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Lolth
2008-09-06, 08:24 AM
Terres: Shadow of the Dark Gods (http://www.rpgport.net/terres/) is a new, free and non-profit chat game now open for beta-testing!

Come explore the world of Terres, a home-brewed setting under development for those interested in playing D&D 4th Edition online, in real time, with other players and Dungeon Masters!

Hope to see you soon!

Lolth
2008-09-07, 11:54 AM
Here's a small teaser from the "Setting" forum on the Terres: Shadow of the Dark Gods (http://www.rpgport.net/terres/) role-playing chat:

Culturally diverse and the most plentiful peoples of Terres Humans live short fiery lives in comparison to the other races and as a result have shaped much of the world's history. A human may be raised in any of the varied cultures listed below and would thus possess the adjustments of the group she is raised in. The physical characteristics are merely those the natives of that culture tend toward. The coming of the Empire has done much to shatter the cultural ties of mankind, though many struggle to retain the culture of earlier times.
All humans receive the standard Human traits listed in the Player’s Handbook, with the exception of the “Bonus Skill”, “Bonus Language” and “Human Defense Bonus”. They do however gain cultural modifiers as noted below by culture.
Empire
The Empire is vast and its borders now span the world, yet it was not always so. The people of the Empire grew to be what they are today through flexibility and an ability to rise above adversity.
Languages: Common, choice of one other.
Bonus Skill: You gain training in one additional skill from your class list.
Empire’s Adversity: You gain a +1 racial bonus to Fortitude, Reflex, and Will defenses.
Alignment: Typically “Unaligned” or “Evil”
Northmen (Esslander)
The frosty northlands breed strength and determination in their people. Having carved out a meager existence amid the icy crags for centuries, these people are as stout as the frozen earth they live upon.
Languages: Common, Esslan.
Skill Bonuses: +2 Athletics, +2 Nature
Northern Defiance: You gain a +1 racial bonus to your Fortitude defense. In addition you gain an additional Healing Surge per day
Alignment: Typically “Unaligned” or “Good”
Appearance: The Esslanders tend toward fair skin and hair. Both men and women tend to be sizable of build and height.
City Folk or "Low Men"
Throughout time, some have always lived in the sizable hubs of the world. These "Low Men" have been present throughout all the conflicts in history. Though often overlooked as a meek and "easily conquered" people, the Low Men live on wit and determination and care little who might be ruling them at present.
Languages: Common, choice of one other.
Skill Bonuses: +2 Bluff, +2 Streetwise
Strength of the Meek: You gain a +1 racial bonus to Fortitude, Reflex, and Will defenses.
Appearance: Usually “Unaligned”
People of Sul (Sulander)
The ancient nation of Sul once spread across the majority of the world. Their legions shook the land and the free peoples trembled before them. The nation of Sul lay in ruin long before the coming of the empire, yet the prideful people of Sul live still by the old codes. Headstrong and fierce, Sulanders still comprise some of the best tacticians in the world.
Languages: Common, Sulan, choice of one other.
Skill Bonuses: +2 History, +2 Insight
Headstrong: You gain a +2 racial bonus to your Will defense.
Description: Through centuries of intermingling with subordinates, Sulanders now vary greatly in appearance. Still, most tend toward dark hair & eyes with dusky flesh. Most Sulanders bear a natural reek of confidence.
Appearance: Often “Lawful Good”, “Unaligned” or “Evil”
Men of the Black Isles (Dürander)
The chain of islands along the western coast has long been home to a free spirited people of fiery passions and fierce demeanor. The nations of Düran have been at varied times, a series of barbaric tribesmen, warring city-states, or most recently a confederacy of raiding pirates. Düranders are known for their amazing seafaring ability, and it is said by others that they are practically born with their sea legs.
Languages: Common, choice of two others.
Skill Bonuses: +2 Athletics, +2 Endurance
Might of the Tides: You gain a +1 racial bonus to your Fortitude defense.
Sea Legs: ½ Armor Check Penalties for Athletics or Endurance checks relating to swimming.
Alignment: Typically “Good”, “Unaligned” or “Chaotic Evil”
Appearance: Düranders tend toward dark hair, eyes & skin.
Men of the West (Weislander)
A proud and haughty people known for intrigue and a flair for love & chivalry. Often it is said that the Weislander knights are the most powerful and devastating single human unit put to field.
Languages: Common, Weislan.
Skill Bonuses: +2 Bluff, +2 Diplomacy
Slippery Mind: You gain a +1 racial bonus to your Will defense.
Master of the Saddle: You gain a +1 racial bonus to melee attacks while riding.
Alignmenent: Weislanders have fought for many causes throughout the ages. Often called a fickled people, their alliegances vary greatly.
Appearance: Weislanders are typically fair of skin and bear a heavy variety of hair and eye tones.
Hillmen (Dunheimer)
The clans of Dunheim were a loose knit confederacy of warring tribes throughout the ages. Uniting only to fight against outsiders, the tribes have always been deeply entrenched in tradition and were among some of the most difficult peoples for the Empire to crush.
Languages: Common, Dunheim.
Skill Bonuses: +2 Athletics, +2 Nature
Way of the Wild: +2 Stealth in natural environments. In addition you may move up to 3 squares in stealth before taking the -5 penalty.
Fine Footing: You gain a +1 racial bonus to your Reflex defense.
Alignment: The many clans of Dunheim vary greatly in their beliefs.
Appearance: Dunheimers typically have dark eyes and hair of earthy reds and browns.

