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Waargh!
2009-08-27, 09:01 AM
Here is some information of the world

Landscape of the world
There is one main country in the world. It is called "Arhi", meaning the beginning. Its capital is the the Great City, which lies in the centre of the country. In the centre of the capital the Great Castle exists. There are the Emperors that rule the world. Around the main country there are various smaller countries, each under the rule of the Emperors.
There are seas in the world but all the known ones are inland.
So imagine a huge piece of land in which a lot of countries exist. The main one, Arhi and a lot significant smaller ones. Around the space where civilization exists there are mountains, some covered with ice and clouds, other with lava and smoke. Or chaotic deserts which only fools and the dead pass. In a few words terrain that no civilization can prosper. Not tottaly impassable, but only done by few brave fools.

Heaven and Hell
Up in the Sky there is Heaven, known as the land of clouds. It is a place of harmony and peace. Angels mostly inhabit it. It is a place which defenders of good lie in order to keep the balance from the forces of evil. Which lie in Hell.
Hell is an underground place located somewhere in the world. Demons and devils live there. It is believed to be a place of high heat and lava. Demons and devils often interfere with intelligent creatures misguiding them and tricking them. Even just enslaving or killing them.

Gods
All gods in WoC exist. Gods are a mystery in the world. There exact essence or origin is not known. Some say they are just a race, naturally superior from the rest. Other say they are just powerful individuals that have optained great knowledge of Magic. The sure thing is that they exist and they are powerful, but not omnipotent or omniscient. The live in the world, beyond civilization where land is almost impassable for other creatures. The often reveal their wills to the world. They lend their power, their divine magic, to their worthy followers most often clerics.
Their origin, the "how somebody can become a god" and their purpose in the world is a great mystery. Many have tried to solve it. Usually powerful creatures or great wizards. But their findings and their knowledge is not commonly known. The knowledge about gods is called "The Mystic Knowledge".
Gods otherwise rarely interfere with the world. They usually only contact high ranked clerics and individuals are generally free to worship them or not.

Laws of the land
The Emperors rule the land. Their race is not known. They always lie in the Great Castle which is not accessable by anybody. The Emperors communicate through magical ways in which they reveal their will. The Great Castle holds a great military army and no one is fullish enough to rebel against it. The Emperors take well care that no other city or country optains so much power in order to oppose them. That is their First Law. Even when individuals optain mystic knowledge or great power they are questioned and handed by imperial forces.
Apart from that they are just and they don't interfere with the laws of each individual country. As long as they pay their taxes and report to the Emperors a country is free to flourish. Even wars are allowed, but the Emperors must allow it.

Races
There are many races in the land. In the main country, Arhi, there are all kind of intelligent races. All live in harmony since ther are strict laws, especially within the Great City.
The other countries though are completely different. Usually there is one dominate race. Some races are even banned to cross some lands. Orcs and dwarves for example are known enemies. Racism and xenophobia exists in these countries. There are countries for most known intelligent races. Though most creatures just live in the wilderness.
Some intelligent races, like Dragons, don't have a country at all. The have cities though which are well known for their glory.

Magic
Magic is a science known by few. Wizards are the scientists and try to figure out how it works. Magic is commonly mistaken with Ether. Ether is the essence, the material, which is shaped in many ways. Ether exists all around the world. All magic is the same. It involves using ether to interfer or shape reality. Divine magic is lended to individuals by Gods, which are known to hold great knowledge of magic.
Magic is also used by the city mayors and offcials. They used it to teleport to other places for example. Or to protect castles and the city walls.
The Great Castle holds magic beyond imagination though. The history of the world says that the Great Castle was not built, but found. It helped create the first civilization. The Emperors and their wizards, the Redhoods, hold the magic of the Great Castle.

Shopping Therapy
Regular non-magical items are sold at 20% of their initial price and a shop won't generally buy everything, just what it needs. Magic items are sold on 30-70% their normal price.
There are three kind of shops/merchants
Big shops
These shops offer a big variety of things and are willingly to buy items. They buy magic items on 30%-50%. They make sure the gold you give them is correct and real. Also, you can not get a discount when buying items.
Small shops
These shops don't have a big variety, usually they specialize on somethings or you order specific items from them. They buy magic items usually on 40%-60% depending on their money available. They make sure the gold you give them is correct and real.
Merchants or other individuals
Merchants only have a few items. They rarely buy magic items. If they do though they might buy them from 50%-70%

Diplomacy and shopping
-You may make a diplomacy check to get better prices for selling items.
DC 25: You sell magic items on a +10% of their minimum prices the merchant/shop would buy them
DC 30: You sell magic items on a +20% their minimum prices the merchant/shop would buy them
DC 25: You sell magic items on a
(sorry about mispelling and such. English in not my mother language I am afraid)
Failure: No retry for the item.
-You try to convince the seller to give you a discount (Trained Only)
Oppossed Check: You make an opposed Diplomacy check. The difference is the percentage of the discount you get.
Failure: No retry for the item.

