Monkeyknuckles
2015-10-11, 06:45 PM
Let's see, the game setting, the rules and the group in question :
Setting: The game takes place on a single huge landmass split in half vertically by a continent-spanning mountain range. The technology level is standard feudal era farming stuff, arcane and divine magic is common enough that wizards and clerics are treated respectfully in all but the most remote and isolated back-water. I run it as sand-boxy with the players choosing where to go and what to explore, with the meta plot waiting for them when they find it.
Major Cities and Nations:
The Generically Arabic Elves: Capital city is Jedah
The elves rule a vast kingdom to the south and west of the continent, primarily dry and arid with large well developed settlements built around oasis dot the place, they have an ancient and well run society run by a Sha, who can be either male or female depending on who is deemed most fit to rule by the current Sha, who appoints a successor based on merit from amongst the highest ranking noble families. The
The Dwarves, children of Bael'Mag Mordan:Capital City is Blackgate
Dwarves are usually found only within or close by the massive mountain range that splits the continent vertically in half, barring a narrow area of rugged hills to the south, and extending into a series of sea mounts to the north. Dwarves have a symbiotic relationship with the Mountain, leaving it for longer than a few months causes them enter a deep and potentially fatal depression, eventually losing the desire to eat after roughly a year of separation from their home. All dwarves are born to either the Stone caste or the Fire caste, at birth they are gifted an elemental companion that matches their caste. This is a direct sign of their Titans love and favor, so that they will never be alone.
A rare few dwarves are born severed, unable to hear the voice of the mountain, and are not asked explicitly to leave, but it's uncomfortable for everyone involved if they remain in the mountain; for the normal dwarves it's like having someone who's head is missing but still seems to get around just fine coming to dinner, and for the severed dwarf, seeing the contentment of the others is a constant reminder of what an aberration they are. So while not forced to leave, severed dwarves inevitably leave the mountain and seek their fortunes elsewhere.
The dwarves do make one exception to outsiders in their sacred mountain: The trade city of BlackGate. Taking it's name from the massive solid iron doors that separate it from the surface world, forged all of one piece as a testament to dwarven cunning and skill at metalworking, the city is a massive hollowed dome within the mountain, adorned with huge statues depicting former great rulers and images of their Titan. The whole affair is lit by massive gas lamps fueled by natural deposits of methane, with a rail system in the city that connects to the rest of the mountain range through highly secured tunnels. The dwarves are a social collective, all wealth generated is distributed amongst their entire people. Prestige and social standing is based off of how much a dwarf has improved life for his fellows.
So they're rich, they're happy, and they are physically incapable of siezing and holding territory from other countries, the dwarves are very popular with their neighbors.
Meridia aka the Good guys:
Meridia is both the name of the nation and it's capital city, built on the ruins of the gnomish capital after the gnomes were destroyed by the Titans 1000 years prior. Meridia is ruled by King Anduin de Meridia who became king 20 years prior to the start of the game when he led a coalition of fellow Meridian nobility against the former King because of atrocities against his own people so vile they caused his name to be stricken from all records. King Anduin and his son prince Phillip have led their people to years of peace and plenty. They have expanded the council of foreign diplomats to include not just an ambassador from the Dwarves and Elves, but in recent years from the Helgathi Caliban, and even an envoy from the Crimson King; A juvenile red dragon known as the Duke of Gly.
The capital city is easily defensible, difficult to assault by land or sea. It is a major hub for trade due to it's deep harbor sheltered on three sides by towering cliffs, and permissive attitudes towards monstrous races. As long as you adhere to the laws of the city, any race is welcome.
The Helgathi Horde:
In the demon infested forests to the north are the remnants of the former Helgathi Empire, fearsome mounted nomads who are in a centuries long two front war with Meridia to the south of them, and the demonic invasion force to the north of them. Only being scary tough bastards ha let them survive this long. Especially tragic is how far the Helgathi have fallen, 700 years prior to the start of the campaign they ruled and empire that showed no signs of slowing down and was poised to unify the entire continent.
