drums that sounded from beyond what is now known as the "Valley of no return".
The archeologists argued among themselves, but many pleaded out for evacuation, as these drums signalled the beginning of the manhood ritual "Culling of the weak" by the Torshacks.
Some settlements prepared for war in response, and a few fled while they still had their chance.
Example of a Torshack:
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The ritual, "Culling of the Weak", was a major stampede of Torshacks.
Only a few mages who survived by flying away at the heap of battle, or cloaking themselves could live to tell the tale of the deafening thunder of these creatures hooves descending onto the settlements.
The Common Torshack stood over 10 feet tall, burly, armored, covered in crude ritualistic paint and jewelry as it barged through lines of infantry, walls of wood, and pushed down a wall of stone as if it was a barrel of water.
The settlement defenders never stood a chance, and even with mages for fire support, not one Torshack fell, and they raged across all the land, crushing in their path, enraged by resistance, crushing the settlements, toppling the castle, collapsing the mine entrances.
All along this stampede, drums bellowed throughout the land for weeks, until the sound moved back beyond the Valley of no return...
It was a massacre that few survived. Many thousands of the exploring factions died, trampled, crushed, or worse.
Archeologists were hung, researchers were staked and burned, and scholars were whipped for the grave negligence of their discoveries that came to be known in court.
A few bold archeologists, aswell as Professor, and Archmage Solus Mordin suggested that it might be possible to resume operations between this ritual, as the warning signs of their impending arrival were clear enough.
The Emperor himself agreed to this decision at the time, and put Solus in charge of the first Expedition to New Exford.
Word of this reached other allied Lords, and even a few other Houses and Clans.. If this was possible, then surely House Silver was not the only one who was going to benefit of these gemstones.
Clan Minotaur and House Fargos, busy with the Elkoss combine requested a trading agreement with the Emperor to help them overcome their common adversary.. which he granted.
House Harkonnen was quick to reveal their intent on travelling into this new land for their own purposes.
House Balefire, House Halloran, Clan Takeda, of the Silver Eagle Alliance and the Obe-Clan requested to join the Emperor to this continent.
All but the Obe-Clan offered their armies to assist, aswell as to create a functioning community, and to learn more about these ways of "Growing Minerals and gems".
The peaceful Obe clan, joined along for the insight and wisdom that the advanced civilization could offer them.
House Silver was also quick to hire the Razorwing flock to dispatch a minor wing into the new territory which would serve as their mobile army.
The Emperor feared that the harkonnen would be a dire threat to their mining operations, but he still set up a truce, a peace amongst the two. This truce would mean a cease-fire, a no-arms encounter between the alliance and the Harkonnen.
Laws were to be followed, prisoners of war were to be released, but the Harkonnen were free to roam and to mine on their designated territory.
So began the adventures of the Explorers factions on New Exford, adventurers, mercenaries, Houses, Clans and Lords made their way to the riches to benefit from them.
There was the newly appointed Emperor, of House Silver, his loyal servants followed the command of his archmage, newly appointed Lord Professor Solus Mordin into the lands.
There was Clanmaster Takeda, a loyal man to the emperor, and a humble, but inspiring man.
There was Lord Halloran, a stud of a man, bringing along his newborn son(s) and his family, the nobleman who grew his power through his superior tradeships and docks.
There was House Balefire, a highly religious house who had no love for any who did not abode to the laws of the good and omnipotent Divines.
House Balefire often split their settlements into two; those who followed the god St. Cuthbert(LN) and the Hand of the Crusaders; Heironeus(LG) (Heironeus and St. Cuthbert are the MAIN deities, but other good,lawful and neutral gods are commonly worshipped)
There was House Obe, an offspring of House Balefire and Clan Takeda, a smaller house wishing only to seek enlightenment and wisdom throughout this new land.
And last there was the House of Harkonnen, led by their Baron. This man is said to be crazy, evil, superstitious and cruel.
Harkonnen is a very different culture when compared to the others, but very little is actually known, as more of it is rumors.
Time progressed, and as time revealed it so far, this ritual "Culling of the weak" Seemed to take place over 3 weeks, every 6 years.
Research was slow and steady, initial ruin discoveries along the coast had proven to be the biggest and most intact piece so far.
Changes were made the last 2 periods the houses and lords settled and resettled, but a few thing were marked as odd...
No damage was made to the settlements when they were completely evacuated, the mine entrances were collapsed, but they were rejuvenated by the Torshacks.
Little else but mines and the nature was damaged after the Torshack rampages...
So it was deemed Safe:
New Exford!, A utopia of Mining industry, Mines are everywhere in the earth, and a clear abundance of metal and precious metals are always in store.
And not to mention GEMS! Precious Gems are literally something youll find if you just dig an inch through a rock wall!
Gems is the main reason why New Exford has become so incredibly popular despite high risks, but evacuation and relocating entire cities every 6 years
was worth the profit and valuables. House Harkonnen, being the only hostility managing to land a settlement, was not the only threat around.
House Seraphim initially wanted to place a settlement on New Exford, but due to their refusal to join Silver Eagle, they were refused, and kept at bay by warships.
House Seraphim then made a small agreement with House Halloran to "exploit" as much money as they could from the situation.House Seraphim would get to place Mending forges in their port.
Forgery and thieves, bandits and raiders, missing important legal documents and violent executions are still common.
New Exford holds lots of treasures, hardly hidden, but usually guarded by natives, wildlife, ancient guardians or the like.
Amidst the Gems and gold, we have other more intricate forms of treasure, archeological and cultural treasures belonging to the most dominant race present on the continent...