Kaiser Omnik
2009-08-27, 09:23 AM
Shard (http://www.myth-weavers.com/sheetview.php?sheetid=81488), Warforged Fighter
Init +3 HP 56/56 Bloodied 28 Healing Surge 14 (0 used /12)
AC 21 Fort 20 Reflex 14 Will 15 Speed 5
Str 20 (+7) Con 17 (+5) Dex 13 (+3) Int 10 (+2) Wis 12 (+3) Cha 8 (+1)

Cleave (at-will)
Martial, Weapon
Standard - Melee Weapon
Target: One Creature
Atk: Str vs AC
Hit: 1[W] + Str mod dmg, and an enemy adjacent to you takes damage equal to your Str mod.

Reaping Strike (at-will)
Martial, Weapon
Standard - Melee Weapon
Target: One Creature
Atk: Str vs AC
Hit: 1[W] + Str mod dmg
Miss: Deal half Str mod dmg, Str mod with two-handed weapons.,

Villain's Menace (daily)
Martial, Weapon
Standard - Melee Weapon
Target: One Creature
Atk: Str vs AC
Hit: 2[W] + Str mod dmg, and you gain a +2 power bonus to atk rolls and a +4 bonus to dmg rolls against the target until the end of the encounter.
Miss: Gain a +1 power bonus to atk rolls and a +2 bonus to dmg rolls against the target until the end of the encounter.

Boundless Endurance (daily, utility)
Healing, Martial, Stance
Minor Action - Personal
Effect: Gain regen 2 + con mod when bloodied

Crack the Shell (daily)
Martial, Reliable, Weapon
Standard - Melee Weapon
Target: One creature
Attack: Str vs AC
Hit: 2W + Str mod, and the target takes ongoing 5 dmg and a -2 penalty to AC (save ends both)

Ironskin Belt (daily)
Minor Action
Gain resist 5 to all weapon damage until the end of your next turn[/OOC],

Warforged Resolve (encounter)
Healing
Minor Action - Personal
Effect: You gain a number of temp hp equal to 3 + one-half your level. You may make an immediate saving throw against one effect that inflicts ongoing dmg and can be ended with a save. In addition, if you are bloodied, you regain hp equal to 3 + half your level.

Steel Serpent Strike (encounter)
Martial, Weapon
Standard - Melee Weapon
Target: One Creature
Atk: Str vs AC
Hit: 2[W] + Str mod dmg, and the target is slowed and cannot shift until end of your next turn.

Sweeping Blow (encounter)
Martial, Weapon
Standard - Close burst 1
Target: Each enemy in burst you can see
Attack: Str vs AC
Hit: 1W + Str mod
Weapon: If wielding an axe, 1/2 Str mod bonus to attack roll[/OOC]

Notes Resist 5 Fire and Necrotic (Black Iron Armor)

Mike_the_Mystic
2009-08-27, 02:46 PM
Okay, here's the Revised Version, with level appropriate gear:


====== Created Using Wizards of the Coast D&DI Character Builder ======
Grithmak, level 5
Hobgoblin, Warlord
Commanding Presence: Inspiring Presence

FINAL ABILITY SCORES
Str 14, Con 17, Dex 10, Int 11, Wis 10, Cha 19.

Starting Ability Scores
Str 14, Con 14, Dex 10, Int 11, Wis 10, Cha 16.


AC: 22 Fort: 16 Reflex: 13 Will: 17
HP: 49 Surges: 10 Surge Value: 12

TRAINED SKILLS
Diplomacy, Endurance, Athletics, Intimidate.

FEATS
1: Armor Proficiency (Scale)
2: Improved Initiative
4: Inspired Recovery

POWERS
1, At-Will: Furious Smash
1, At-Will: Viper's Strike
1, Encounter: Guarding Attack
1, Daily: Bastion of Defense
2, Utility: Crescendo of Violence
3, Encounter: Warlord's Strike
5, Daily: Stand the Fallen

ITEMS
Adventurer's Kit, Imposter's Scale Armor +2, Lightning Battleaxe +1, Mountain Shield Light Shield (heroic tier)
====== Created Using Wizards of the Coast D&DI Character Builder ======


Appearance, Mannerisms, Background, Etc.