They owed this rapid expansion to a method they discovered to permanently bind summoned Devils into service. Given the mutable and alien nature of the summoned devils they were utilized for everything from carrying messages, to serving as weapons and armor for the military. Unfortunately for the Helgathi, the devils were somehow freed from the control of their summoners, the exact details are lost to history. What is known is that the entire empire collapsed almost literally over-night, as tens of thousands of previously bound devils turned on their masters.
The backlash from this has been significant, in Helgath itself arcane magic, which was instrumental in summoning of the Devils, is now viewed as so heinous and vile that anyone found using it is put to death immediately. The Helgathi themselves have regressed from an advanced Magistocracy to shamanistic nomads who rely on strength of arms and divine magic to combat the demon horde. In recent years the splintered tribes have been united under the banner of a new war leader, or Caliban. The new Caliban is said to be invincible in battle, that he was born of giants and raised by the mother of all Wolves. These rumors are for the most part true.
The Dragon:
At the southern tip of the mountain range inhabited by the dwarves there lies an active volcano. The caldera of this volcano is the throne room for the self appointed Crimson King, Master of all He Surveys, Sire of Many, Doom of Runehearth, the great and terrible Red Dragon. His name is unknown since there's no one he would bother telling it to, so everyone refers to him as the Crimson King, he is the reason why half dragons and draconic people are so common. The Crimson King has been building his strength and spreading his bloodlines power for centuries, he is served by an army of kobolds who toil endlessly in the bowels of the volcano, expanding his holdings, harvesting the wealth of the mountain to arm his legions. It is said the Crimson King traded his left eye to the Titans in exchange for knowledge of the moment of his death. Two things are certain, he is likely the single most powerful being in the world barring the Titans themselves, and his lust for power and control cannot be sated.
The Pirates:
As the Helgathi plague the lands, and the Crimson King terrorizes the skies, so do the pirates of Gasha Doomgaze bring misery to the seas. With a fleet of ships crewed by the undead, led by three Lieutenants of terrifying ability and fearsome reputation, the pirates that sail under Doomgaze's banner feared around the world for their savagery and cruelty.
Firstly there is the undead minotaur Salt-beard, an intelligent zombie, his undead flesh reinforced with with bars of adamantine driven thru them, causing him to bristle with metallic spines, and be far more resistant to damage than a normal zombie, he wades into battle with a coterie of bedraggled children chained to his belt, using them as living shields. His ship is a an abomination called the Gates of Hell, it can barely be called a ship, it is a hulking mass of necrotic tissue the size of a small island, it exudes a pitch black miasma that poisons the water and air around it, draining the vitality of the living while bolstering the undead.
Then we have the Mad Aquatic Ghast, Smiling Jack, most commonly known as the Smiler, a ghoul who sliced off his own jaw and replaced it with a bear trap so he'd never be without a grin. He is the captain of the Murder of Crows, a slender hulled ship with black sails, one of the fastest ships on the seas. His preffered method of execution is to paralyze an opponent then toss them into the sea to watch them drown, not the most brutal of the 3, but dead is dead, and drowning is a bad way to go.
And last but most certainly not least, we have the Bloody Miss, the only one of the three who is still alive. A tall and beautiful woman with hair the color of an open flame, she captains the Red Lily and her ship is crewed entirely by living female pirates, barring a small retainer of skeletons to man the oars.
Bloody Miss is a cannibal and her preferred meal is the flesh of the Nobility. She is the only captain who will ransom her victims, her game is to eat a piece of a hostage every week until the ransom is paid, she prefers to eat whatever they value most. A great beauty will have her nose and lips taken first, a famed swordsman will lose the fingers of his sword hand, etc... She enjoys competitions of cruelty with her Fey lover, Petalthorn and wins them more often than not. She remains the only living pirate Liutenant in the fleet because no one has been able to best her in combat yet, when she dies she will be revived as a free willed undead by the master of the fleet, Doomgaze.