The TORSHACKS!! These monsters rarely roam the wilds alone, slaughtering anything in their way, and leaving nothing alive behind it.
Torshacks are devastating creatures, commonly referred to as hulking, armored giants 15 feet high!
When these are spotted, a public contract is immediately put up on this beasts head.
Or rather, its death, the location of its body, and to deliver its ritualistic necklace, a personal item that each Torshack seem to have. This is because they are much easier to carry.
These creatures are clearly the dominant species, but seem to have their dwellings elsewhere.
In the midst of conflicts stand our Mercenaries, taking contracts from whoever pays the most for their time.
There are many kinds of Mercs, but most usually starts off as a hotshot or lone wolf in their own field of expertise.
Noone really forms a group unless they have to or really trust each other, although sometimes you get placed into a group, varying in size to better approach certain tasks.
Mercenaries thrive here, as they have no real affiliation with a certain Lordship or House, they can enter and exit any city they like without concerns of being persecuted due to their
affiliation with another Lord or House. Mercenaries are viewed upon as "Only as loyal as how deep your wallet is".
a few common sayings between mercenaries go as such:
"If youre good at something, never do it for free!"
"If you dont get paid beforehand to save someoneones life, get paid when theyre dead.."
"A loyal man is a loyal man, until he stops getting paid."
"People can be bought, and some people can be bought again."
Mercenaries in this world also have a high death rate, high upkeep, but bring in loads of cash very fast, and pump the citys economy skyhigh.
Needless to say, as a result of this, Peasants are the ones who hate Mercenaries the most!
You are such a mercenary, and you are an experienced one at that, you know that no city guardsman will try to pin his otherwordly laws on someone who has no affiliation!!
You are more then capable to defend yourself, aswell as subdue a meager city guard with a blank threat.
Your skills have led you to the top of the rogue mercenaries, often joining up with a few select others to carry out a contract beyond your capabilities alone.
You have worked with several of the other Lords, but usually your Contract giver "Captain Hills" in service to the Emperor has the best pay and intel.
If it is anything a mercenary hates, its walking blindly into a trap, ambush, the wrong cave to clear out, or straight into a hotzone.
This is the second time for you on New Exford, and things are just beginning to settle in with contracts, resuming mining operations, scouting terrain...
It was a long sea voyage here, and after some weeks of trading at the Docks of Halloran IV, you feel like youre ready to get started for some serious business.
A courier dispatched by Captain Hills got your attention at the docks, and it seems like he wants you to meet him in the barrack's office.
"Greetings Mercenary, you, and 3 others chosen by me should team up at Halloran IV before making your way to my quarters in Feathermoon Barracks.
These Teammates are trustworthy, handpicked by me, and approved by the mercenary guild to form an elite squad.
You will receive your badges about 10 days from now, but i also have more news for you 4.
You are going to become one of Jauffre Hills esteeemed Merc squads.
Jauffre, my brother, has recently set up his new office in Feathermoon, and he will become a contractgiver for you, i need not tell you how great this honor is.
- Captain Marcus Hills [Feathermoon Captain]
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Dere kjenner til Jauffre Hills som en meget dyktig og klok politiker med en del makt.
Jauffre Hills:
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Event: Eradication Day or E-Day
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For 3 år siden, tilbake i hjemlandet, så brøt det ut Necromancers overalt i landet kontrollert av House Silver.
Disse Necromancerene hadde lenge vært kjent for å praktisere necromancy, som da var en kontroversiell, men lovlig skole med magi.
Eradication Day kom helt overraskende og tok mange småbyer med en storm av zombier, ghouls, og skjeletter.
Hæren av de døde vokste hver dag, og det var mange blandt House Silver, og de Keiserens Allierte som begynte å tvile på hans makt.
E-Day ble en dag hvor nesten en tiendedel av riket til House Silver ble overrumplet, slaktet og desekrert.
E-day ble ledet av de to største Necromancerene i den tid;
May "Filgot" den råtne, og "Erundur" the Soul Trap.
"Filgot", en kvinne som hadde holdt seg i live med necromancy etter et dødelig bitt fra en Rozhosh("Ros-HÅSH", En sjelden krystallslange)
"Filgot" hadde tydelige tegn på at hennes kropp var halvt død.
"Erundur" the Soul trap, den fryktede Orkenecromanceren som lenge tørstet etter makt. Erundur sin makt virket mindre og ubetydelig i flere år, men mange mistenker at han
fanget sjelene og styrkene til ofrene sine og "tappet" de på små flasker slik at han kunne konsumere alt på en gang.
Like før E-Day så må Erundur ha konsumert alle disse sjelene, eller verre.. Erundur vokste til ti ganger sin egen størrelse, og hans fysiske krefter økte kraftig, mens hans magiske ikke like mye.
Det gikk også rykter om at Erundur hadde besøkt Filgot like før E-Day, for å gi henne noe tilsvarende.
"Filgot" muterte og vokste til flere ganger hennes originale størrelse, og muterte til en stor sekk med kjøtt og blod. En blasfemisk skikkelse, en siste hånelse av gudenes naturlige skapninger og deres gave til menneskeheten.
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Disse to var sammen en fryktsom makt som både hadde styrken og intelligensen til å trekke over en kvart del av Keiserens rike ned i mørke.
Magien deres overveldet byvaktene og den lokale militsen, og Erundur gikk rett til den nærmeste Storbyen etter å ha testet ut sin nye styrke.
Denne lumske kjempen av en ork, nå nesten 20 meter(65ft) høy trampet i hjel krigshester og mennesker, knuste tårn med nevene sine, og skrev over bymurene.
