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View Full Version : [D&D 3.5] The Forbidden Land of Sundara: Insurgency (CLOSED TO NEW INTEREST)



Plushie Arz
2013-10-12, 08:44 PM
Hi folks. I'm interested in running a 3.5e roleplay-focused campaign in a friend's homebrew setting. I'm seeking about 4-5 players, with a starting level 5 and 42 point buy. The setting is in Sundara (http://www.getphpbb.com/phpbb/viewtopic.php?t=252&mforum=dndonline), a world created by Jesse Smith (who posts under the name Darkstar on the old WoTC forums). I ran a few games in that setting several years ago and it was alot of fun for the players and myself. I expect to start the campaign around early December/Late November.

I will post additional details in this thread regarding some world-building aspects.

*Sundara is the intellectual property of Jesse Smith (AKA Darkstar)

“The fall of Kiiska is not the beginning of the end. It is merely the end of the beginning.”
-Krastix, Speaker of the Emerald Scale

“In the Battle for Kiiska, the Order of the Morning Sun and our allies have prevailed!”
-High Justiciar Jacob Helarm, 23 Gu'ros 1012 OR

“The Kiiskans, the Lizardfolk, the heretics… I don’t give a damn where they are or what they did. They will all be rounded up. I want every man, woman and child tagged. I want all nonhumans out of this city before the month’s end! Send them to the desert. The ones who survive won’t be making any trouble there.”
-Atolock Nar, High Enforcer of Kiiska


By 1010 OR, the Order of the Morning Sun had assumed dominance of Sundara. Through an army of zealots, a propaganda machine and successive campaigns of genocide, the church established numerous strongholds all over the continent. It was only the grey elven city of Kiiska, shrouded by the uncharted jungles of the South, which had escaped the Order’s prying eyes. There, the remnants of Sundara’s once diverse elven population practised a form of theocracy and radical socialism that thrived on hedonism and the oppression of non-elven races.

In 1012 OR, that changed. Whether by chance or mishap, the Farlaenean Council discovered the location of Kiiska and determined that all resistance was to be exterminated. The Church of the Morning Sun could not abide the existence of another nonhuman stronghold, much less that of an ancient race known for their aptitude for unholy sorcery.

Later that year, the sinking of the Dawnseeker; a passenger vessel in the middle of Farlaen Harbour proved to be a convenient excuse to wage war. Blaming elven terrorists, the Church of the Morning Sun assembled a massive host to annex and pacify the South. Over ten thousand soldiers sailed under the command of Justiciar Jacob Helarm, a holy warrior and pious servant of the Church.

In a vicious campaign lasting months, the Order fought the elves - only to be beaten back by the natural defenders of the jungle. Both sides suffered innumerable losses but in the end, human ingenuity prevailed. In the final battle for Kiiska, the Order won an overwhelming victory over the demoralised elven forces. A puppet regime was quickly installed, comprised primarily of half-elves who had suffered under the old Kiiskan council. The pacification of the South was complete…

… so the Order thought. News of Kiiska’s fate spread across Sundara, reaching the ears of the disaffected and those persecuted by the Order’s fascist campaigns. Elves, orcs, darklings and rebels soon converged on Kiiska, seeking an opportunity to avenge themselves against the Order’s tyranny and continue the cycle of violence.


CHARACTER CREATION

To make a character for use in my campaign, there are four requirements:

1. Character stats are determined via a point-buy system. As not everybody knows the values of the point-buy system, even though they are posted on our site, I will post them again here:

Ability Score :: Point Cost
8 :: 0
9 :: 1
10 :: 2
11 :: 3
12 :: 4
13 :: 5
14 :: 6
15 :: 8
16 :: 10
17 :: 13
18 :: 16

You will have 42 points with which to buy your stats.

2. Use the Character Sheet database to create your character sheet, and make sure to post a link to it in the Out of Character thread.

3. Characters are to start at level five, with standard starting gold for a fifth-level character (9,000 GP).

4. Any race not on the list of options is unavailable as a Player Character (PC), unless you should choose to play as something out of the monster manual (which you will have to verify with me, as not everything in the monster manual exists on Sundara).

5. If there are certain special classes or prestige classes you are considering for your character, please run them by me and what book they are from ahead of time.

Note that in the campaign I will occasionally give rewards for good roleplaying, good character design, and other certain things.

DESCRIPTION

The continent of Sundara is almost shaped like a lopsided crescent because of the Mouth of Life, a massive bay in the northwestern reaches of the continent. Much of the larger of the two human empires is built around it. With the exception of the Si'Lan Cliffs to the west, much of the coastline is a beautiful, black-sanded beach. A dormant volcanic mountain chain, named the Dividing Ridge by the humans as it separates the two empires, begins in the northeast, and divides the continent almost completely, nearly secluding a third of the land to the east from the rest of it. Much of the Dwarven populace live in great strongholds on the Ridge. Another, much smaller volcanic chain lies dormant to the southwest. To the far north, the continent is a volcanic wasteland, uninhabitable to most save the El'Dranim. To the south lies the Gorani desert, inhabited by nomadic lizard folk. There are dense forests to the west, with patches to the east, but most of the inner island is a vast plains. The Elves, Tuh'raan, and Halflings all tend to live in the forests. There is also a vast network of caves below the continent, and they stretch deep below even the ocean. The Darklings inhabit this forbidding place, as do the Drow and many other creatures rarely seen before.

Plushie Arz
2013-10-12, 08:47 PM
The Sundarian calendar:

Sundarian history is recorded by their calendar year, divided into ten thirty-five day months. In order, the months, their pronunciations, and their abbreviations are:

Jinarios (shin-AH-ree-oss) (JIN)
Naratcha (nah-RAH-cheh) (NAR)
Bulon (BOO-lonn) (BUL)
Si'Kaea (sih-KEE-ah) (SIK)
Chantos (KAHN-toes) (CHA)
Iniixes (in-EEK-sez) (INI)
Samanaea (sah-MAHN-ee-uh) (SAM)
Gu'ros (GOO-rose) (GUR)
Perlianna (pur-LAHN-uh) (PER)
Shinon (SHIN-on) (SHI)

The week is divided into six twenty-six hour days. Their names, their pronunciations, and their abbreviations are, in order:

Kiirante (kee-rahn-tah) (KIR)
Ja'raga (SHAH-rah-gah) (JAR)
Hirega (HEER-rayg-ah) (HIR)
Kanante (KAH-NAHN-tay) (KAN)
Sutan (SOO-tahn) (SUT)
Frala (F-uhr-AH-la)


The calendar was devised by the original unification of the churches. From its year of inception until the first Darkstar War which tore this unity apart some 5,103 years later, the calendar was denoted by UOC, which stood for Unity of the Churches. The time before the inception of the calendar was to then be referred to as BU, which stands for Before Unification. After the first Darkstar War it restarted at the year 0 and UOC was changed to OR, which stands for Order's Reckoning.

Plushie Arz
2013-10-12, 08:49 PM
RACES OF SUNDARA:

Drow:
The Drow live in vast networks of caves below the ground in the western region of Sundara. Most beings on Sundara save the Tuh’raan don’t know they even exist, as they are so secretive that they rarely ever leave their cavernous homes. However, unlike their usual counterparts in most realms of the Multiverse, they are not entirely xenophobic nor are they all evil; they simply wish to be left alone. They usually follow Ni’Kote. They are somewhat misguided in their beliefs, and it doesn't help that hey have been lied to. The Drow grow massive subterranean mushroom farms as a source of food, and also domesticate several breeds of fungi that behave more like animals. They also domesticate spiders as pets, familiars, and mounts depending on the size of the arachnids as they are perhaps the most well-adapted creatures to life underground.


Dwarves:
Dwarves tend to keep to themselves in their massive mountain strongholds to the East, so seeing Dwarves abroad is rare. Perhaps the only places outside of their subterranean palaces they are ever seen are in the human lands and on the battlefield. Non-Dwarves in Dwarven strongholds are an even rarer occurrence. For the most part, they aren't overly religious. They live in the material world, seeking riches and pleasures over enlightenment in most cases. Those that do have faith usually worship Pi’rus.


Elves:
All races with the exception of the Goblinoids, Drow, El’Dranim, humans, and Darklings generally accept Elves. They, however, tend to distrust most outsiders. There really aren't that many Elves left on the continent of Sundara, as they have receded with the forests. There were once as many as three different kinds of Elves living on Sundara, but now all that remains are the Grey Elves. There were once Moon Elves and High Elves, but they seem to have long ago vanished. Humans and Goblinoids have mostly contributed to this, but there is something else that would see the Elves exterminated. For the most part, Elves follow Nai’Tuhra, to the point that some would call them zealots.


Gnomes:
Nobody has seen a gnome on Sundara for centuries, so they are believed to be long extinct or at least gone from Sundara. Some even believe them to be creatures of legend, mere fairytales told to children late at night. The Elves, long-lived and with memories stretching back for centuries, do remember a time when there were Gnomes in certain places, but even they believe the Gnomes to be extinct.