The Party:
Draconic Elven Swordsage: Olan ibn Marduk. A elven swordsage who's family was wiped out by a raid on their settlement by Salt-Beard and his undead crew. Survivors were dragged away, never to be seen again, including his dear childhood friend Chauncey Fauntleroy. Swearing vengeance on the pirates he studied to be a master of elven sword-magic. Re-united with his paternal grandfather who ran the school he studied at and inducted into the elven secret police, the Order of the Silver Pentacle. He is possibly the world's least covert secret agent.
Draconic half orc Duskblade: Yarg Barthal. A badass murder machine that runs on hate and grain alchohol. Yarg Barthal is mad as a hatter. His preferred outfit is a chain mail bikini and thigh high stilettos. his preferred weapon is anything he can get his hands on. His mind shattered when his research into the Far-Plane yielded unexpected results. His ritual worked, though it caused the death's of his 3 assistants, they were devoured whole by the misshapen abomination that answered their call.
It was not the deaths of his friends that broke Yarg however; he had seen and been the cause of much death and grisly slaughter in his years as an adventuring scholar.
No, it was the terrible secrets that spilled forth from the wall of screaming and gnashing mouths adorning the Beasts flesh that drove him mad.It whispered the true history of the world to him, it told him of the darkness inside him, it screamed prophecy and wept of his failures in the voice of everyone he had ever loved. When the ritual abated and the Beast squeezed it's loathsome bulk back into it's own realm, it left the the shattered remains of Yarg weeping in rage and screaming with laughter behind it.
Half Giant Psion Kineticist: Cast, Son of Cant, Son of Can. One of over 100 children sired by his father Cant; a legendary fire giant hedonist during his most epic sexual walkabout. Still spoken of in hushed whispers among the villages, townships, fortresses, outposts and city states he ravaged. A hard drinking rogue brew-meister in search of the ultimate liquor. His beverage of choice is Stank, a vile liquid that's only legal use is as an enhanced interrogation tool. A 48 hour session of binge drinking Stank caused his mind to to awaken to it's psionic potential. Wielding a spiked chain, his preferred weapon is his own body, levitated over an enemy and turned into a 300lb meat-based projectile, then using recall agony to force the enemy to think about what just happened.
Elan Psychic Rogue: Saxton. Known only by his given name Saxton is a to all appearances a handsome human male in his early 20's with fiery red hair. Unbeknownst to the party he is in a fact a "Hand" for his psionic collective. Tasked with entering the outside world and gathering new sensory information to enrich the collective's Quintessence pool. (In this game I use quintessence as the physical form of mental energy when it's in a stable state, nigh impossible to destroy. It appears as a gravity defying liquid silver) He wields his psionic ability to great effect, probably the most tactically minded player of the group. His weapon of choice is a crossbow, and cleverly applied psychic constructs. His sole goals in life are the acquisition of power, knowledge and money.
Rules used are 3.5 E6 .
max hp per hit die,
skill consolidation ala Pathfinder,
two flaws allowed at creation and 1 trait,
32 point buy, any race/class/book is allowed as long as its not too at odds with the setting.
Initiative is rolled as a group, party used the average between highest and lowest roll rounded up ( i like the average because it discourages
people from tanking init and relying on one person to turbo boost the party)
Death occurs at -con rather than -10
If a player can slip an infinite damage loop past me it works once before the raw energies unleashed blast their character out of existence.
Characters gain 1 point to 2 different stats at level 3 and 6.
A custom feat chain can be taken for any prestige class to continue collecting it's features up to a total character level of 8.
Spell slots higher than 3 exist for the purposes of metamagic, but spells of 4th and higher simply cannot be accessed by mortal casters without using
a ritual.
Prestige classes that allow emulation of 4th level or higher magic are handled on a case by case basis.
General rule is don't try to outshine anyone else at their shtick, don't try to be a one man adventuring party.