Mercs ble rekruttert så snart nyhetene om dette nådde Keiserens menn, og Hærene ble mobilisert.
Erundur ble forsøkt assassinert, nedkjempet både med fysisk og magisk makt, men ingenting så ut til å klare å ta han ned.
Filgot ble forsøkt assassinert, og nedkjempet men så ikke ut til å ha svake punkter i den pløsete kroppen hennes, og mange måtte ty til retrett.
Filgot ledet bakketroppene, og den store pløsete sekken med kjøtt som hun nå hadde mutert til dro seg langs bakken sammen med troppene for å angripe en storby
nærmere metropolisen til House Silver. Underveis her ble troppene angrepet av to geniale ledere, alven Alairic fra the Vagrant Pack, en geriljamester som utførte hit and run taktikker for å
splitte troppene og korporal George Hills(Sønnen til Captain Hills), som ledet bakholdsstyrken som sperret inne troppene til Filgot.
George Hills selv ledet disse troppene som blokkerte veiene ut av bakholdsfellen med skjoldene sine, mens alvene og bueskytterene hans og Alairic gjorde skaden.
Filgot, treg som bare det, klarte ikke å bevege seg raskt nok til å rekke fram til angriperene, eller å flykte, og ble slaktet av et massivt regn av piler.
Med mange døde soldater, så valgte George og Alairic å unngå å sende folk inn til en nytteløs død når Filgot ikke hadde mulighet til å angripe dem på rekkevidde.
Hans Far var enig med hans besluttelse, og stolt over sønnen, som fikk en erkjennelse av keiseren selv for sitt heltemot.
Erundur's fall er godt kjent, og en interessant historie. Akkurat hvem som hadde en slik magisk kraft til å ta ned denne kjempen er uklart,
alt som er kjent er at denne skikkelsen ble sett svevende i luften mens Erundur ble dekket med flammer, og til slutt måtte gi tapt mot flammehavet.
Erundurs magiske krefter klarte ikke å måle seg mot denne svevende skikkelsen, og hun var for rask til å bli truffet av stein og trevirke han desperat slynget opp mot henne.
Den svartbrente kroppen til Erundur ble funnet liggende i byen, og en Rødhåret kvinneskikkelse ble sett sirklende over byen før hun forsvant mot horisonten.
Etter at lederene for necromancerene var døde, så forsvant og splittet resten av necromancerene seg, og dette opprøret var ansett som ferdig.
Byene ble brendt og forlatt, og disse stedene er nå som mørke sår i det ellers fine og frodige landskapet i denne delen av landet.
Som følge av dette, så ble necromancy bannlyst, ulovligjort og forfulgt.
Nesten et år med forfølging, hatkriminalitet mot tilfeldige mistenkte necromancers og holocaust fulgte E-Day.
Ved en fullmåne, så ble en assassinering forsøkt utført på Archmagen Solus Mordin. Forsøket feilet fordi Solus, den årvåkne archmagen hadde sikkerhetsspells til akkurat dette.
Snikmorderen var en mistenkt necromancer, men han greide å komme seg unna den kvelden, og ble senere hengt og brent for assassineringsforsøket.
The Cult of the New Moon:
For mindre enn et år siden ble det kjent at en såkalt kult eksisterte, med de siste Necromancers sammenslått.
En Necromancer kult, ikke mye er kjent om disse, siden de holder seg skjult mesteparten av tida.
De har stjålet visse objekter fra museet i New Exford og i hjemlandet, men de slår nesten aldri til med store grupper.
Målrettet virker de, men hva målet deres er, og hvor de skal utføre det, er helt ukjent.
Mye propaganda og rykter flyter rundt i byene om disse gærningene, men Byvaktene sier de har bedre ting å foreta seg enn
å spore opp en haug med wack-O's som stjeler tavler, vaser, diverse mindre verdifulle ting her og der.
Kulten har også, ifølge byvakten, aldri drept ett eneste medlem, men rykter i byen sier motsatt.. MANGE Rykter i byen sier motsatt.
Knowledge (Local) sier mye rart og interessant for tiden.
Cultistene fra New Moon går ofte i Mørkeblå kapper med Hvite detaljer, og har ofte lysende øyne, blå eller hvitaktige.
New Moon Cultist.jpg (80.2K)
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PRACTICAL INFO::
Lover:
Forfalskning av dokumenter er en alvorlig(+/-) forbrytelse, og kan også bli sett på som spionasje
Spionasje er en veldig Alvorlig forbrytelse som kan føre til husarrest/slavearbeid/henging..
Pickpocketing: Verdi og target, og evt om dette er gjentatt forbrytelse.. Bot, pisking, slavearbeid.
Mord: mest sannsynlig Slavearbeid i X år eller muligens en HEFTIG bot..
Trespassing: Bot, bannlyst fra området, evt slavearbeid hvis gjentatt forbrytelse eller mistenkt mordforsøk.
Angrep er alvorlig, men avhenger sterkt av hvem som angriper hva.
En bonde mot en bonde er fair deal lavtstående mot lavtstående.
En adelsmann som dasker løs på en bonde blir kanskje bedt om å slutte av en vakt.
en Merc som angriper/slår til en:
Adelsmann kan vente seg en stor bot, stor sjanse for fengsel, og hvis skadene er store, henrettelse eller slavarbeid.
Commoner kan vente seg en bot, advarsel om fengsel hvis dette gjentar seg..
Bonde så vil vaktene vite hvorfor, men vil som regel ikke bry seg mye.. advarsel om Bot er som regel det vanligste.