You need a very good explanation if you are to play as a Gnome, and expect to be harrowed and hunted by most people as your kind are considered a myth by many of the people of Sundara.


Goblinoids:
The term "Goblinoid" encompasses the goblins, hobgoblins, and orcs of Sundara. They tend to live in a mixed society, often working together. They are bitter because they have been outcast from most other societies. They are generally not accepted by other races, so they tend to hate everyone. They also especially hate Elves. They frequently take slaves, kobolds being the workhorses of their society, and occasionally (albeit rarely) allow human and Half-Orcish merchants and mercenaries to operate out of their communities.


Half-Elves:
Half-Elves tend to be wanderers, but if they do choose to settle, it is usually in human communities. Because of the immense hatred of humans most Elves harbor, it is extremely rare to find Half-Elves living amongst Elves, as they are usually either ostracized or killed outright, as well as their parents. The humans are just as bad, treating them as less than human beings, more like slaves or pets than anything else. Those who do manage to live in human society generally do so in secret, even going as far as cutting the points off of their ears or shaving their hair, which is usually silver in color. They are religiously diverse, as they tend to not really have any allegiances to any deity or race in particular.


Humans:
Humans are generally accepted everywhere, except by the Elves, Ul’Dranim, and Goblinoids, as they tend to make excellent merchants, mercenaries, slaves, and so forth. Theirs is the farthest-reaching of kingdoms on Sundara, and perhaps the most bigoted and racist as well. The most religiously diverse of peoples, there are temples of all religions in most of their communities. However, the Order of the Morning Sun seems to hold prevalence in the ruling of the humans and their council, and the majority of humans (about 70% of them) follow the Order.


Half-Orcs:
Half-Orcs are generally not accepted in most societies. Some human communities allow them, but their rights as citizens are still meager in those cases. If a community allows them at all, it is generally as second-class citizens. They are most frequently found in Goblinoid society, although most often they are slaves in those scenarios.


Halflings:
There are very few Halflings left on Sundara, and they tend to only associate with the Elves and the Tuh’raan. There is a level of tension, albeit only slight, between them and certain Elven communities, however, as they accept the half-Elven refugees. Many of the other peoples of Sundara have never seen a Halfling, although they do know of their existence. When one is seen in other lands (as rare an occurrence as that is), they tend to be questioned and untrusted, as so little is known of them and there are many people who do not know the difference between a Halfling and a Gnome on Sundara. They tend to follow Nai’Tuhra.


Drow and Elven Sub-Races:

Darklings:
Darklings usually follow the ancient evil, and are draw their lineage from its original otherworldly minions that once inhabited Sundara and the fallen children of Mornay. They are a very long-lived people, some living tens of thousands of years, yet procreation among them is very rare due to a high impotency rate and poor fertilization among themselves, which often leads them to try and reproduce with other humanoids, the offspring of such unions rarely surviving long past birth.

Personality:
Selfish, mean-spirited creatures, Darklings often care only for themselves and usually don't hesitate to kill without any reason save their own sadistic pleasure. They usually enjoy performing acts even the blackest of hearts would find disgusting.

Physical Description:
Darklings are of an obviously-demonic lineage. They have two horns jutting from their foreheads and glowing, red eyes. Black-feathered wings protrude from their shoulder blades, and some grow bone spines from their back and shoulders as well. Their skin is pitch black, often with hints of either dark red or purple. Their bodies radiate a slight heat. They range from five to five-and-a-half feet tall, weighing between 120 and 180 pounds. They need to consume uncooked flesh and drink blood to survive, as their systems reject most other foods.

Relations:
The Darklings hate everybody, and are hunted everywhere they go because of it. They do not accept any other sentient beings in their lands, save as slaves, and that is if they can resist raping them to death and then eating them at that.

Alignment:
Most Darklings follow the many twisted paths of evil, yet they are often very organized and very intelligent.

Darkling Lands:
The Darklings live deep underground, in massive networks of caves that actually stretch far beyond underneath the western region of the continent. They live relatively solitary lives as they can't even stand each other, yet there can be hundreds within a few square miles of each other all living in individual caves. They do, however, often band together if it will serve their sinister ends.

Racial Traits:
~ +2 Dexterity, +2 Charisma, -2 Constitution: Darklings are extremely nimble and graceful, and can be very deceitful and seductive if they wish to be. However, their lean bodies aren’t as hardy as some of the other races’.
~-2 Will save penalty
~ Medium-size: As Medium-size creatures, Darklings have no special bonuses or penalties due to their size.
~ Base Speed: A Darkling’s base land speed is 30 feet. A Darkling’s base fly speed is 40 feet.
~ Racial Bonuses: A Darkling has a +2 racial bonus on Spot, Search, and Listen checks. A Darkling who merely passes within five feet of a secret or concealed door is entitled to a Search check to notice it as if he or she were actively looking for it.
~ Darkvision: A Darkling has Darkvision out to 120 feet.
~ Spell Resistance: A Darkling has spell resistance equal to 12 + class level
~ Spell-like abilities: A Darkling with an Intelligence score of 13 or higher can use the following spell-like abilities: 1/day – Darkness, Faerie Fire. Caster level equals Darkling’s class level.
~ Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds Darklings for one round. In subsequent rounds, the Darklings are dazzled as long as they remain in the affected area.
~ Weapon Proficiency: A Darkling receives Martial Weapon Proficiency (rapier), Martial Weapon Proficiency (light crossbow), and Martial Weapon Proficiency (short bow) as bonus feats.
~ Automatic Languages: Abyssal, Common, and Infernal.
~ Bonus Languages: Drow, Drow Sign Language, Elven, Ignan, Undercommon
~Fire Resistance: 5
~Unless successful save, X1.5 damage from cold
~ Favored Class: Rogue or Sorcerer.
~ Level Adjustment: +3.


Sar'gaean (SAHR-jee-un), also called Sea Elves or Merfolk:
The Sar'gaean, also called Sea Elves or Merfolk by many, are an amphibious sub-race of Elves. They live mostly either underwater or in subterranean caves that link to bodies of water (usually the ocean). They have been somewhat glorified as creatures of myth, as they have been known to rescue ill-fortuned seafarers and the stories have become warped over time. They are a very rare and secretive people, and generally follow Sargaea, as they believe that she is the creator of their race – even the name they refer to their own people as is derived from their matron goddess’ name.

Personality:
Sar'gaeans are very relaxed and in-control, although some take this to the next level and become controlling as well. They usually stay in the sea and their caverns, and even though they can breathe air just fine, they prefer to stay in the sea and are rarely seen on land or above the surface - if they are seen at all. This seclusion usually leads to relatively poor social skills.

Physical Description:
Sar'gaean skin ranges from shades of deep indigo to an almost rosy shade of purple. They have webbed fingers and toes that each possess an extra joint, as well as a fin on their back that they can raise and lower at will. Most Sar’gaeans have an extended spinal column that ends in a finned tail-like limb. Their hair tends to be blue or green, but black and silver are not uncommon. Their eyes are always a shiny black. They have two gill slits on either side of their neck, but they also possess lungs and therefore can breathe either air or water. Like most aquatic creatures, especially those accustomed to the pressures of deep water, they have internal genitalia that only reveal themselves when necessary. They are about six feet tall on average, weighing between 140 and 185 pounds.

Relations:
Sar’gaeans try to keep to themselves in their watery catacombs, but they have been seen abroad on land more and more frequently of late. While they most frequently associate with the Tuh’raan, it is not uncommon to see them working alongside Elves, Half-Elves, and Halflings. They will work alongside anyone if their intentions are pure and they have at least a respect for nature and the sea.

Alignment:
Most Sar'gaeans stay out of the affairs of surface dwellers, and prefer to be left to their tending of the seas. They tend to be neutral, although more good than evil, and extremes of either alignment are very rare occurrences.

Sar'gaean Lands:
The Sar'gaean stay primarily in the sea, but they will live anywhere a secluded source of water lies. They prefer salt water to fresh water, as they tend to the reefs like massive, brightly-colored gardens, single family lines tending to and controlling the growth of large areas of reef for several generations.