I tune my fights hard and expect teamwork out of the players to win.
Setting: The game takes place on a single huge landmass split in half vertically by a continent-spanning mountain range. The technology level is standard feudal era farming stuff, arcane and divine magic is common enough that wizards and clerics are treated respectfully in all but the most remote and isolated back-water. I run it as sand-boxy with the players choosing where to go and what to explore, with the meta plot waiting for them when they find it.
Major Cities and Nations:
The Generically Arabic Elves: Capital city is Jedah
The elves rule a vast kingdom to the south and west of the continent, primarily dry and arid with large well developed settlements built around oasis dot the place, they have an ancient and well run society run by a Sha, who can be either male or female depending on who is deemed most fit to rule by the current Sha, who appoints a successor based on merit from amongst the highest ranking noble families. The
The Dwarves, children of Bael'Mag Mordan:Capital City is Blackgate
Dwarves are usually found only within or close by the massive mountain range that splits the continent vertically in half, barring a narrow area of rugged hills to the south, and extending into a series of sea mounts to the north. Dwarves have a symbiotic relationship with the Mountain, leaving it for longer than a few months causes them enter a deep and potentially fatal depression, eventually losing the desire to eat after roughly a year of separation from their home. All dwarves are born to either the Stone caste or the Fire caste, at birth they are gifted an elemental companion that matches their caste. This is a direct sign of their Titans love and favor, so that they will never be alone.
A rare few dwarves are born severed, unable to hear the voice of the mountain, and are not asked explicitly to leave, but it's uncomfortable for everyone involved if they remain in the mountain; for the normal dwarves it's like having someone who's head is missing but still seems to get around just fine coming to dinner, and for the severed dwarf, seeing the contentment of the others is a constant reminder of what an aberration they are. So while not forced to leave, severed dwarves inevitably leave the mountain and seek their fortunes elsewhere.
The dwarves do make one exception to outsiders in their sacred mountain: The trade city of BlackGate. Taking it's name from the massive solid iron doors that separate it from the surface world, forged all of one piece as a testament to dwarven cunning and skill at metalworking, the city is a massive hollowed dome within the mountain, adorned with huge statues depicting former great rulers and images of their Titan. The whole affair is lit by massive gas lamps fueled by natural deposits of methane, with a rail system in the city that connects to the rest of the mountain range through highly secured tunnels. The dwarves are a social collective, all wealth generated is distributed amongst their entire people. Prestige and social standing is based off of how much a dwarf has improved life for his fellows.
So they're rich, they're happy, and they are physically incapable of siezing and holding territory from other countries, the dwarves are very popular with their neighbors.
Meridia aka the Good guys:
Meridia is both the name of the nation and it's capital city, built on the ruins of the gnomish capital after the gnomes were destroyed by the Titans 1000 years prior. Meridia is ruled by King Anduin de Meridia who became king 20 years prior to the start of the game when he led a coalition of fellow Meridian nobility against the former King because of atrocities against his own people so vile they caused his name to be stricken from all records. King Anduin and his son prince Phillip have led their people to years of peace and plenty. They have expanded the council of foreign diplomats to include not just an ambassador from the Dwarves and Elves, but in recent years from the Helgathi Caliban, and even an envoy from the Crimson King; A juvenile red dragon known as the Duke of Gly.
The capital city is easily defensible, difficult to assault by land or sea. It is a major hub for trade due to it's deep harbor sheltered on three sides by towering cliffs, and permissive attitudes towards monstrous races. As long as you adhere to the laws of the city, any race is welcome.
The Helgathi Horde:
In the demon infested forests to the north are the remnants of the former Helgathi Empire, fearsome mounted nomads who are in a centuries long two front war with Meridia to the south of them, and the demonic invasion force to the north of them. Only being scary tough bastards ha let them survive this long. Especially tragic is how far the Helgathi have fallen, 700 years prior to the start of the campaign they ruled and empire that showed no signs of slowing down and was poised to unify the entire continent.