Gjentagelse av straffbare handlinger vil gjøre dette verre for forbryteren.
Slavarbeid betyr som regel at forbryteren må tjene i gruver langt unna i et par år til resten av livet...(!)
Lyving, Uærlighet, dårlig oppførsel, fører ikke med seg mye konsekvenser annet enn en liten bot her og der.
Dette avhenger av situasjonen, lyving eller å daske rundt en bonde kan føre til en liten advarsel hvis en vakt i nærheten ikke har bedre å foreta seg.
Daske til en adelsmann kan føre til en større bot, lyving kan føre til litt fengsel, dårlig oppførsel kan få deg bannlyst fra hans land og områder og/eller bot.
å Daske til en commoner, som f eks en tavern wench kan føre til en bot på 100gp, og taverne eieren har alltid muligheten til å bannlyse deg derfra.
Å avgi falskt Vitnemål under ed er veldig ILLE, men tar også situasjonen i betraktning.. Dette kan gi Bot, og/eller fengsel.
I noen tilfeller kan du alltid dømmes til slavearbeid.
The Houses and clans known to our Companions in this world are as follows:
House Silver - This is the House of the newly "appointed" Emperor.
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Previously called The Angelic Hero, the Emperor brought together 2 other Houses and 1 Clan to form the Silver Eagle Alliance.
The main purpose of the Silver Eagle Alliance is to explore New Exford in search of treasures and artifacts, aswell as combatting the threat
in the Homeland; The Elkoss Combine.
House Silver has allied with:
House Balefire
House Halloran
Takeda Clan
House Silver has also offered assistance to the Obe-clan, but Obe-Clan is only a small clan with no intent for war, only enlightenment and understanding.
Obe-Clan also takes to reason, as they will accept assistance, but will not attack or aggrevate/provoke assaults from any other factions.
In return for military assistance(Should it be needed), they share their knowledge, cultural findings, and humbly welcome travelers of the Silver Eagle Alliance and mercenaries.
Origin Bonus: +1 on Will saves, Improved Unarmed Strike
+ Moderate Social Acceptance in the Silver Eagle alliance, strong reduced social acceptance with Harkonnen and Greatly reduced acceptance from Elkoss Combine.
The Factions IN New Exford are:
Clan Takeda - Ally
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Although not very hostile or aggressive, Clan Takeda has agreed on an alliance to combat the vicious Elkoss.
The Takeda clan holds very little interest in material goods, but value the art of war aswell as the arts of culture and life.
Clan Takeda has versatile warriors, a powerful economy and good morale even for their lowest class citizens.
Those of House Takeda have an "asian" appearance.
Cannot Originate from Clan Takeda
House Balefire - Ally
Sample city Balefire.jpg (1.56MB)
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This House holds many religious fanatics, zealots, and crusaders.
Without a doubt, religion is held with high esteem and prestige.
Clerics, Paladins, strong-willed and highly religious people are common from this house.
Those of House Balefire usually have tattoos dedicated to their gods, almost always have earrings and other jewelry, and often have ritual scarrings.
The two main Deities of Balefire are Pelor(NG) and St. Cuthbert(LN). The high justicars devoted to these two serve as a a neutral to good Jury.
Origin Bonus(can not be Chaotic): +0.2 Faith, Strong Religious Symbol. (All of Balefire have earrings and holy symbols of one of their gods, to remove these is a sign of disrespectful blasfemy)
House Halloran - Ally
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This House holds power over the Sea, alot of the coastlines in both New and Old Exford are covered with ruins, reeves, mountansides and worse.
This usually makes it unfitting for proper Docks and trading ports. House Halloran has the best ship designs by far, experienced sailors,
Fast ships, hard ships, and fancy ships.
House Halloran trades with all factions they can by sea, and also control alot of caravans. House Halloran runs a tight ship, high security. Halloran's are usually skilled sailors and Guardsmen.
Origin Bonus: +4 Profession (Sailor) OR Profession (Security) OR Craft (Woodworking), Can attempt Knowledge (Architecture) untrained.
House of Harkonnen - Neutral/Unfriendly
Sample City Harkonnen.jpg (175.54K)
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This House contains the least culture and arts one can imagine, going with the sense of practical design above all else.
House Harkonnen seem to be enemies with the Elkoss Combine, and keep them at bay from their territory and desert lands with patrols and garrisons.
Red hair, bushy eyebrows and stained lips of various colors are common among harkonnens.
The Harkonnens are the only ones with known settlements in the deserts in New and Old Exford.
The only reason seems to be the mysterious substance known only as "Spice", from which they generate many products.
The Harkonnens are very protective of this substance, and will guard it with their lives, but also buy anything they would come across in a heartbeat.
Harkonnens are not very friendly towards outsiders, or known defectors as they believe highly in keeping their advanced technologies and industry a secret.
Origin Bonus: +1 Initiative bonus, Social Acceptance with Harkonnen(unless known defector), reduced Social Acceptance with other factions.(Although Mercenary..)
Obe-Clan - Friendly/Ally
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The Obe-clan is a smaller group of people from all clans and houses, most come from Balefire and Takeda, but they all share one goal: Enlightenment.
Obe-clan studies art and culture, less about technology and more about philosophy and creativity. In New exford they always strive for their enlightenment, and value their research on Torshack culture, arts, and knowledge. Any such findings are openly shared to anyone who wishes to know. Obe-Clan has minimal production facilities, but many researchers, artists, craftsmen, and scholars.