Racial Traits:
~ +4 Dexterity, +2 Wisdom, -2 Constitution, -2 Charisma: Sar'gaeans are incredibly dexterous as they spend much of their lives swimming. They are very well-traveled, and gain much knowledge from it. Being nimble and lean, they have a somewhat frail build. Because they tend to be stealthy and secretive, their social skills tend to be somewhat lacking.
~ Medium-size: As Medium-size creatures, Sargaeans have no special bonuses or penalties due to their size.
~ A Sargaean’s base land speed is 20 feet. A Sargaean’s base swim speed is 50 feet.
~ Immunities (Ex): A Sargaean is immune to magic sleep spells and effects.
~ Racial Bonuses: A Sargaean has a +2 racial bonus on saves against enchantment spells and effects and a +2 racial bonus on Spot, Search, and Listen checks.
~ Low-light Vision: A Sargaean has low-light vision four times better than that of a human.
~ Spell Resistance: A Sargaean has spell resistance equal to 11 + class level.
~ Spell-like abilities: A Sar'gaean with an Intelligence score of 13 or higher can use the following spell-like abilities: 1/day - Concealing Mist, Dancing Lights. Caster level equals Sargaean’s class level.
~ Weapon Proficiency: A Sar'gaean receives Martial Weapon Proficiency (short spear), Martial Weapon Proficiency (long spear), Exotic Weapon Proficiency (trident), and Exotic Weapon Proficiency (net) as bonus feats.
~Cold Resistance 5
~Vulnerable to fire and electricity; double damage unless successful save
~Automatic Languages: Aquan and Undercommon.
~Bonus Languages: Common, Elven (Grey or High dialect), and Sylvan.
~ Favored Class: Cleric or Rogue.
~ Level Adjustment: +2.


Tuh'raan (TOO-rahn):
The Tuh'raan are more closely related to other Fey than the other Elven and Drow subraces. Mostly because they believe they are the result of Nai'Tuhra creating her own people out of a mix of normal Elves and Drow millennia ago with traces of other Fey in their lineage, the Elves do not necessarily like them, but they do respect them for their love of and unity with nature. The Tuh'raan tend to follow Nai’Tuhra, and are occasionally guests in the Elven shrines to her – they even derive their name from their matron deity.

Personality:
The Tuh’raan are very wary of anyone not of their kind, and will use their spell-like abilities and incredible agility to flee or hide from them if given the option. They do not much like confrontation, and would rather be left to their tending of the woodlands and worshipping of Nai’Tuhra. It takes an event of epic proportions to lure most Tuh’raans away from their peaceful life, although some do take a fancy for adventure and there are those of their kind who are militant and xenophobic. They are often called cold and emotionless by other races, but it is merely because they are more instinct-driven and do not rely on their emotions as a crutch. They do indeed have feelings, they are simply detached.

Physical Description:
Their skin ranges from pale white to dull greyish-black, and their hair can be shades of white, grey, and brown, with some rare cases of silver lockes occurring as well. Their eyes are usually either green or brown, sometimes even a mixture of the two in rings. They are also rather short, ranging from four to almost five feet in height and usually weighing between 90 and 130 pounds.

Relations:
The Tuh’raan tend to be very secretive and antisocial, but they do enjoy working with the Sar’gaeans and the Elves, as they believe they share a special bond with them. The Elves try to keep them at arm’s length, but they do respect them and their love of nature. The Tuh’raan are generally accepted in all lands but those of the Darklings, the Dwarves, the Goblinoids, and the Ul'Dranim, although the Tuh’raan often simply allow most peoples' ignorance of them to mistake them for Elves. However, seeing them abroad is rare.

Alignment:
The Tuh'raan tend towards neutrality, seeking seclusion in the wilderness. Few of them truly understand the concept of good and evil, as they tend to not have much interaction with the other races, save the occasional Elf or Sar'gaean.

Tuh'raan Lands:
The Tuh'raan rarely leave the forests, and stick mainly to the lands in the west of the continent of Sundara. They often live inside dead trees that insects have hollowed out. They farm mushrooms as food sources, their crop glowing in the moonlight and sending out plumes of spores like glittering dust in the wind.

Racial Traits:
~ +4 Dexterity, +2 Wisdom, -2 Strength, -2 Constitution: Tuh’raan are very lithe and agile, helping them to navigate their forest homes. They also have keenly tuned senses. However, their small, wiry frame and short stature limit their strength.
~ Medium-size: As Medium-size creatures, Tuh’raan have no special bonuses or penalties due to their size.
~ A Tuh’raan’s base land speed is 40 feet.
~ Immunities: A Tuh’raan is immune to magic charm spells and effects.
~ Racial Bonuses: A Tuh’raan has a +2 racial bonus on saves against enchantment spells and effects, a +2 racial bonus on Will saves, and a +2 racial bonus to Spot, Search, and Listen checks. A Tuh’raan who merely passes within five feet of a secret or concealed door is entitled to a Search check to notice it as if he or she were actively looking for it.
~ Low-light Vision: A Tuh’raan has low-light vision twice as good as that of a human.
~ Spell Resistance: A Tuh’raan’s spell resistance is equal to 11 + class level.
~ Spell-like abilities: A Tuh’raan with an intelligence of 13 or higher can use the following spell-like abilities: 3/day – Levitate. 1/day – Ghost Sound, Concealing Mist. Caster level equal to Tuh’raan’s class level.
~ Weapon Proficiency: A Tuh’raan receives Martial Weapon Proficiency (rapier), Martial Weapon Proficiency (long bow), Martial Weapon Proficiency (short bow), and Exotic Weapon Proficiency (net) as bonus feats.
~ Automatic Languages: Common and Sylvan.
~ Bonus Languages: Celestial, Elven (Grey or High dialects), Sylvan, and Terran.
~ Favored Class: Druid or Ranger.
~ Level Adjustment: +2.


Ul'Dranim (yool-DRAH-neem), also called Fire Elves:
Of obvious draconic lineage, the Ul'Dranim live in the volcanic wasteland to the North. Their society is extremely barbaric and very xenophobic. They hate almost all outsiders with a passion. They are generally not accepted in any other lands. Followers of the Dragon Triarchy, their religion differs from any other in the land of Sundara, and this "paganism" is what makes most other cultures hate them so much. However, there are some secluded communities of their kind that also follow the Chaos deity Jagon. Their society’s penalty for divulging their secrets to outsiders is always death, so very little is actually known about them.

Personality:
Most Ul'Dranim have a fiery temper. Quickly angered, the Ul'Dranim are known for their explosive outbursts of rage and hatred. Most would not hesitate to kill an individual simply because they were in their way.

Physical Description:
Ul'Dranim skin ranges from deep reddish-black to bright fiery red. Their eyes are usually shades of red and orange, although yellow is not uncommon, as are spiky rings of the three colors. Their hair can be anywhere on the gray scale in color. They have bony spikes protruding from their shoulders and brows, as well as the occasional crown of horns protruding from their scalp. They range from five to six feet tall and weigh from 140 to 200 pounds.

Relations:
Because they do not worship deities from the traditional pantheon and are renowned for their savage brutality, the Ul'Dranim have been outcast from all other lands. Not even the Goblinoids will accept them. It is rare to nonexistent to see even a sole Ul'Dranim working with anyone not of his or her race. The closest they usually come is using those not of their kind as tools or slaves.

Alignment:
Most Ul'Dranim have a tendency towards Chaos, as they do not like the constraints of systematic law. They enjoy being free to do whatever they want, even if it is harmful to others, so they also tend towards evil.

Ul'Dranimian Lands:
The Ul'Dranim live to the north in the great volcanic wasteland. The continent of Sundara is still growing thanks to continued volcanic activity, and the Ul'Dranim couldn’t be happier. They live on and even in the chain of volcanoes that divide the far northern region of Sundara from the rest, and defend their territory fiercely.

Racial Traits:
~ +2 Dexterity, +2 Constitution, -2 Charisma: The Ul'Dranim are nimble and living in their harsh environment makes them hardier, but their xenophobia and seclusion, as well as the fact that most other creatures despise them, put a damper on their social skills.
~ Medium-size: As Medium-size creatures, Ul'Dranim have no special bonuses or penalties due to their size.
~ An Ul'Dranim’s base land speed is 30 feet.
~ Racial Bonuses: An Ul'Dranim has a +2 racial bonus on saves against enchantment spells and effects, a +2 racial bonus on Fortitude saves, and a +2 racial bonus on Spot, Search, and Listen checks. An Ul'Dranim who merely passes within five feet of a secret or concealed door is entitled to a Search check to notice it as if he or she were actively looking for it.
~ Infravision: Ul'Dranim can see heat.
~ Spell Resistance: An Ul'Dranim has spell resistance equal to 10 + class level.
~ Weapon Proficiency: An Ul'Dranim receives Martial Weapon Proficiency (battleaxe), Martial Weapon Proficiency (throwing axe), Martial Weapon Proficiency (long sword), and Exotic Weapon Proficiency (double sword) as bonus feats.
~ Automatic Languages: Elven (Ul'Dranim dialect) and Undercommon.
~ Bonus Languages: Common, Goblin, Ignan, and Orcish.
~ Favored Class: Barbarian.
~Fire Subtype (immunity to fire, double cold damage except on successful save)
~ Level Adjustment: +2.
Breath Weapon: cone of fire, 15 ft. range
Character Level: Breath Weapon damage, uses per day
Level 1: 1d6, 1/day
Level 5: 2d6, 2/day
Level 9: 3d6, 2/day
Level 12: 4d6, 3/day

Plushie Arz
2013-10-12, 08:50 PM
DEITIES OF SUNDARA:

Jagon (JAY-gohn):
GREATER DEITY
Jagon is said to have manifested itself out of nothingness during the earliest days of Sundarian history. The god of mischief and chaos, it is known for breaking his promises. It will just as soon reward loyalty as stab a follower in the back if it suits its purposes. Destruction is another of its domains, which it takes great pleasure in – particularly when there is fire involved in said destruction. The Goblinoids have a special love for it. Sometimes, Jagon is present in the Unified Pantheon; in these instances, Pi’rus is not. In others, this is reversed. There is also another group, known as the Midnight Syndicate, who is devoted to the worship both Jagon and Ni’Kote.