Winged One
2008-09-08, 06:31 AM
This seems to have some potential. The setting looks interesting, at least.

Lolth
2008-09-09, 01:59 AM
For today's bumping of the thread (shameless, I know) we present the maps of the region for your perusal:

http://www.rpgport.net/terres/images/TerresMapLandscapeSM.jpg (http://www.rpgport.net/terres/images/TerresMapLandscape.jpg)
A map of the noteworthy landmarks of Terres, click on the map to view a larger version.

and

http://www.rpgport.net/terres/images/TerresMapPoliSM.jpg (http://www.rpgport.net/terres/images/TerresMapPoli.jpg)
A map of the city-states of Terres, click the map to view an enlarged image.

Charity
2008-09-09, 03:59 AM
Thanks for going to all this effort to entertain us Lolth, this is an interesting read.

Erm those two maps seem the same btw.

V Gotch, ta

ghost_warlock
2008-09-09, 05:06 AM
Thanks for going to all this effort to entertain us Lolth, this is an interesting read.

Erm those two maps seem the same btw.

The second one has the locations of towns, etc. marked.

Lolth
2008-09-09, 06:56 PM
One is a geographical (topographical? I dunno, me not SMRT) map, the other is a political map.

But they both represent the same area, yes.

If you wanna be entertained, come on by and play!

Frosty
2008-09-09, 10:09 PM
So this is a chat program you say? I must give it a shot some time...

Lolth
2008-09-10, 03:20 AM
It is a role-playing chat using the Digi-Chat software. As a player, all you need are the URL (in my .sig), and a modern browser/reasonably up to date Java install. The rest happens server side. It's really quite intuitive once you've poked around a few minutes.

Essentially, the chat is up 24/7 for people to role-play casually (wander around, meet one another, interact, etc) and when there is a DM on ready to run a scene or longer adventure, it's like a table-top game, basically, except played online.

Frosty
2008-09-10, 04:08 AM
How does the feel and functionality (especially with regards to an online map and dice rolling fuctions) compare to programs such as MapTool?

Myshlaevsky
2008-09-10, 05:12 AM
I came on for a look-see, but it's deserted right now. Are there times scheduled for players to meet up?

EDIT: Scratch that, there's someone there.

Lolth
2008-09-10, 07:20 AM
SHARIKOV: The chat re-boots for about 5 minutes every day at 5am EST. You happened to come on just when that was happening. Glad to have got a chance to talk to you!

FROSTY: I'm not familiar with maptool, but we have our own online dice roller, and we're working on integrating an online grid-map type thing for combat use.

Frosty
2008-09-10, 01:12 PM
For 4e, a map is essential. Do you guys approve of 3.5 games on there as well?

Imara
2008-09-10, 01:55 PM
For 4e, a map is essential. Do you guys approve of 3.5 games on there as well?
I am not so sure I agree on the necessity of a map but, we'll see in the days ahead. Presently we're looking at some mapping tools and the potential to use them in tandem with the chat, but there is no map tied directly to the chat. My worry with using an outside mapping program or a mapping program in general is that I find using one detracts from one of the strengths of online RPGing. I think in general online settings like this that run constantly are more condusive to offering opportunities to roleplay and for character development etc. Removing the focus on the "board" makes things a little more freeform but I've played D&D freeform for like a decade and always made it work. My concern is that using a mapping program makes the game feel more "wargamey" than I'd like.