Origin Bonus: +2 bonus to 3x skills from the list: Craft(common materials), Knowledge (All available)
Razorwing Flocks - Mercenary (Hired by House Silver)
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The Razorwing Flocks are the flocks of Raptorans present in New and Old Exford, and they are adaptable and moveable army, which is positioned at strategic locations by their contractors.
The Razorwing are very selective of their clients, and will not work for The Elkoss Combine or House Fargos or the Minotaur clan.
They work in long term, to whoever can offer steady pay.
The Razorwing are bred for war from birth, every citizen is a capable warrior, and as they are provided with food and payment, no peasantry is needed.
The Razorwing are a strong ally with Lord Takeda and his clan as his bloodline is suggested to be an offspring of their First Patriarch.
Razorwings often let their best and force their worst students to go on something called a "Pilgrimage", where the promising student is free to take up his own way of serving the Flock,
the Forced student must work hard and strive. But, these students are sendt off to recover 3 things of great value to the flock, once retrieved, they are free to return.
Origin Bonus(Must be Raptoran): +2 Initiative, Pilgrimage(as described), must keep up to recent news regarding their flock, must answer "Call to arms", and they must sacrifice items of great value to the general flock.
The Factions NOT present in New Exford are:
The Elkoss Combine - Main Threat - Is a rival alliance created long ago by the Elcor, and now they have weakened the other factions keeping them at bay, and are breaking out.
The Elkoss Combine seek to conquer the lands of Old Exford, and now they have begun their skirmish.
The Elkoss Combine are powerful, but do not have allies elsewhere, so the Emperor has pleaded with other factions to join him to cleanse this threat.
The Elkoss are advanced, with powerful technologies and powerful magic at their disposal. The Elkoss are Archenemies with House Fargos and the Minotaur Clan.
They will go to great lengths to see to their demise, and according to the emperor, they will do so before attempting to scour the land.
The Elkoss are almost across the vast continent, opposed to the House Silver.
Sample city Elkoss.jpg (267.75K)
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Do'Rvi tribes - Neutral (Hostile in New Exford)
Orcs/Ogres
Nomadic Orc tribes that travel both Old Exford and New Exford.
The Orcs in Old Exford have grown accustomed to the civilizations, and are generally friendly and sociable.
The Orcs in New Exford however are wild and uncontrollable and so, generally very hostile.
Origin bonus(Orc blood): +2 Survival and Track as bonus Feat, but reduced social impressions due to Orc/ogre lineage.
Elven, Lesser clan/house/tribe - Neutral - Friendly
Travelling elven tribes are common
Origin bonus(Elven blood), Choose 1:
Elf Scholar: +1 to all knowledge skills, all knowledge skills become class skills, regardless of class/multiclass etc..
Elf Trader: +3 Profession(Trader), +2 Appraise. Can attempt Knowledge Nature unskilled.
House of Fargaos - Neutral - Friendly
Sample City Fargaos House.jpg (407.28K)
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This house holds many strong warriors, often in heavy armors.
House Fargos holds the finest melee warriors, along with their ally, the Minotaur clan.
They favor war above all else, with little economy but a decent level of culture and economics.
House Fargos is Unfriendly with House Seraphim due to a recent disagreement regarding their mining contracts.
Currently, House Fargos battles the Elkoss Combine, and keep an eye on the Harkonnen.
Origin Bonus: +4 on all Bull Rush and Breaking down doors, Can not be Psionic, stigma towards psionic characters.
House of Seraphim - Neutral
Sample City Seraphim.jpg (25.29K)
Antall nedlastninger: 3
This house is closely tied with the native Dwarves clans, as they "share" mountains.
Seraphims rarely share anything, as they demonstrate by charging taxes from the few mines on the outer reaches of their territory.
To a member of the house of Seraphim, profit is almost everything, and they hate profit-losses, deficits, and red numbers.
Few become mercenaries due to the risks, as Seraphims hate risks, wars, and profit-losses.
The Seraphim has an incredible amount of wealth, and serve as a valuable ally only to Halloran as they export their goods.
Seraphims are very strict, and do not allow outsiders to walk alone in their cities and areas.
ANY unauthorized Spellcasting within their boundaries can result in immediate execution by a Seraphim city official.(Justicar,Guard,lawyer,judge,paperpusher...)
the Seraphim are ruthless and cunning. House Seraphim borders with the Elkoss combine, but their superiour position has given them far too much losses.
Origin Bonus: +2 Intimidate, +2 Profession (Trading). Little social stigma: ruthlessness and materialistic.(Not so much concerns for lives)
Melkor Tribe - Hostile
The Melkor are black, strong, vicious and brutal Ogrekin, these brutes are caught in the middle of Fargos, Minotaur, and the Elkoss.
Their current standing is unknown, but a few years ago a bloody battle was fought with the Minotaurs, Elkoss, and the Melkor.
One piece of strategic land was the objective which led for the struggle, and the Minotaurs ended up holding the contested objective.
The Melkor have always been aggressive, but has never had the power the break through their confined borders.
Can not originate from the Melkor Tribe
Minotaur Clan - Neutral
Sample City Minotaur Clan.jpg (2.59MB)
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The Minotaur clan are stronger and bigger then the House of Fargos, by land and manpower and size.
They are the fiercest warriors, and many prefer melee weapons, but more ranged units exist then the Fargos house.
They are also VERY distrustful of strangers and anyone who dabble in magic, psionics, unexplainable events, even plain alchemy..
The Minotaurs value war, art of war, their decent economy, and their adequate technology level, providing them with strong walls and keeps.
Origin Bonus: +2 to all strength checks, Social: Viewed as strong and capable warrior... Can not use any magic or psionics, HATE Magic, psionic, alchemists, etc etc..