Alignment: CHAOTIC EVIL
Domains: Chaos, Destruction, Fire, Luck, Magic, Trickery
Favored weapon: Morningstar


Mornay (MORE-nay):
GREATER DEITY
The goddess of light, purity, and good, Mornay regards generosity and kindness above all other things. Her followers seem to have distorted her message, however, and this good will does not extend to those of non-human lineage, or to those whose sexual preferences are not straight. She is the deity of the daytime and the sun as well. The order devoted to her faith is known as the Order of the Morning Sun, and its leader is known as the Sol. In some religious lore considered by many, especially the Order, to be heresy, she is thought of as Ni’Kote’s twin sister, their mother being Nai’Tuhra in the Unified Pantheon.

Alignment: LAWFUL GOOD
Domains: Good, Healing, Law, Protection, Sun
Favored weapon: Bastard sword


Nai’Tuhra (NYE-too-RAH):
GREATER DEITY
The goddess of life and nature, she encompasses much that is the natural world. She shares some of her duties with her twin sister, Sargaea. Nai’Tuhra encompasses the entire life cycle – birth, aging, and death. She is also lord over matters of nature on land and matron deity of the Tuh'raan. In the Unified Pantheon, Mornay and Ni’Kote are said to be her twin children, born of an immaculate conception.

Alignment: TRUE NEUTRAL
Domains: Animal, Earth, Lunar, Plant, Protection, Travel
Favored weapon: Staff


Ni’Kote (NEE-koh-TAY):
GREATER DEITY
The god of darkness, evil, and greed, Ni’Kote represents all that is wrong in the soul. He is deceitful, and draws power from those who worship him out of fear. He is also the deity of the night and the moon, and tries to influence Sargaea’s work with the tides. As he also has some sway over death, he tries interfering in Ona’s work as well. In some religious lore considered by many, especially the Order of the Morning Sun, to be heresy, he is thought of as Mornay’s twin brother, their mother being Nai’Tuhra in the Unified Pantheon. The cult surrounding his worship seems to have a reverence of lycanthropy and vampirism, the diseases being considered holy gifts from their dark god. There is also another group, known as the Midnight Syndicate, who is devoted to the worship of both Ni’Kote and Jagon.

Alignment: LAWFUL EVIL
Domains: Death, Evil, Knowledge, Lunar, Magic
Favored weapon: Dagger


Ona (OH-nuh):
GREATER DEITY
The goddess of fertility and birth, as well as the harvest and death, Ona works to balance her twin daughters’, Nai'Tuhra’s and Sargaea’s, work. It is said that although life on land may have come from Nai’Tuhra, and life in the oceans may have come from Sargaea, it can all be traced back to her. In the Unified Pantheon, she is considered the matriarch of the gods. Some versions of the Unified Pantheon state that her children were born of an immaculate conception, whereas others claim that Pi’rus was their father.

Alignment: NEUTRAL GOOD
Domains: Air, Animal, Death, Earth, Fire, Lunar, Plant, Water
Favored weapon: Scythe


Pi’rus (PEE-roos):
GREATER DEITY
The god of weaponry and warfare, Pi’rus rewards courage and boldness in battle, and is very scornful of cowardice. He is also the god of honor and craftsmanship. It is not uncommon to see shrines to Pi’rus in local blacksmiths or in the workshops of artists who craft their art in metals, as he is the patron deity of the art of metalworking. He is said to have been a mortal human who worked as a blacksmith before ascending to godhood in some versions of his faith’s lore, as well as the current concept of the Sundarian pantheon, but the Unified Pantheon has a much different take on him: In some versions of the Unified Pantheon he is considered to have come to Sundara with Ona to establish their pantheon and father her children, whereas in others he is not even believed to exist.

Alignment: CHAOTIC NEUTRAL
Domains: Inspiration, Invention, Protection, Strength, War
Favored weapon: Greatsword


Sargaea (SAHR-jee-uh):
GREATER DEITY
The goddess of the sea, nothing happens in her domain without her knowing it. She controls the tides and the weather, and shares in her twin sister’s, Nai’Tuhra’s, life cycle duties. She is lord of all matters involving the sea and patron deity of the Sar'gaean, who even derive their name from their deity. In rarely-spoken lore of the Unified Pantheon, she is considered the mother of the “pagan” dragon gods.

Alignment: TRUE NEUTRAL
Domains: Air, Animal, Lunar, Plant, Water
Favored weapon: Trident


The Ancient Evil:
INTERMEDIATE DEITY
The name of this deity has been lost through the millennia, its followers are very few, and it has been reduced to a fraction of its former power, but it knows its time is coming. It was in Sundara before anything else was, it has waited an eternity, and its patience is immeasurable. It is building power and trying to return to its former state so that it can challenge the other deities for control of this realm, and eventually maybe even the fabled Multiverse. It was banished eons ago by the other gods for attempting such a thing before, and it has waited bitterly as they and their followers seem to have forgotten it, giving it time to rebuild its forces. It is more a force than a deity, and encompasses all acts of evil and malice. Occasionally, its followers work alongside Ni’Kote’s faithful; one such instance being the creation of the Tecouxatil aspect of its being during the first Darkstar War during the purges in the Gorani desert. This aspect, also called the Dark Fanged, is beginning to increase in its influences over the lizardfolk.

Alignment: ALL EVILS
Domains: Death, Destruction, Evil, Trickery
Favored weapon: Cleaver, light crossbow


There is another pantheon, separate from this core pantheon in most mainstream beliefs, even in most sects of the Unified Pantheon with the lineage of the gods in its lore, which revolves around the worship of dragons and is said to have originated in the lands of the Ul’Dranim. Known as the Dragon Triarchy, this group worships three red dragons. In some versions of the Triarchy’s lore, they are referred to as three separate incarnations of the same god. In others, they are referred to as brothers – the sects of the Unified Pantheon that include them referring to them as immaculately conceived children of Sargaea.

Ryben (RY-ben):
LESSER DEITY
In the version of the Dragon Triarchy lore where the dragon gods are brothers, Ryben is the youngest of the three. He tries to do things right, but always winds up getting it wrong or hurting those he wishes to right just as much as he helps them. He wishes for freedom and happiness, and despises rules, laws, and other restraints, physical or otherwise.

Alignment: CHAOTIC GOOD
Domains: Animal, Draconic, Earth, Fire, Travel, War
Favored weapon: Battleaxe


Treos (TRAY-oss):
LESSER DEITY
In the version of the Dragon Triarchy lore where the dragon gods are brothers, Treos is the first-born of the three. He is a wrathful and tempestuous being, whose judgment is legendary. The Ul’Dranim believe the Sirr’hasa volcano, the largest of the three volcanoes on the continent of Sundara, to be his physical manifestation and a symbol of his rage. He is worshipped and regarded as much more powerful and much more important than his two brothers.

Alignment: CHAOTIC EVIL
Domains: Air, Chaos, Destruction, Draconic, Fire, War
Favored weapon: Double sword


Vir’resh (VEER-resh):
LESSER DEITY
In the version of the Dragon Triarchy lore where the dragon gods are brothers, Vir’resh is the second-born of the three. He is a mediator of sorts, always the diplomat between his two warring brothers’ factions. Patient and all-knowing, he is the most even-tempered of the dragon gods.

Alignment: TRUE NEUTRAL
Domains: Draconic, Fire, Knowledge, Magic, Protection, Water
Favored weapon: Longsword


The Lizardfolk and Minotaurs worship an ancient deity that predates written history, which explains why it is separate from the Unified Pantheon as well as the Dragon Triarchy. This ancient religion revolves around paying homage and making sacrifices to a serpentine entity often portrayed as something akin to a Couatl.