They owed this rapid expansion to a method they discovered to permanently bind summoned Devils into service. Given the mutable and alien nature of the summoned devils they were utilized for everything from carrying messages, to serving as weapons and armor for the military. Unfortunately for the Helgathi, the devils were somehow freed from the control of their summoners, the exact details are lost to history. What is known is that the entire empire collapsed almost literally over-night, as tens of thousands of previously bound devils turned on their masters.
The backlash from this has been significant, in Helgath itself arcane magic, which was instrumental in summoning of the Devils, is now viewed as so heinous and vile that anyone found using it is put to death immediately. The Helgathi themselves have regressed from an advanced Magistocracy to shamanistic nomads who rely on strength of arms and divine magic to combat the demon horde. In recent years the splintered tribes have been united under the banner of a new war leader, or Caliban. The new Caliban is said to be invincible in battle, that he was born of giants and raised by the mother of all Wolves. These rumors are for the most part true.
The Dragon:
At the southern tip of the mountain range inhabited by the dwarves there lies an active volcano. The caldera of this volcano is the throne room for the self appointed Crimson King, Master of all He Surveys, Sire of Many, Doom of Runehearth, the great and terrible Red Dragon. His name is unknown since there's no one he would bother telling it to, so everyone refers to him as the Crimson King, he is the reason why half dragons and draconic people are so common. The Crimson King has been building his strength and spreading his bloodlines power for centuries, he is served by an army of kobolds who toil endlessly in the bowels of the volcano, expanding his holdings, harvesting the wealth of the mountain to arm his legions. It is said the Crimson King traded his left eye to the Titans in exchange for knowledge of the moment of his death. Two things are certain, he is likely the single most powerful being in the world barring the Titans themselves, and his lust for power and control cannot be sated.
The Pirates:
As the Helgathi plague the lands, and the Crimson King terrorizes the skies, so do the pirates of Gasha Doomgaze bring misery to the seas. With a fleet of ships crewed by the undead, led by three Lieutenants of terrifying ability and fearsome reputation, the pirates that sail under Doomgaze's banner feared around the world for their savagery and cruelty.
Firstly there is the undead minotaur Salt-beard, an intelligent zombie, his undead flesh reinforced with with bars of adamantine driven thru them, causing him to bristle with metallic spines, and be far more resistant to damage than a normal zombie, he wades into battle with a coterie of bedraggled children chained to his belt, using them as living shields. His ship is a an abomination called the Gates of Hell, it can barely be called a ship, it is a hulking mass of necrotic tissue the size of a small island, it exudes a pitch black miasma that poisons the water and air around it, draining the vitality of the living while bolstering the undead.
Then we have the Mad Aquatic Ghast, Smiling Jack, most commonly known as the Smiler, a ghoul who sliced off his own jaw and replaced it with a bear trap so he'd never be without a grin. He is the captain of the Murder of Crows, a slender hulled ship with black sails, one of the fastest ships on the seas. His preffered method of execution is to paralyze an opponent then toss them into the sea to watch them drown, not the most brutal of the 3, but dead is dead, and drowning is a bad way to go.
And last but most certainly not least, we have the Bloody Miss, the only one of the three who is still alive. A tall and beautiful woman with hair the color of an open flame, she captains the Red Lily and her ship is crewed entirely by living female pirates, barring a small retainer of skeletons to man the oars.
Bloody Miss is a cannibal and her preferred meal is the flesh of the Nobility. She is the only captain who will ransom her victims, her game is to eat a piece of a hostage every week until the ransom is paid, she prefers to eat whatever they value most. A great beauty will have her nose and lips taken first, a famed swordsman will lose the fingers of his sword hand, etc... She enjoys competitions of cruelty with her Fey lover, Petalthorn and wins them more often than not. She remains the only living pirate Liutenant in the fleet because no one has been able to best her in combat yet, when she dies she will be revived as a free willed undead by the master of the fleet, Doomgaze.