Vagrant Pack
The Vagrant pack is a group/pack/gathering of warriors who wish to prove themselves for the ultimate challenge in physical combat.
They are criminals, military veterans, experienced mercs, and just about everything you can think of.
Few live long, but they fight heartily as guerilla forces, ambushers, flanking troops..
They are, to the Fargos and Minotaurs, free Mercenaries, to be used and expended.
Can not Originate from the Vagrant pack. (Once you join, youre in it for life)
(My little) Crit chart: (X= ORIGINAL Crit multiplier of weapon)
100: Roll again, Double Effect >
93-99: Head: +100% / +150% / +200% dmg, not multiplied.
88-92: Throat:: XD3 Constitution DMG + Stun/Daze
82-87: Left shoulder
76-81: Right shoulder:: -X to hit, all attacks if using this arm, Concentration DC's +2X, half shield bonus if appliccable.
70-75: Left hand
64-69: Right Hand:: -X dmg on melee dmg rolls, -X on ranged attacks -3X on opposed rolls to avoid being disarmed (Chained Gauntlet reduces this to -4) Concentration DC +4X
55-63: Left lower arm
46-54: Right Lower arm:: -X dmg on melee rolls, -2X on opposed rolls to avoid being disarmed, Concentration DC +2X
36-45: Left upper arm
26-35: Right Upper arm:: -(X+1) on melee and thrown weapon attack rolls, -X on attack rolls with bows, Concentration DC +X
14-25: Left leg
2-13: Right Leg:: -X AC (Dex/Dodgebonus) -X reflex saves -2.5X ft movement
1: Critical negated!! :O :'(
New tactics/Mechanics etc;
Perk Picture.jpg (187.66K)
Antall nedlastninger: 5
Trading:
By spending a day, a week, or maybe even a month at trading you can find someone who is trying to get rid of something that youre looking for!
not always exactly what you wanted, but something close.. and generally more useful then the crap youre trying to get rid of..
Here, depending on the amount, various potions are usually offered as "Sweeteners" to the deals, or offered up against gems, or even gold.
Many people do this for a living, and they are always in need of gems and potions, as these are smaller bits and pieces which can more easily be traded off for gold or platina(Hard currency)
Bags of thousands of gold are a very rare sight, but someone with a bag of 500ish gold or even 500 platina is something you might come across from time to time..
Swarm flanking:
When flanking, additional pairs of units flanking give an additional +2 bonus to AB
(+2 when flanked by 2 PCs, +4 when surrounded by 4 PC's.. up to +8.)
Morale:
If things go bad, we run...
Positive Morale; Driving Force, glory, honour, valiance..
Negative Morale; Outnumbering, party member death, broken formation,separation,failing saves repeatedly,betrayal,
Called shots(Magical attacks can also do this if they require attack rolls):
Youre able to target a specific body part, but sacrifice a bit of your attack roll to do so.
-4 to hit and to confirm critical hits, but if you crit, the chances of hitting the targeted part is 20-50%.
Depending on the original size.
Sniper shot/Sneak attack shot:
When using a bow/crossbow, you can spend 1 full round action to FOCUS, to then gain 50% of your BAB as addition bonus to your ONE attack roll next round.(ONE shot, Counting as 1 fullround action that turn!) This attack requires that your target is not aware of you aiming at him,
If you have any feats that provide any kind of archery bonus, you may add +1 for EACH such feat.(Point blank shot, far shot, weapon focus(Longbow->longbows) etc..)
If your target is completely unaware or not in combat, or frozen somehow, you may add an amount equal to twice the amount of sneak attack dice you roll.
Magicians code:
Arcane mages may use the prestidigitation(småtriks) spell once per day for each 2 Caster levels they have.
Divine spellcasters devoted to Good may use Heal minor wounds once per day for EACH Caster level
----"--- Devoted to Evil may use Inflict Minor wounds ----"---
Neutral Spellcasters may choose when they begin play as a Divine spellcaster.
(These heal minor wounds count as a supernatural ability)
(This is commonly used to stop bleeding, heal peasants/children.... Torture, scare tactics, and to destabilize patients recovering naturally from wounds)
Postpone death(su);
Divine spellcasters capable of casting this must temporary sacrifice 4 constitution points(Returning 1 pt each night of rest, 2 for a full days rest)
in order to cast this "spell" as a supernatural ability.
Is a 3 fullround action cast spell, at the end of the spell, a rare diamond held aloft, worth 1k GP crumbles, and a character at touch range is considered to be held in the clutches of a god.
Light beams from the gem as it crumbles, and the target of this divine sacrifice lights up.
The character could be dead for as much as 1 minute/10 rounds before you begin casting, and if cast successfully, the spirit of the body will return slowly over the next 24 hours. A priest similar to the caster or the caster himself may pray for a quicker return of the target.
Perks (1 perk awarded each 6th CHARACTER LEVEL):
General Perks:
Harkonnen Inquisitor Initiate(Tattoo, select body location.):
+4 Bluff and Intimidate, +8 bonus(additional) to Interrogation rolls, Minor Intimidating presence reducing morale for Humanoid enemies who recognize this symbol.
Few unique options when dealing with Law officials and criminals.
Feathermoon Inspector(Badge, Lawful):
+2 Search,spot,listen,sense motive,gather information,bluff,diplomacy.
Criminals try to avoid you, and you unnerve criminals who have something to hide.
Hard to Kill(Positive Dex,Wisdom,constitution):
Once per session, any attack that you are able to parry or block or dodge that would reduce you to -1 or less hp
will instead place you at 0 hp. When at 0 hp, you can choose whether to fall unconscious or act as disabled.