Maizoluta, the Emerald Scaled (my-zo-lu-ta)
GREATER DEITY
Maizoluta is the protector of the lizardfolk mythology, a benevolent matriarch said to protect the wild, untamed regions of the southern jungles. The similarity of her portfolio with that of Nai'Tuhra has led some scholars to believe that they are the same deity - but the Witch-priests of the Emerald Scaled beg to differ. They tell a different story, one of loss and conquest from a time long past. Centuries ago, during the first Darkstar War, Maizoluta was awakened from her ancient slumber by the bloodletting of her people. The collective faith of the suffering lizardfolk renewed her powers and in order to offer her followers a homeland, she was said to shed her scales, forming the dense jungles on the southern tip of Sundara. However, darker forces took note of this new divine power and allied with Ni'Kote, the Ancient Evil sought to subsume Maizoluta's portfolio. He created an aspect of himself (Tecouxatil, the Dark Fanged) and he sent it to battle against the Serpent Goddess. During the divine duel, Maizoluta managed to defeat the Ancient Evil's proxy but at a terrible price. She lost an eye (rumored to have fallen into the jungles) and much of her divine powers were depleted by the savage battle. Exhausted, the Serpent Goddess returned to her realm to rest, allowing Nai'Tuhra's grey elves to establish a stronghold in Kiiska. Since the Second Darkstar War however, Tecouxatil's influence amongst the lizardfolk has grown whereas Maizoluta's has weakened and the Serpent Goddess feels the drain on her divine powers.

Alignment: NEUTRAL GOOD
Domains: Good, Magic, Protection, Plant, Weather
Favored weapon: Claws (Unarmed)

sunwukong
2013-10-12, 10:08 PM
Looks fun. I'd like to play a hobgoblin archer (i.e. a sniper). Can level adjustment be reduced (http://www.d20srd.org/srd/variant/races/reducingLevelAdjustments.htm) with an XP deduction?

Plushie Arz
2013-10-12, 10:22 PM
Yes, I'd welcome the level adjustment rules presented in UA.

sunwukong
2013-10-12, 11:08 PM
Do you specifically prefer the Character Sheet Database website to Myth-Weavers (http://www.myth-weavers.com)?

And I noticed you removed your suggested dice-roller from the first post--does that mean that the forum dice roller is OK to use?

Plushie Arz
2013-10-12, 11:50 PM
Yes, apologies for any confusion. I had originally copy and pasted the character creation rules from Darkstar's original campaign thread and I realised that many of the character sheet websites and dice rollers that he specified are not the best or most user friendly solutions. (It wasn't bad circa 2005-2006 but eight years on, there are many better options)

Thus, I'm opening the doors to your own methods of posting character sheets. The forum dice roller is also fine.

Alabenson
2013-10-12, 11:54 PM
Quick question, what are your rules regarding homebrew classes?

Plushie Arz
2013-10-13, 12:28 AM
I would have to run homebrew classes on a case-by-case basis. Which class do you have in mind?

Alabenson
2013-10-13, 12:32 AM
The class I was thinking of is a piece of homebrew I'd like to field test called the Nightblade (http://www.giantitp.com/forums/showthread.php?t=307331); it's a skillmonkey/initiator class that should be roughly Tier 3.

Plushie Arz
2013-10-13, 12:34 AM
That class looks balanced and there's nothing game-breaking there. I will allow it.

Alabenson
2013-10-13, 12:35 AM
Awesome, in that case I'll start putting a character together.

sunwukong
2013-10-13, 01:06 AM
Baku Ghann (http://www.myth-weavers.com/sheetview.php?sheetid=680190)
Male Hobgoblin Fighter 3/Ranger 1

Background, etcetera:
History: The Ghann tribe of goblinoids lived near the northern edge of the jungles of the South, in between the elves of the deep jungle and the humans of the North. Their kobold workforce was tasked with the labor of slash-and-burn agriculture, while the warriors of the three goblinoid races defended their territory from both the ever-encroaching humans and the domineering elves.

The elves had lived in the jungle longer than any other race, and therefore considered the entirety of the region to be their Nai'Tuhra-granted dominion. To them, the Ghaan were trespassing barbarians, and the resources found within goblinoid territory actually belonged to the elven People. The elves, however, were never great in numbers, and the conflict between them and the goblinoids was spread out over many centuries.

The humans, on the other hand, were not only numerous but extremely well-organized. It was only a matter of time before they reached the periphery of the jungles of the South. The Ghaan, a highly martial culture due to their long history of low-intensity warfare agains the elves, responded to the human presence by launching raids against their settlements. The goblinoids had no idea that the Order of the Morning Sun was nothing like the elves they were used to fighting.

By 1008 OR, the Ghaan had been destroyed as an entity, and those that escaped (Baku among them) were scattered at the edges of the jungle, forced to turn to scavenging in order to survive. They dared not venture too deep into the forest, for they were now vulnerable to the patrols of the elves. They could only wait to see if the fickle Jagon would reverse their fortunes.

Four years later, Baku watched from the shadows as a massive army of humans gathered and sailed off to war. When he heard of the conquest and occupation of Kiiska, he realized that the perfect opportunity had finally come: no longer would the elves have the time or resources to attack goblinoids. Instead, both they and the Order of the Morning Sun would be tied down in a long, destructive conflict. Kiiska would be the perfect place to wage a guerrilla war against the hated humans, and if the elven city burned down in the process, that would only be more pleasing to Jagon.

Baku began his trek through the jungle, armed with his longbow and his remaining stockpile of incendiaries. The small group of kobolds and goblins he'd been living with were good scavengers, but none of them were warriors, and so he left them behind to fend for themselves. Before they parted ways, he overheard the kobolds whispering that the lizardfolk were thinking of converging on Kiiska, and even that other non-humans from across Sundara would be doing the same.Personality: Baku grew up fighting humans as well as elves, and it was humans that wiped out his tribe. Therefore, despite the enmity between elf and goblinoid having deeper historical roots, the main focus of his hatred is currently humans. He knows that he doesn't have the time to pursue antagonism with elves right now.

Baku doesn't actually believe in chaos for its own sake, but he understands that it is the nature of his god Jagon, and also a valuable tool in warfare. He misses the structure of the lifestyle that the Order of the Morning Sun brought to an abrupt end, as well as the company of fellow warriors. He knows that when he reaches Kiiska, he will have to find allies. At this point in his life, Baku has shed the pride that would have inhibited such possibilities in the past...whatever will help his mission, he will accept.Appearance: Gray mud breaks up the distinct dark red shape of Baku's face, helping him better camouflage himself in the jungle. A mottled gray cloak, looted from the body of a dead elf, completes the effect of making Baku look like a pattern of leaf shadows in the underbrush. Baku's reddish-brown clothes have clearly seen many years of wear, but that same fact testifies to their durability. A quiver of arrows is strapped to each of his sides, and a third to his back, right next to his longbow. A longsword and several clay flasks can be seen at his belt. Both his eyes and his pointed teeth are yellowish, and his long black hair is tied back from his face.

Rolling for hit points (I'm assuming 1st level max):
[roll0]
[roll1]

razorback
2013-10-13, 10:13 AM
Posting interest.
Would a warlock be allowed? I've never played one and I've had an itch to do so.

Alabenson
2013-10-13, 04:14 PM
Rolling for HP (again, assuming max at first level)

[roll0]

Plushie Arz
2013-10-13, 05:43 PM
Posting interest.
Would a warlock be allowed? I've never played one and I've had an itch to do so.

Yes, warlocks are allowed. And you are all correct in assuming max HP at 1st level.

Star_In_a_Sky
2013-10-13, 06:03 PM
Interested, seems fun. All that info answers most of the questions really well but there's one of the "Big 16" it misses. What books can your players use? Are we allowed Tome of Battle classes? Ideally, I'd like to be either a Crusader or a Warblade.

Also, do you want us to write out a background, looks, and personality?

Plushie Arz
2013-10-13, 06:11 PM
How do feel about an elven Battledancer(Dragon Compendium) with VoP(BoED)? Intending to go Dragon Devotee(RotD) and Dragon Disciple(DMG)?
Sounds like an interesting character concept. I look forward to seeing it.


Interested, seems fun. All that info answers most of the questions really well but there's one of the "Big 16" it misses. What books can your players use? Are we allowed Tome of Battle classes? Ideally, I'd like to be either a Crusader or a Warblade.
I will permit most 3.5e sourcebooks with the exception of Libris Mortis, given that no undead exist within this campaign setting. Even setting specific guidebooks like PGtF are permissible as long as you refluff the setting requirements. I will allow Tome of Battle as I have already given the green light to the homebrew Nightblade (http://www.giantitp.com/forums/showthread.php?t=307331) class, which uses many of the mechanics in Tome of Battle.


Also, do you want us to write out a background, looks, and personality?
Yes, a background, looks and personality would be much appreciated. My style of running games often integrate a character's backstory into the campaign. I notice that sunwukong had already plotted out an excellent example of a character backstory. This is a fairly detailed campaign setting with an extensive history so if there's any additional questions, please do not hesitate send me a PM or ask questions.

sunwukong
2013-10-13, 08:55 PM
Questions about languages: If orcs and goblins often live together, do orcs still speak their own language? How about the kobold slaves, do they speak Draconic?