Lolth
2008-09-11, 04:50 AM
For today's thread bump, I present the Gods of Terres, Part 1: The Greater Powers as done by Imara (he reminds me SO much of Roy, by the way, it's unnerving). You might notice they're a generally unlikable bunch, this ties into the chat's theme, and will be expanded upon in later postings of lesser, and dead gods:


Keeper of the Dead
Power Level: Greater
Alignment: Unaligned
Areas of Influence: Goddess of Death, Knowledge, Judgement & the Underworld*
Symbol: A Raven Encircled in a Wreath of Bones
Omens: Mist, Owls, Ravens
Worshippers: Contested only by the Spinster and the Dark Queen, worship of the keeper of the dead is found everywhere. As all will some day die all find reason to worship her. Many throughout the world worship her indirectly through varied forms of ancestor worship and reverence for the dead.
Description:
Having never manifested physically even during the Gods War, the Keeper of the Dead is unknown to the living. Those who have seen her in vision or travelled to her realm describe her with fear, respect and reverence as the judge of all things, timeless as the old ones and with a visage incomprehensible until you stand judged before her.

Evessa
Titles: The Everseeing, The Spinster, Keeper of the Weave
Power Level: Greater
Alignment: Unaligned
Areas of Influence: Goddess of Time, Fate & Magic
Symbol: A Spinning Wheel Shrouded in Sparkling Thread
Omens: Hourglasses, Jaguars, Pumas
Worshippers: Evessa is one of the most heavily worshipped deities in Terras, revered often by the common peoples she has a number of temples throughout the land.
Description:
Wise beyond understanding, Evessa is not known to have ever manifested physically yet often she appears in dreams and visions to her followers. Always they have spoken of the goddess' penetrating eyes and the weave of time around her.

Saestra
Titles: Mistress of the Tides
Power Level: Greater
Alignment: Unaligned
Areas of Influence: Goddess of the Sea, Storms, Weather, Water
Symbol: A Stormcloud over a Full Moon
Omens: Fog, Gulls, Stormclouds
Worshippers: Saestra is worshipped by many out of fear, sailors have always venerated the Mistress of the Tides as have those who live on the coasts and thus have reason to fear her destructive nature.
Description:
Fiery and frightful to behold the Mistress of the tides is known for her stormy eyes and horrifying presence. Few who behold her majesty live to tell the tale.

Lyceis
Titles: The Dark Queen
Power Level: Greater
Alignment: Evil
Areas of Influence: Goddess of Tyrrany, Warfare & Nobility*
Symbol: A Sceptre of Thorns Wreathed in Flame
Omens: Failure, Wealth
Worshippers: The Dark Queen is worshipped by the vast majority of the worlds leaders, whether military leaders or born aristocracy. Often in recent years she has also been the patron of a number of knightly orders.
Description:
Raven haired and stately, the Dark Queen seldom if ever appears and those who have seen her have expressed her beauty and force of personality are crushing to behold. Her avatar has only ever been identified by the sceptre of flaming thorns it always bears.

Sorja
Titles: Mistress of the Dark, The Lightless One, The Hungry One, The Silent Hand, The Thief
Power Level: Greater
Alignment: Evil
Areas of Influence: Goddess of Stealth, Murder, Night, Revenge & Nature*
Symbol: A Howling Wolf's Head over a Black Full Moon
Omens: New Moons, Snakes, Wolves
Worshippers: Sorja is worshipped more often than any goddes so vile should be, cults to the Lightless One have sprung up throughout the land as a home to assassins guilds and sanctuaries for those who would wash in the blood of their foes.
Description:
Pale and deceptively small, Sorja takes the form of a comely and often young woman always of ebon hair and eyes the unnatural hue of night.
Notes:
Once a mere demi-god, Sorja is said to have been necessary in the felling of Suilan. She stole the goddess' defenses just as Lyceis attacked to her. Her ascendence to greater godhood was earned when she slew Duris and consumed the Stag's heart.

Varden
Titles: The Unmaker, The Soulreaper, The Usurper
Power Level: Greater
Alignment: Evil
Areas of Influence: God of Undeath, Knowledge* & Magic*
Symbol: A Screaming Green Eyed Skull
Omens: Graveyards
Worshippers: Varden is worshipped more rarely than his kin but still there are many who would practice magic in Terras and several wizarding colleges exist in Varden's name.
Description:
Bearing the pallor of a corpse, Varden's avatar is usually a corpse freshly awakened always posessing fiery green eyes.