You also receive a reflex save vs all critical hits against you, however, this save range from VERY hard to hard to pass.
If this save is successful, the critical hit becomes a normal hit instead.
Foresight:
You gain a whopping +6 on Initiative checks, and +4 on resisting Combat Bluffs and a +2 on reflex saves vs doortarps
Inspirational leader(minimum +1 on each: cha/wis/Int bonus):
Increased party morale, Leader can regroup/inspire the group once per day to avoid falling back etc.
+1 on saves, additional +1 on saves vs fear, morale etc..
Choose 1 of the following:
Improved bard song, +0.5 Faith if Divine spellcaster, +1 Bonus Feat(warrior) if appropriate class,
+1 Bonus Feat(Mage) for Arcane casters.
Lootcrazy:
+5 on all appraise checks, Better Deals when trading.. Can make a 1 fullround action appraisecheck.
+4 on Search checks related to Loot and Valuables.
Mark of the ROCK(+2 Con bonus):
+2hp pr level.
Retroaktiv og futuritum-aktiv etc..
Mark of the Mongoose(+2 Dex bonus):
+1 AC immediately,
+1 AC pr 4 lvls, Dodge bonus.
Blessing of the Unicorn:
+5 on checks to penetrate spell resistance
+2 spellcraft
Blessing of the Pegasus:
+5 ft movement, +5 jump(aside from jump bonus by higher speed)
If you have a flight speed it increases 2 times in maneuvrability
Obe-clan's Enlightenment:
+Reputation with Obe-Clan
+1 to all saves
+2 bonus to 4 chosen skills
Combat specific:
Defensive Warrior:
Double the bonus to AC when you use Combat Expertise.
(Max +10 this way)
Flexible Fighter:
+2 AB with all Simple and martial weapons, only -2 with all unproficient weapons.
You also gain the Improved Unarmed feat.
Master of Weapon X:
When wielding your weapon of choice, add: +1 AC if Light, +2 AC if onehanded, +3 if Twohanded (Parry/Dex) +2 to hit, +3 if onehanded, +4 if Light.
If you use this weapon while wielding two weapons you gain this AC bonus once, and the AB on your mainhand weapon.
You cannot choose any ranged weapon for this perk.
Two weapon specialist:
Choose TWO kinds of weapons, when wielding these TWO together, you gain a +2 bonus on: AC(Parry/dex)
and +2 to hit, and +2 on opposed Bluff, disarm, sunder, trip.
Deadly Precision:
Choose a weapon, you gain +1 to the crit range(this increase will not double with Keen etc)
and you get a +4 to confirm criticals.
Precision targeting:
This Perk will put you at +2 to confirm criticals when you declare a called shot.(+6 bonus to confirm criticals)
You also have a greater chance to hit your targeted area
Bow specialist:
+3 AB with bows
Crossbow Specialist:
+3 AB with Crossbows
Ranged specialist:
You may now attempt Bluff, disarm, trip, and sunder with ranged weapons, and you also do not provoke an attack of opportunity in melee combat with a bow vs 1 opponent. You do not have to shoot at this opponent, but if there are more then one opponents in close combat with you, only 1 opponent misses his attack of opportunity.(Your choice on who misses his AoO)
Master Ranger(Manyshot feat and Far shot):
The Penalties for your manyshot is as follows: 2 arrows: -2AB, 3 arrows: -3AB, 4 arrows: -4AB.
In addition, your point blank range of your point blank shot feat is increased to 50ft.
You also ignore the first
Patient Killer:
Your Snipershots allow you to add your BAB to your dmg bonus. the amount of sneak attack dice you would roll are added as dmg bonus aswell.
Deadly aim:
Your crit range with your chosen Bow is at +2, (18-20 for Longbows/shortbows, and 17-20 for crossbows)
Additionally, you gain +4 to confirm criticals.
Sneak attack specific:
Combat rogue:
Everytime an enemy misses you in melee combat, you can make a free Bluffcheck vs that target. Max once pr enemy each turn.(a successfull bluffcheck makes your opponent Flatfooted vs you next round, giving you sneak attack)
Precision rogue:
The minimum value of sneak attack dmg and certain similar effects equals 3 on each dice. (10D6 would give a minimum of 30 dmg)
Magic specific: (Necromancy banned)
Elemental path(Arcane):
Choose one of the elemental kinds: Water/Ice, Fire, Electricity, Earth/Acid, Air, sonic, Arcane/magic/force, Void...
You can now configure all Damaging spells to this type.. Example: a fireball can become a Frostball and do Frost dmg instead, which wont set half the village on fire....
Or, your Chain lightning can become a Fire serpet instead, which WILL set the entire village on fire!
However, when you do this, you can not take ANY other damaging type. You are locked to this kind of damaging spell type.
You also receive: +2 to defeat enemy spellresistance with your dmg spells, +1 CL on your damaging spells. +1 spell DC vs your damaging spells.
Spellcaster Deluxe:
Wizards may not specialize, but gain +1 spell learned everytime they reach a new spellevel and +1 spellslot of all levels, +1 CL
Sorcerers and spontaneous casters know 1 additional spell per level. +1 CL.
Divine Servant (FULL Divine spellcaster, Deityspecific etc)(RP)(Max 1 pr gruppe):
You are serving your Divine Deity to your fullest!
You pay your tribute, spread the good word(if the Deity wishes)
You gain 1.5 Ranks of Faith, and::
You sometimes speak to your Deity, and sometimes, sometimes you get coded messages in return.