Vertharrad
2013-10-13, 10:00 PM
hp time
[roll0]

Plushie Arz
2013-10-13, 10:20 PM
Questions about languages: If orcs and goblins often live together, do orcs still speak their own language? How about the kobold slaves, do they speak Draconic?

Yes, orcs and goblins in those societies speak their own languages. However, for PCs whose characters originated from such communities, they receive these languages as bonuses. Kobolds still speak Draconic.

sunwukong
2013-10-13, 11:21 PM
I know you said that this game probably won't start til November, so I figure it's no big deal, but I thought I'd mention that I'll be on a camping trip and won't have internet access until Friday. I just didn't want you to think that I'd lost interest. I'm excited about this game, I really like the premise!

Vertharrad
2013-10-13, 11:35 PM
Katria (http://www.myth-weavers.com/sheetview.php?sheetid=626384)

Plushie Arz
2013-10-14, 12:24 AM
I know you said that this game probably won't start til November, so I figure it's no big deal, but I thought I'd mention that I'll be on a camping trip and won't have internet access until Friday. I just didn't want you to think that I'd lost interest. I'm excited about this game, I really like the premise!

Not a problem. I'll keep you all updated when the game starts.

CryWolfCorrupt
2013-10-14, 09:30 AM
Posting interest as a Truenamer... opposed?

Vedhin
2013-10-14, 03:10 PM
Posting Interest. I'd like to be a Whisper Gnome Warlock 2/Monk 2/Swordsage 1, with plans for Shadow Sun Ninja.
I plan to take a feat from Drow of the Underdark that allows me to expend a use of a Darkness Spell-Like Ability to Hide in Plain Sight as a swift action; using the Warlock's Darkness invocation to power it. I'd take the Darkstalker feat from Lords of Madness.
The basic explanation for my existence is that I would be very, very stealthy.

If it's allowed, I'd like this Warlock fix (http://www.giantitp.com/forums/showthread.php?t=226021); I'd use the Infernal Hertiage.

Alabenson
2013-10-14, 03:24 PM
And I have my character sheet completed.

Daelric (http://www.myth-weavers.com/sheetview.php?sheetid=680703)

Zethex
2013-10-14, 03:43 PM
Posting interest. Are Water Orcs allowed?

Plushie Arz
2013-10-14, 05:22 PM
There are now currently six players expressing interest with three character sheets posted. As such, I'm temporarily waiting until those players have submitted their character sheets or interest wanes before taking on new interest.


Posting interest. Are Water Orcs allowed?

Yes, I will allow Water Orcs. In this setting, they have historically clashed with the other aquatic elven subrace, the Sar'gaeans, for resources.


Posting Interest. I'd like to be a Whisper Gnome Warlock 2/Monk 2/Swordsage 1, with plans for Shadow Sun Ninja.
I plan to take a feat from Drow of the Underdark that allows me to expend a use of a Darkness Spell-Like Ability to Hide in Plain Sight as a swift action; using the Warlock's Darkness invocation to power it. I'd take the Darkstalker feat from Lords of Madness.
The basic explanation for my existence is that I would be very, very stealthy.

If it's allowed, I'd like this Warlock fix (http://www.giantitp.com/forums/showthread.php?t=226021); I'd use the Infernal Hertiage.

Sounds good.


Posting interest as a Truenamer... opposed?

In all honesty, I'm not particularly familiar with the Truenamer class, having not read the Tome of Magic supplement. General consensus suggests the class is quite finicky to play, requires a great deal of optimization and the experience isn't that great without custom items and setting-specific feats, some of which I am hesitant to introduce into this setting. Are you sure there isn't another character concept that you might like to play?

Vedhin
2013-10-14, 05:52 PM
Sounds good.

Okay. And something that occured to me; Totemist 2 would work better than Monk 2 for my character, both mechanics- and fluff-wise. Is that okay? It would depend on Magic of Incarnum being allowed, which can be a hard book to understand.
If it's not okay I'll just go with Monk, but I figured asking wouldn't hurt.



In all honesty, I'm not particularly familiar with the Truenamer class, having not read the Tome of Magic supplement. General consensus suggests the class is quite finicky to play, requires a great deal of optimization and the experience isn't that great without custom items and setting-specific feats, some of which I am hesitant to introduce into this setting. Are you sure there isn't another character concept that you might like to play?

Having read Tome of Magic and Truenaming in particular, I can say that general consensus is mostly correct, the exception being that instead of setting-specific feats, the desired feat is Item Familiar from Unearthed Arcana. Item Familiar, among many other things, gives an assignable bonus on skill checks that can scale with character level.

Personally I highly advise using a Truenamer fix if possible. If plain Truenamer is used, it is likely to be underwhelming rather than overpowered, but can still be of some use with reasonable optimization.
It may deprive you of your ability to taste ice cream, so consider wisely before playing a by the book Truenamer.

Plushie Arz
2013-10-14, 06:12 PM
Okay. And something that occured to me; Totemist 2 would work better than Monk 2 for my character, both mechanics- and fluff-wise. Is that okay? It would depend on Magic of Incarnum being allowed, which can be a hard book to understand.
If it's not okay I'll just go with Monk, but I figured asking wouldn't hurt.


Sure, I'll allow Totemist. I need to go over the Incarnum rules again but it should be fine.

Clarkson
2013-10-14, 08:21 PM
If you do need more people, shoot me a pm. Looks fun.

Plushie Arz
2013-10-14, 08:34 PM
If you do need more people, shoot me a pm. Looks fun.

No worries. Sure will :)

CryWolfCorrupt
2013-10-15, 07:52 AM
In all honesty, I'm not particularly familiar with the Truenamer class, having not read the Tome of Magic supplement. General consensus suggests the class is quite finicky to play, requires a great deal of optimization and the experience isn't that great without custom items and setting-specific feats, some of which I am hesitant to introduce into this setting. Are you sure there isn't another character concept that you might like to play?

It is a bit finnicky and has some optimization issues with combat and the likes but I like it for the RP feel and like Ved mentioned, there are quite a few fixes out there. But yes, I'd be happy to look around if you give me a few hours (I'm at work) and I will find another class I would like to play. If no one has claimed it I would actually like to mess with this Swordsage homebrew (http://www.giantitp.com/forums/showthread.php?t=10707) or a Battledancer (though I thought I saw someone else took this?). Give me a bit and I'll have some ideas to run by you.

Plushie Arz
2013-10-15, 08:24 AM
It is a bit finnicky and has some optimization issues with combat and the likes but I like it for the RP feel and like Ved mentioned, there are quite a few fixes out there. But yes, I'd be happy to look around if you give me a few hours (I'm at work) and I will find another class I would like to play. If no one has claimed it I would actually like to mess with this Swordsage homebrew (http://www.giantitp.com/forums/showthread.php?t=10707) or a Battledancer (though I thought I saw someone else took this?). Give me a bit and I'll have some ideas to run by you.

So far, the character sheets I received are;

Baku Ghaan, Hobgoblin Sniper (http://www.myth-weavers.com/sheetview.php?sheetid=680190)
Daelric, Human Nightblade (http://www.myth-weavers.com/sheetview.php?sheetid=680190) (A homebrew rogue with knowledge of stances and maneuvers)
Katria, Elven Battledancer (http://www.myth-weavers.com/sheetview.php?sheetid=680190)

There's also some talk of a Gnome Warlock/Shadow Sun Ninja, regular warlock, a warblade/swordsage and an aquatic orc of some description but I have yet to receive any builds from those guys. It looks like quite a maneuver-stance heavy party. Let me know what other ideas you're thinking of and we can work something out.

CryWolfCorrupt
2013-10-15, 09:14 AM
I was thinking if you wanted more caster flare, either a warmage, wu jen or a binder. If you wanted more melee assassin-type feels, I could roll a samurai.

Plushie Arz
2013-10-15, 09:21 AM
There's already quite a few melee orientated builds. Why not try a caster of some variety?

Vedhin
2013-10-15, 11:04 AM
Interesting as this is, I'm withdrawing. This character has unfortunately given me a serious case of choice paralysis.

CryWolfCorrupt
2013-10-15, 12:37 PM
There's already quite a few melee orientated builds. Why not try a caster of some variety?

How does a Wu Jen float your boat? I've always wanted to try one out.

WebTiefling
2013-10-15, 02:41 PM
If you're still looking for a player or two, I'm interested.

I can go with a caster, probably a fairly standard Wiz/Cler/Druid, depending on what the group needs.

Tieflings allowed? I'd go for a Lesser Tiefling Wizard. (no LA, but isn't an outsider either)

Lesser Aasimar Cleric? (I tend to like the lesser outsiders - I like the fluff of having some outsider blood WAY back, but don't like the dramatic outsider-ness of a full outsider)

Human Druid, or a Halfling Druid (Strongheart or Ghostwise if they exist in-world) from Races of the Wild.