Personality
He's a brash, feisty and charismatic warlord that ran a small goblin tribe before a (Insert race here) Slaver Party stole them all away. He is resourceful when it comes to diplomacy and intimidation, having been able to divert entire armies by schmoozing with their generals, or absorbing smaller goblin bands into his tribe by intimidation. While he isn't a scholar, he is a rather learned Hobgoblin.

Mannerisms and Appearance
Grithmak is covered with a ruddy-brown skin, and has darker brownish-red hair. His armor is quite polished, his shield and axe as well. His shield carries the symbol of Kord on it, while his axe, which he calls Head Slasher, is covered in a crust of blood from many previous battles. His armor and weapons are steel, and were taken from a glorious battle with thieves and brigands who were taking his people's Boars. He got his lightning-shaped scar, which goes from the top of his right cheek to its bottom, from the ensuing battle. The tribe's shaman called it a sign of Kord's strength and that Grithmak was blessed from it. His eyes are a deep yellow and allow for low-light vision.

Background
Grithmak was once a leader of a tribe of Goblins, called the Stormfist Tribe. He was leader, with his sister as a head warlock. While she had a dream of uniting the Goblins into their own nation, his dreams were more simple: rule his tribe and hope nothing big happened. His tribe lived in a mountainous area, which was also a den of thieves and slavers. He and his tribe often did battle with bands of Slavers who saw opportunity in taking some of Grithmak’s kin for markets unknown. Even his most prized possessions, his battle boars, were not left alone. They were stolen by a rival tribe of Orcs many times over many months. Grithmak decided enough was enough and went to battle with the Orcs. During his fight with the Chieftain of the Orcs, Grithmak was cut on his face. After the battle, which was indeed a victory, Grithmak’s shaman was astonished. The scar was in the shape of a bolt of lightning, a sign of Kord’s power. He was, the Shaman said, to be a great leader. But only a month after the battle, his entire tribe of Goblins, were stolen in the night by a band of slavers with a wizard in their midst. When he woke up, he was stunned to see that nobody was left, save his sister and him. They set off to find a new tribe, and along the way met other people on a quest…

Don the Bastard
2009-08-27, 08:10 PM
Update with new powers and equipment, hope you don't mind I converted my gear to gold and bought a few more lower level items, artifacts of the Stormfist Tribe.

====== Created Using Wizards of the Coast D&D Character Builder ======
Goreliet, level 5
Hobgoblin, Warlock
Build: Scourge Warlock
Eldritch Blast: Eldritch Blast Charisma
Eldritch Pact: Vestige Pact
Background: Trained from Birth for a Specific Prophecy (Trained from Birth for a Specific Prophecy Benefit)

FINAL ABILITY SCORES
Str 8, Con 20, Dex 10, Int 14, Wis 10, Cha 17.

STARTING ABILITY SCORES
Str 8, Con 17, Dex 10, Int 14, Wis 10, Cha 14.


AC: 16 Fort: 18 Reflex: 16 Will: 17
HP: 52 Surges: 11 Surge Value: 13

TRAINED SKILLS
History +11, Insight +7, Arcana +9, Religion +9

UNTRAINED SKILLS
Acrobatics +2, Bluff +5, Diplomacy +5, Dungeoneering +2, Endurance +7, Heal +2, Intimidate +5, Nature +2, Perception +4, Stealth +2, Streetwise +5, Thievery +2, Athletics +3

FEATS
Level 1: Vestige Adept
Level 2: Reaper's Touch
Level 4: White Lotus Evasion

POWERS
Warlock at-will:Eldritch Blast - Constitution
Warlock at-will:Eyes of the Vestige
Warlock encounter 1: Clarion Call
Warlock daily 1: Vestige of Mount Vaelis
Warlock utility 2: Fiendish Resilience
Warlock encounter 3: Vestige's Calamity
Warlock daily 5: Vestige of Xandor

ITEMS
Leather Armor, Cannith Goggles (heroic tier), Hedge Wizard's Gloves (heroic tier), Bracers of Mental Might (heroic tier), Rod of Cursed Honor +1, Rod of Dark Reward +1, Amulet of Protection +1, Backpack (empty), Cloth Armor (Basic Clothing), Fine Clothing, Drum 80gp
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Personality, Mannerism & Appearance and Background

Personality
From the day she was born Goreliet was told she was a destined soul, that she was special and that her contributions would bring about the great prophesised hobgoblin nation, she has been humbled by her own importance, rather than become arrogant or self-centred because of it, she is somewhat aloof and often quite contemplative, a side-effect of being in constant contact with her ancestors via vestiges. She often talks to them, asking for guidance, others might see this as talking to herself or the gods. She loves her brother Grithmak dearly, and though he does not have her great vision for a Goblinoid nation, she knows he will play a vital role in it's genesis.