When the DM Calls for it, you can make a Listen/Search/Spot + a Sense Motive check to read the signs of your God.
Most of the time, this leads to safe routes, avoidance of scams, warns you of dangers nearby or coming your way.
This Perk may also lead you to treasure, an excellent ambush site, guide you in the general direction of your target.. etc..
Psionic Specific:
(Her er det ingen atm siden ingen spiller psionic characters med power points/powers, som jeg så var en stor del av psionics.)
(*Som da ikke er HELT classpecific)
Suggestions are welcome hvis noen planlegger en..
Karakterlaging etc:
Starting gold: 15k, Shared adventurer pool: 2k
Når det kommer til starting equipment, så kan dere kjøpe standard potions/scrolls,HEALING WANDS, +1 eller +2 magical arms and weapons for indicated cost..(dvs BARE +1 eller +2 to hit og dmg bonus.. ingen flaming/bane/arrowcatching etc).. Men skal dere ha noe spesielt som wondrous items, eller lignende, så si ifra, jeg skal gjennomføre en kjapp "Trading" sequence for hver av dere..
Husk at dere også "må" ha hest med mindre dere har spells for lignende..
Pris for spesielle materielle typer weapons and arms, pris for hester kommer nå med en gang, etc..
(Light material for + to hit, higher density for + dmg...)
Titansteel weapon Alloy:
Weapons: +500gp/lb (From original weight)
+50% weight (added after cost has been calculated)
1 handed Weapons add 1.5 times your strength bonus to dmg rolls,
2 handed weapons add 2 times your strength bonus to dmg rolls.
22 hardness, 30 hp pr inch of thickness.
Heavy Armor: 300gp/lb (From original weight)
+50% weight (added after cost has been calculated)
Damage reduction: 2/Titansteel/Black pearl alloy
Black Pearl Alloy:
+1500/+3000/+6000 (Light/onehanded/twohanded)
+1/2/3 Void dmg
+100% Item Weight
Hardness 17, 25 hp pr inch of thickness
Alumina weapon Alloy:
+600gp
-20% weight
+1 AB
10 Hardness, 19 hp pr inch of thickness
Vextin Weapon Alloy:
+1100gp
-50% weight (after cost etc)
Onehanded weapons count as light (NOT Bastard sword)
+2 AB
8 Hardness, 15 hp pr inch of thickness
Acidstone Infusion:
+2500 gp
Inhibits magical enchantments, making them useless.
Smelts together with original weapon
+1D6 Acid dmg
Does not count as a magical enchantment.
Hardness: -1 HP: -2 pr inch of thickness.
Nargacuga Leather/Hide armor
Light Leather armors: +1 AC, -5% Arcane spell failure
Padded: 2k, Leather: 2.5k, Studded 3k.
Hide(4k): +2 AC, -5% Arcane spell failure, +5 lb weight
if you fail to cast your spell for any reason, you take 2D6 Electrical dmg
Gives 1 electrical dmg to all attackers except from arrows or bolts.
(melee weapons, magic beams, and magic melee touch attacks count)
"Do not wash, or get into contact with water."
Pony: 40 gp (.......)
Light Horse: 120 gp
Heavy Horse: 350 gp
Warpony: 120 gp
L. Warhorse: 280 GP
H. Warhorse: 700 GP
Horse Barding er standard cost. (Det finnes haugevis med blacksmiths, og mye mindre Hesteoppdrettere)
Det finnes også mere eksklusive hester, men dream on vesle mercs!
For References:
Iron/Steel: Hardness 10, 30 hp pr inch of thickness
Mithril: Hardness 15, 30 hp
Adamantine: Hardness 20, 40 hp
Changes/adds:
LANGUAGES: 1 bonus Language known per +2 Int bonus!(ikke per +1 int bonus)
Dynamitt/Fire Powder:
Harkonnen har oppfunnet disse, men oppskriften blir hemmeligholdt av de få utenom Harkonnen som kjenner den.
Restriktivt, man trenger tillatelse fra en Offiser fra Keiserens ytre sirkel for å bære og å bruke dette.
Dette kjøpes fra Harkonnen, og de vokter over sine hemmeligheter nøye.
Hver last med dynamitt voktes over av en (Gal) Harkonnen vakt som vil selv detonere Dynamitten og ta sitt eget liv enn å risikere
en eneste kubbe i å havne på et forskningslaboratorium i en annen faksjon.
Profession: Trading (Gjør at du klarer å forhandle fram bedre deals med trading. (synergy: +2 Diplomacy ved eiendommelig oppgjør etc.. +2 bluff for å få et objekt til å framstå som bedre.)
Necromancy spells, og nesten alt som har med Necromancy og undead å gjøre er ulovlig. (TURN undead er helt lovlig) (Se Eradication Day Event)
BANNED (Ikke tilgjengelig etc):
Item creation feats som ikke er wands/potions/scrolls
Raser som kan shapeshifte (Spells og supernatural abilities som f eks wild shape fra classes er lov)
Leadership feat (Dere, og nesten alle er MERCENARIES! :p)
Races med level adjustment/ECL/HD etc..
Evil alignment Player characters
Mutasjons classes (classes som endrer kroppen din, gjør den unaturlig etc)
De fleste reroll items og feats
En del magic items fra magic item compendium, tviler på at jeg kommer til å lese igjennom alt og krysse av.. så spør!
Har jeg glemt noe? Suggestions??.. QUESTIOUNS?
Bearotaur?
Bearotaur Creature.jpg (45.24K)
Antall nedlastninger: 7
Dette innlegget er endre av Bronyard: 02/04-2012 - 13.43

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