If this is going to be a primarily Urban campaign, I'll definitely forego the Druid. If it's going to be an undead-heavy campaign, I might go for a Cleric.
Edit: Whoops, I missed the part where there aren't any undead in this world.

Plushie Arz
2013-10-15, 07:13 PM
How does a Wu Jen float your boat? I've always wanted to try one out.
Wu Jen sounds great. It's a fun class to get at.


If you're still looking for a player or two, I'm interested.

I can go with a caster, probably a fairly standard Wiz/Cler/Druid, depending on what the group needs.

Tieflings allowed? I'd go for a Lesser Tiefling Wizard. (no LA, but isn't an outsider either)

Lesser Aasimar Cleric? (I tend to like the lesser outsiders - I like the fluff of having some outsider blood WAY back, but don't like the dramatic outsider-ness of a full outsider)

Human Druid, or a Halfling Druid (Strongheart or Ghostwise if they exist in-world) from Races of the Wild.

If this is going to be a primarily Urban campaign, I'll definitely forego the Druid. If it's going to be an undead-heavy campaign, I might go for a Cleric.
Edit: Whoops, I missed the part where there aren't any undead in this world.

Either the Aasimar or Tieflings are fine. Whilst this may sound like an urban campaign, the city of Kiiska is built deep within the jungles and nature is closely integrated with the architecture. Think something like this.

https://www.wizards.com/magic/images/mtgcom/fcpics/features/10e_rav_forest_moeller_lg.jpg
Source: WoTC, Art by Christopher Moeller
The campaign is not intended to excessively limit character choices. The creator of the setting had also introduced rules to compensate for the lack of cleric turning. Instead of rolling a die to determine the substitution, I will allow players to choose the feature they want.



As there are no undead in Sundara, the ability to Turn/Rebuke Undead is nonexistent.

If a player chooses to play as a paladin, they do not gain the ability to Turn Undead. Instead, they gain one of the fighter bonus feats as long as they meet all prerequisites for that feat.

If a player chooses to play as a cleric, they do not possess the Turn/Rebuke Undead ability. In place of this ability, roll a percentile dice to see which of the following abilities they gain instead at first level (note that if a domain the cleric has chosen grants the ability to Turn/Rebuke another group, such as elementals, they may still have that ability as normal):

d% 01-25 – Divine Intervention: A number of times equal to one plus your Charisma modifier per day, you may re-roll any dice roll. The new result of the dice roll is final.

d% 26-35 – Gain Spell-like Ability: Choose a 0 or first-level divine spell that you have the ability to cast. If your Wisdom score is 13 or higher, you gain the ability to cast that spell as a spell-like ability once per day.

d% 36-45 – Bonus Language: You gain one additional bonus language that your character could normally gain.

d% 46-55 – Scholarly Gift: You get a +5 bonus on all Knowledge: Religion checks, as well as all Knowledge: History checks.

d% 56-65 – Field Medic: You get a +10 bonus on all Heal checks.

d% 66-75 – If you are playing as an evil-aligned cleric, you gain a +10 bonus on all Knowledge: Religion checks pertaining to sacrifices and the rituals involved. If you are playing as a good-aligned cleric, re-roll.

d% 76-80 – Lay on Hands: If you are playing as a good-aligned cleric, you gain the Lay on Hands ability as a paladin of two levels lower would. If you are playing as an evil-aligned cleric, re-roll.

d% 81-85 – Smite Evil/Good: If you are playing as a good-aligned cleric, you gain the ability to Smite Evil as a Paladin would once per day. If you are playing as an evil cleric, you instead gain the ability to Smite Good as a blackguard would once per day.

d% 86-90 – Skilled: You may add one cross-class skill to your list of cleric class skills, and you get a +5 bonus to all checks pertaining to that skill.

d% 91-95 – War-priest: You gain proficiency in the use of all martial weapons.

d% 96-99 – Detect Evil/Good: If you are playing as a good-aligned cleric, you gain the ability to use Detect Evil as the spell at will. If you are playing as an evil-aligned cleric, you instead gain the ability to use Detect Good as the spell at will.

d% 00 – Re-roll twice. You gain both abilities that you roll. If you roll 00 more than once, you still only get a total of two abilities.

Clarkson
2013-10-15, 08:09 PM
I was told there's an open slot?

Anyone mind if I play Psion?

Star_In_a_Sky
2013-10-15, 08:30 PM
I'm having a bit of a problem settling on a character right now. It probably still will be a crusader like I said earlier but it's hard to pin down the concept. Off the top of my head, I was thinking one of Mornay's own, but one that wanted to help carve out a safe-haven for the dregs that can't exist in the kingdom, but still deserve to exist. 'Rebel' would be as close to describing the idea. Although I suppose attacking someone of the same god would also class that person as a heretic.

Does that make sense?

WebTiefling
2013-10-15, 09:19 PM
Great! I'll put together a Strongheart Halfling Druid. I'll keep in mind that it will be in at least a partly urban environment.

It looks like the other charsheets set it up to level 4, and somewhere around standard WBL? (5400 gp)

Edit: Whoops. I skimmed your reply too quickly. Lesser Tieflings and Aasimars are fine. Strongheart Halflings?

Plushie Arz
2013-10-15, 10:16 PM
I was told there's an open slot?

Anyone mind if I play Psion?

A slot has become available it'll bump it up to seven players. It's approaching the upper limit but I can work with that.I will allow psionics but keep in mind that it is exceedingly rare in this setting and almost unheard of by the layperson.


I'm having a bit of a problem settling on a character right now. It probably still will be a crusader like I said earlier but it's hard to pin down the concept. Off the top of my head, I was thinking one of Mornay's own, but one that wanted to help carve out a safe-haven for the dregs that can't exist in the kingdom, but still deserve to exist. 'Rebel' would be as close to describing the idea. Although I suppose attacking someone of the same god would also class that person as a heretic.

Does that make sense?

I think I have an idea of what you're getting at. I'll PM you further about your character.


Great! I'll put together a Strongheart Halfling Druid. I'll keep in mind that it will be in at least a partly urban environment.

It looks like the other charsheets set it up to level 4, and somewhere around standard WBL? (5400 gp)

Edit: Whoops. I skimmed your reply too quickly. Lesser Tieflings and Aasimars are fine. Strongheart Halflings?

The character sheets should be ECL 5 with a WBL of 9000 GP. One character has taken the vow of poverty so that may have explained the lack of equipment. Strongheart Halfings exist in this setting.

Alabenson
2013-10-16, 12:24 AM
For what it's worth, I should hopefully have my character's backstory written up and posted by Monday; I haven't had much time to write things down thanks to school, and I want to reconfigure a few elements of what I had planned for his personality so he'll work better with the other character's we have so far.

Plushie Arz
2013-10-16, 12:37 AM
That's fine. The game probably won't start for another month at least (16-18th November). I have papers to write for my degree and end of semester exams to prepare for.

niw18
2013-10-16, 03:22 AM
if still recruiting these few concepts I have

a pixie Beguiler or this a retooled healer (http://www.giantitp.com/forums/showthread.php?t=133118)

or a Tuh'raan Incarnation (http://www.giantitp.com/forums/showthread.php?t=306621)

Plushie Arz
2013-10-16, 06:43 AM
if still recruiting these few concepts I have

a pixie Beguiler or this a retooled healer (http://www.giantitp.com/forums/showthread.php?t=133118)

or a Tuh'raan Incarnation (http://www.giantitp.com/forums/showthread.php?t=306621)

I'm sorry but with currently 3 submitted character sheets and 3-5 more people preparing their characters, I am temporarily putting recruitment on hold until I finalise numbers. I'll let you know if any more slots open up.

WebTiefling
2013-10-16, 07:14 AM
Rolling for HP. Strongheart Halfling Druid level 5. 18 Con. First level max.
5d8+20

Edit: screwed it up. I didn't do the first level maxed. Redoing.

WebTiefling
2013-10-16, 07:17 AM
Rolling for HP. Strongheart Halfling Druid level 5. 18 Con. First level max.

See if I can get it right this time.

[roll0]

Clarkson
2013-10-16, 07:19 AM
My plan is to go stealthy, and not throw around flashy effects. Essentially play a rogue without levels of rogue. Also be better than a rogue.

Star_In_a_Sky
2013-10-16, 08:34 AM
Quick post to say I received your PM and it's informative. If nothing else, it gives a really good backdrop to what I had in mind. Thanks. :smallsmile:

Roughly how long ago was Janos around? I'm imagining around ten years, but it's not amazingly important. I'd like to know more for reference.

WebTiefling
2013-10-16, 08:58 AM
Here's my character, Strongheart Halfling Druid.

Branna Swift-heart (http://www.myth-weavers.com/sheetview.php?sheetid=682200)

Using the Halfling Druid ACF (Races of the Wild) to better fit a slightly more urban environment for the campaign. It drops the first five levels of spontaneously casting Summon Natures Allies with spontaneous castings of:
1) Jump
2) Spider Climb
3) Protection from Energy
4) Freedom of Movement
5) Tree Stride
6-9) Regular spontaneous castings of Summon Natures Ally.