Mannerisms and Appearance
Goreliet has had a much more sheltered and priveleged lifestyle than her borhter and so she is somewhat more genteel looking, she has soft olive-brown skin, covered in thin baby like hair, her head is crown by thick auburn dreadlocks. Her armor is a soft leather breastplate worn over thick blue everyday robes, she also has a set of cermonial dress robes, reserved for special occasions. She has lightning-shaped birthmarks on both thighs, though few get to see them, and her face and arms are heavily tatooed, with shamanic vestige symbol. Her eyes, like her brothers, are a deep golden yellow.

Background
The fall of the Stormfist Tribe was prophesised, as was the survival of the Hobgoblin siblings, it also said they would walk amongst the human lands to forge their own country from war and diplomacy, that they would earn the right to their own lands through feats of arms and glorious deeds...

Cilvyn
2009-08-30, 09:21 AM
Cilander Sephersen (http://www.myth-weavers.com/sheetview.php?sheetid=150462)

A young Half-elf bard focussed on healing and skilled in diplomacy.

Background and all stuff is written there. If some one could have a look to dubble check the sheet i would be gratefull I often make mistakes, thanx:)

EDIT: Please put the game info also in the OOC tread. And are we now set to go with this party?

Waargh!
2009-09-01, 07:38 AM
Quick Stats:

Grithmak: 38/49 9/10hs
22ac 16f 13r 17w
Goreliet: 11/52 10/11hs
16ac 18f 16r 17w
Shard: 38/56 (9) 10/12hs
21ac 19f 13r 14w
Cilander: 48/48 (9) 10/10hs
21ac 16f 16r 19w

Wealth:
Grithmak: 840gp
Goreliet: 80gp
Shard: 64gp
Cilander: Nature Components (20gp), Arcane Components (380gp)

dragoonsgone
2009-09-10, 03:59 PM
Zliss, level 5
Hobgoblin, Barbarian
Build: Rageblood Barbarian
Feral Might: Rageblood Vigor
Background: Birth - Omen (+2 to History)

FINAL ABILITY SCORES
Str 19, Con 17, Dex 10, Int 10, Wis 8, Cha 13.

STARTING ABILITY SCORES
Str 18, Con 14, Dex 10, Int 10, Wis 8, Cha 11.


AC: 17 Fort: 19 Reflex: 14 Will: 14
HP: 56 Surges: 11 Surge Value: 14

TRAINED SKILLS
Athletics +12, Heal +6, Intimidate +8

UNTRAINED SKILLS
Acrobatics +1, Arcana +2, Bluff +3, Diplomacy +3, Dungeoneering +1, Endurance +4, History +6, Insight +1, Nature +1, Perception +1, Religion +2, Stealth +1, Streetwise +3, Thievery +1

FEATS
Level 1: Weapon Proficiency (Fullblade)
Level 2: Powerful Charge
Level 4: Weapon Expertise (Heavy Blade)

POWERS
Barbarian at-will 1: Devastating Strike
Barbarian at-will 1: Howling Strike
Barbarian encounter 1: Avalanche Strike
Barbarian daily 1: Bloodhunt Rage
Barbarian utility 2: Ominous Threat
Barbarian encounter 3: Blade Sweep
Barbarian daily 5: Vengeful Storm Rage

ITEMS
Adventurer's Kit, Sacrificial Fullblade +2, Shared Suffering Hide Armor +1, Lucky Charm +1, Bracers of Mighty Striking (heroic tier), Javelin (5), Potion of Healing (heroic tier) (3)

Mike_the_Mystic
2009-09-10, 07:58 PM
Any chance you can give me a reason why you just copied my Grithmak's Name? Just askin' yo.

Waargh!
2009-09-11, 07:08 AM
Quick Stats:

Grithmak: 38/49 9/10hs
22ac 16f 13r 17w
Goreliet: 47/52 8/11hs
16ac 18f 16r 17w
Shard: 56/56 9/12hs
21ac 19f 13r 14w
Cilander: 48/48 10/10hs
21ac 16f 16r 19w

Wealth
Grithmak: Warhammer, 860gp
Goreliet: 80gp
Shard: 64gp
Cilander: Sun Globe, Nature Components (20gp), Arcane Components (380gp)

XP
Level 6: 200/2000