The Party:
Draconic Elven Swordsage: Olan ibn Marduk. A elven swordsage who's family was wiped out by a raid on their settlement by Salt-Beard and his undead crew. Survivors were dragged away, never to be seen again, including his dear childhood friend Chauncey Fauntleroy. Swearing vengeance on the pirates he studied to be a master of elven sword-magic. Re-united with his paternal grandfather who ran the school he studied at and inducted into the elven secret police, the Order of the Silver Pentacle. He is possibly the world's least covert secret agent.
Draconic half orc Duskblade: Yarg Barthal. A badass murder machine that runs on hate and grain alchohol. Yarg Barthal is mad as a hatter. His preferred outfit is a chain mail bikini and thigh high stilettos. his preferred weapon is anything he can get his hands on. His mind shattered when his research into the Far-Plane yielded unexpected results. His ritual worked, though it caused the death's of his 3 assistants, they were devoured whole by the misshapen abomination that answered their call.
It was not the deaths of his friends that broke Yarg however; he had seen and been the cause of much death and grisly slaughter in his years as an adventuring scholar.
No, it was the terrible secrets that spilled forth from the wall of screaming and gnashing mouths adorning the Beasts flesh that drove him mad.It whispered the true history of the world to him, it told him of the darkness inside him, it screamed prophecy and wept of his failures in the voice of everyone he had ever loved. When the ritual abated and the Beast squeezed it's loathsome bulk back into it's own realm, it left the the shattered remains of Yarg weeping in rage and screaming with laughter behind it.
Half Giant Psion Kineticist: Cast, Son of Cant, Son of Can. One of over 100 children sired by his father Cant; a legendary fire giant hedonist during his most epic sexual walkabout. Still spoken of in hushed whispers among the villages, townships, fortresses, outposts and city states he ravaged. A hard drinking rogue brew-meister in search of the ultimate liquor. His beverage of choice is Stank, a vile liquid that's only legal use is as an enhanced interrogation tool. A 48 hour session of binge drinking Stank caused his mind to to awaken to it's psionic potential. Wielding a spiked chain, his preferred weapon is his own body, levitated over an enemy and turned into a 300lb meat-based projectile, then using recall agony to force the enemy to think about what just happened.
Elan Psychic Rogue: Saxton. Known only by his given name Saxton is a to all appearances a handsome human male in his early 20's with fiery red hair. Unbeknownst to the party he is in a fact a "Hand" for his psionic collective. Tasked with entering the outside world and gathering new sensory information to enrich the collective's Quintessence pool. (In this game I use quintessence as the physical form of mental energy when it's in a stable state, nigh impossible to destroy. It appears as a gravity defying liquid silver) He wields his psionic ability to great effect, probably the most tactically minded player of the group. His weapon of choice is a crossbow, and cleverly applied psychic constructs. His sole goals in life are the acquisition of power, knowledge and money.
Rules used are 3.5 E6 .
max hp per hit die,
skill consolidation ala Pathfinder,
two flaws allowed at creation and 1 trait,
32 point buy, any race/class/book is allowed as long as its not too at odds with the setting.
Initiative is rolled as a group, party used the average between highest and lowest roll rounded up ( i like the average because it discourages
people from tanking init and relying on one person to turbo boost the party)
Death occurs at -con rather than -10
If a player can slip an infinite damage loop past me it works once before the raw energies unleashed blast their character out of existence.
Characters gain 1 point to 2 different stats at level 3 and 6.
A custom feat chain can be taken for any prestige class to continue collecting it's features up to a total character level of 8.
Spell slots higher than 3 exist for the purposes of metamagic, but spells of 4th and higher simply cannot be accessed by mortal casters without using
a ritual.
Prestige classes that allow emulation of 4th level or higher magic are handled on a case by case basis.
General rule is don't try to outshine anyone else at their shtick, don't try to be a one man adventuring party.
I tune my fights hard and expect teamwork out of the players to win.