I thought those also fit well with movement in a jungle environment.

Still to complete:
Animal Companion (leopard/panther)
Backstory (mostly done, still revising)
Equipment (barely started)
Commonly selected Spells
Preferred Wildshapes
Preferred Summoned Creatures

p.s. This is my first time doing PbP on this forum. Is there somewhere else I should put my character details?

Plushie Arz
2013-10-16, 09:03 AM
Quick post to say I received your PM and it's informative. If nothing else, it gives a really good backdrop to what I had in mind. Thanks. :smallsmile:

Roughly how long ago was Janos around? I'm imagining around ten years, but it's not amazingly important. I'd like to know more for reference.

I refrained from posting some information about the Order of the Morning Sun in the recruitment post due to its length. Sol Jonas Bradford was the head of the Order of the Morning Sun for almost 20 years before his assassination in 1005OR. The Farlaenean Council did not tolerate his progressive views on Mornay's peace and his successor, the Sol Jeremiah Bradford, held much more conservative and belligerent views towards nonhuman races.

Plushie Arz
2013-10-16, 09:05 AM
Here's my character, Strongheart Halfling Druid.

Branna Swift-heart (http://www.myth-weavers.com/sheetview.php?sheetid=682200)

Using the Halfling Druid ACF (Races of the Wild) to better fit a slightly more urban environment for the campaign. It drops the first five levels of spontaneously casting Summon Natures Allies with spontaneous castings of:
1) Jump
2) Spider Climb
3) Protection from Energy
4) Freedom of Movement
5) Tree Stride
6-9) Regular spontaneous castings of Summon Natures Ally.

I thought those also fit well with movement in a jungle environment.

Still to complete:
Animal Companion (leopard/panther)
Backstory (mostly done, still revising)
Equipment (barely started)
Commonly selected Spells
Preferred Wildshapes
Preferred Summoned Creatures

p.s. This is my first time doing PbP on this forum. Is there somewhere else I should put my character details?

I had a quick glance over the character sheet and it looks good thus far. You have over a month to finalise it before the start of the campaign so no hurry there.

Plushie Arz
2013-10-16, 09:22 AM
In the interests of comity and assisting with character backgrounds, I will post the same information that I sent to Clarkson.

Ten years later, and the second Darkstar War still had lingering effects on the land of Sundara. The world was a much darker place now, as if that was possible what with all of the pre-existing racial and religious tension that had plagued the land for eons.

The ancient evil had been defeated once again, if just barely at that. The humans, led on by Sol Jonas Bradford himself, had formed a shaky alliance with the Dwarves and Elves they had long-ago cast out, in a joint effort to save their world from doom and destruction. A group of adventurers had joined in the battle, and their aid proved invaluable in the victory over evil. They brought with them a Darkling, Arunyia Darkstar - a refugee, a rare one indeed, as he wasn't evil like his brethren. He wasn't exactly welcomed, as would be expected, but he managed to deactivate the Obelisk from inside, greatly reducing the Ancient Evil's power. Whether he survived is unknown. Avaraxus' armies still tried to take the Obelisk anyways, for the power it would grant in reshaping the world, but they suddenly vanished, never to be seen again. Jakob, a psion from another dimension, and friend to the adventurers, had returned to intervene. The only known thing to ever come from another plane and promptly leave Sundara, as it is known to be a closed plane, Jakob was destroyed in doing so - the ultimate sacrifice, all for his friends.

It was to be an age of peace, but it would not last.

Sol Jonas Bradford was unhappy with his religion's own bigoted views, and tried to amend them. Non-humans were considered inferior, as were homosexuals and worshipers of other deities. He wanted Mornay's message of peace and love to extend beyond her own human followers, and with great effort, began to make progress in reform. The human Council would have nothing of this. Although it is not actually known to be true, almost everybody believes that the Council was behind the plot to assassinate the Sol. Archmagus Lucian's and Lord Faradin's distaste for peace seemed to strengthen that belief. Along with the Sol, his daughter Ariel, their close friend Ishkar, and many of his followers also died. Darius the Silver-haired, the famed demon hunter and sworn protector of the Sol, took it personally, as he had been searching for his half-sister during this time and wasn't there to at least die with his best friend and lord. He was never seen again. There was a month of slight chaos in the absence of someone suitable to replace Jonas Bradford as the next Sol, Farlaen being a theocratic kingdom with certain "democratic" leanings - the Council was trying to find someone they could work through, unlike the stubborn, kind-hearted Jonas. But the return of the long-absent high bishop Jeremiah Bradford, Jonas' father, would end the chaos. He would replace his son and undo the "damage" he had done.

Sol Jeremiah Bradford made it brutally clear that there would be an end to the new Order, and that the old wways would return. He ordered all non-humans be returned to their second-class-citizen status, the nightfall curfew once again in effect. All Darklings, Tieflings, and Half-Elves that could be found were either exiled, incarcerated, or executed, but at least they got a trial - granted, a completely one-sided one that was a mockery of justice, but a trial nonetheless. The homosexuals that were found were flat-out murdered in the streets. Next, on a quest of pure vengeance, the lizard people living in the deserts to the south were genocidally hunted to the point of near-extinction. This was, of course, due to the now-high chieftain Sssarlax's murder of the new Sol's young daughter nearly fifty years earlier.

War was declared on the Grey Elves next, the last of the Elves left on Sundara. Where the goblinoids and humans had failed before in their attempts, the new Sol would surely succeed now - there weren't enough Elves to fight the human armies forever. Kae'ris, one of the last true Elven cities left, having been destroyed by the goblinoid forces just before the start of the second Darkstar War didn't help. The goblinoids still wanted to destroy the Elves, but the Sol also declared war on them simultaneously for meddling in the affairs of their "superiors." Thus, a three-party war was currently ravaging the East.

Most of the human cities went from being prime examples of how a society can change for the better to being exactly what they had been for eons before - monuments of bigotry and hatred in "unity." The only human city, actually a small town, that did not change back to the old, hateful ways was Oldenton. On the border between the great western forest and the Darujos, which was once the land of the High Elves before their extinction centuries earlier, it remained a multicultural and accepting place. The town quickly grew in size to a very culturally-diverse city, what with so many unwanteds realizing it was a bastion for their kind and deciding to stay there. Granted, it was nowhere near the size of Farlaen, but it was quite impressive how quickly it had grown.

The Dwarves were disgusted with all of this, and shut themselves in their mountain strongholds once again. The Sol's patrols could never find a way into the grand homes of the Dwarves, so they instead were simply left to themselves while other wars were being waged. They could always be dealt with later.

The Ul'Dranim lived too far into the northern volcanic wasteland to be dealt with properly, so they as well would have to wait to be slaughtered.

In a matter of only a decade, the world had gone straight to hell in a handbasket. And it only got stranger...

The moon had gotten closer to Sundara for some reason. A spell of concealment had been lifted, and now it could be seen for what it truly was: a verdant land of greens and blues, inhabitable and life-supporting in all obviousness. But it was unreachable. The Council started many projects to try and reach it, but all failed. There seemed to be a magical barrier protecting it from any intrusion.

WebTiefling
2013-10-17, 08:09 AM
Are there any maps of the world, and zoomed in on our particular area of interest?

I see in your signature, Plushie, that there's a link for Campaign Art forthcoming.

Just checking.

Plushie Arz
2013-10-17, 08:42 AM
Currently working on scanning some old sketches, campaign maps and other assorted things onto the computer and processing them on photoshop. I have end of semester assessments coming up so there's going to be a standstill on new content but rest assured, there will be a wealth of information coming soon.

sunwukong
2013-10-18, 06:11 PM
The expanded setting history is cool, looking forward to seeing the other setting info you're working on!

Plushie Arz
2013-10-18, 07:45 PM
Created the OOC Thread (http://www.giantitp.com/forums/showthread.php?p=16245311#post16245311) for sake of convenience and longevity. Any further discussions can be moved there.

Plushie Arz
2014-01-13, 06:49 AM
One player has dropped out. One more slot has become available.

The same startup rules apply (ECL 5, 42 point buy, 9000 starting GP) but generous bonus XP and loot allocations should see the player character catch up quickly to the rest of the party. The group also has a tendency to splinter off in various solo adventure modules so your character backstory and roleplaying should be strong enough to accommodate that.

CryWolfCorrupt
2014-01-13, 08:44 AM
This campaign is a ton of fun. Plushie is a wicked good DM who makes the campaign feel both realistic and relatable, while helping fluff the hell out of the characters. Plus he's done a lot of work on the setting and it feels like a book or movie, more than just a game. You'll hate yourself if you miss out on this.

WebTiefling
2014-01-13, 11:00 AM
Seconding CryWolf's comment. Best game I've seen. Period.