Grevain
Titles: The Ravager, The Destroyer
Power Level: Greater
Alignment: Chaotic Evil
Areas of Influence: God of Battle, Courage*, Strength & War
Symbol: A Closed Faced Helm Filled with Flame
Omens: Battlefields, Rabid Animals, Red Moons
Worshippers: Worshipped the world cross by soldiers and warlords, Grevain has had hosts of blood spilled in his name over the centuries.
Description:
A blood bathed reaver, Grevain appears only when violence is imminent. At times his avatar has appeared on the fields of pitched battles to wreak havok upon one side or another.

Lolth
2008-09-13, 10:36 AM
And today The Gods of Terres, Part 2: The New Gods detailing the lesser powers who have emerged since the fall of the Dead Gods (to be detailed in Part 3, next time this thread needs a bump):


Urgas
Titles: The Unjust, The Fallen One, The Enforcer
Power Level: Lesser
Alignment: Evil
Areas of Influence: God of Loyalty, Servitude & Warfare
Symbol: A Blade Burried in a Cloven Skull
Omens: The death rattle of a fallen warrior, circling crows, ancient dead warriors
Worshippers: Urgas is worshipped widely by a host of paladins, warriors and soldiers. He is a patron to many who uphold law and tradition regardless of the letter of the law.
Description:
Notes:
Once a demigod, Urgas became a god when he betrayed Suilan at the request of Lyceis. It is said that his poisoned blade pierced the back of the dead goddess before Lyceis murdered her.

Bel
Titles: The Defender
Power Level: Lesser
Alignment: Good
Areas of Influence: God of Soldiers, Honor, Protection & Warfare
Symbol: A Heavily Scarred Golden Shield
Omens: the call for a battle's ending, the white flag of surrender, the dying breath of a soldier
Worshippers: Bel is worshipped more often than the other lesser Deities, as should be expected in the war torn world of Terras. Most often he is worshipped by old campaigners.
Description:
Always Bel's avatar is armed and armored, a youthful looking figure with a steely gaze.

Irrea
Titles: The Hospitaler, The Merciful
Power Level: Lesser
Alignment: Good
Areas of Influence: Goddess of Mercy & Healing
Symbol: Cupped Hands Holding Crimson Liquid
Omens: Bloodied hands,
Worshippers: Most often Irrea is worshipped by soldiers and combat priests, much more often than dutiful worship Irrea is prayed to by the dying and those who care for them.
Description:
Irrea's avatar is a matronly woman with worn and weary features, her hands and attire are always spattered in the deep crimson of lifeblood.

Weir
Titles: The Road Worn
Power Level: Lesser
Alignment: Unaligned
Areas of Influence: God of Luck, Roads, Travellers
Symbol: A Winding Road Cutting Through a Hilly Landscape
Omens: the first step of a long journey, the horizon on a clear day
Worshippers: Weir is worshiped exclusively by few but prayed to by nearly all at the start of a long journey. Temples and shrines to the Road Worn are often found at sizable crossroads and along trade roads.
Description:
Weir's avatar is a gnarled elder often bearing some manner of infirmity, regardless of his garb the Road Worn always appears with a veneer of road dust about his clothing and his shoes are always caked with dirt.

Feigras
Titles: The Meddler, The Shifter
Power Level: Lesser
Alignment: Unaligned
Areas of Influence: God of Mischief, Magic, Luck & Trickery
Symbol: A mask divided as a compass into eight faces.
Omens: the first step of a long journey, the horizon on a clear day
Worshippers: Feigras is rarely worshipped and often feared, tales of his mischief or lessons often paint the meddler as a villain or manipulator. Legends of his heroism are often forgotten and legends of his cowardess, theivery and deception long remembered. Some few from older and less rigid times see him as a the only God who would remind all mortals not to take themselves too seriously. It is said that large groups of doppelgangers follow the shifter in the lands to the south.
Description:
There is no known "avatar" of Feigras, the shifter takes many forms, particularly when working to teach someone a lesson.

Lolth
2008-09-13, 11:18 PM
And, completing our trilogy of posts about the gods, here is The Gods of Terres Part 3: The Dead Gods for your reading enjoyment:

Suilan
Titles: Starborn, The Radiant One, The True Queen
Power Level: Greater (Dead)
Alignment: Lawful Good
Areas of Influence: Goddess of Honor, Justice & Nobility
Symbol: A Sunburst with Amethyst Eyes
Omens: the first light of dawn, the light of Illian(the brightest star)
Worshippers: Suilan's defeat was so fierce and her worship so persecuted that the goddess is near unknown. Those who do worship Suilan are few and far between and unlike the other dead gods all temples to Suilan were destroyed after the Gods War.
Description:
It is often said that the beauty of Suilan makes her impossible to look upon or truly see. When she is depicted it is as a featureless face framed in lustrous hair the rosy hue of dawn set with eyes the color of starlight.
Anvir
Titles: The All-Knowing, Master of Mysteries, The Unseen
Power: Greater (Dead)
Alignment: Good
Areas of Influence: God of Knowledge, Magic, Trickery & Mysteries
Symbol: An Open Book Radiating Energy
Omens: Morning mists, the winter solstice
Worshippers: Of the three dead gods, Anvir is spoken of most often, his mastery of the unknown has led many to question whether or not he was even truly slain. Most regularly Anvir is worshipped by those involved in the occult or seeking to unravel some secret.
Description:
Known for his azure eyes as much as for the mysteries he is always cloaked in, Anvir is often depicted as an ageless man of grey hair and a wispy frame.
Duris
Titles: Master of the Hunt
Power: Greater (Dead)
Alignment: Good
Areas of Influence: God of Vigor, Nature & Courage
Symbol: A Stag Wreathed in Roots
Omens: First days of spring, Warhorns, Stags
Worshippers: Few worship any of the dead gods but from time to time Duris is called upon by Hunters, particularly among the Duranders and some wild elves.
Description:
Often depicted as a great muscled hunter garbed in a shadowy hooded cloak of ivy. Duris is known for the great stags horns that sprout from his head and the earthy tones of his flesh, hair and eyes.
Ael, Draal & Vard
Titles: The Old Ones, The Three Powers, The First Gods,
Power: Major Power (Dead)
Alignment: Unaligned
Areas of Influence: Creation, Destruction & Balance
Domains: All
Symbol: An intricately woven knot of three golden threads
Omens: None
Worshippers: The old ones are worshipped by few if any, having been dead for all of time so far as most are concerned. Still they are revered by a few mislead souls who remember the contribution they gave to the world.
Description:
The old ones are unknown in shape and form. Vard is assumed to be some great and majestic dragon as the father of that race. Ael and Draal have been depicted any number of ways but truly none can know what any of the old ones might look like, the golden knot represents them in all ways.

Lolth
2008-09-14, 09:54 PM
A bit of a cop-out of a thread bump, but I wanted to thank all of you who've come by to check us out. Especially those of you who stayed and made characters!

If anyone is interested in possibly DMing online in a rich, original setting with cool players (and some OK co-DMs) please don't be shy about coming on and letting us know!

Lolth
2008-09-17, 11:08 AM
Abyssal:
Before the Gods War, Abyssal was all but unknown on the surface of Terres. Since the splintering of worlds that resulted from the war however, this language has grown more and more common across the land. Often strange cults worshipping either Lyceis or some other more sinister patron use the language in their rites, as do Tieflings and the many terrible things not native to this world.
Common:
The trade language of the Empire, the common tongue has spread to most if not all reaches of Terres. In regions under the control fo the Empire the Common tongue is heavily preferred, and required to work in any positions of power.
Deep Speech:
In the long dark of the underrealm, Deep Speech has spread as openly as the Common tongue has on the surface. Said to have been born of some nameless thing in the deepest pits of the world beneath the surface, Deep Speech came first through the alien aberrations before making its way to the lips of the Draal'dorin. Due to the ties between the Drow and the Empire, Deep Speech has grown much more openly used than it likely would have otherwise.
Dunheim:
An ancient language passed down through the clans of Dunheim over the centuries since the race of man first spread across the steppes. Dunheim is rarely spoken in the modern era, even those born of the hills rarely use the language of their people save in ritual.
Dwarven:
The timeless language of the Dwarven people remains unchanged since the earliest days. Though it is primarily spoken by the Dwarves, the men of Dunheim have also grown to commonly use Dwarven due to their ties with the Dwarves of the hills.
Draconic:
Under the Nation of Sul many things were studied simply for the sake of knowledge, the workings of Draconic script and speech were among these studies. Draconic is now known widely as a language practiced only by arcanists and those who would delve into forbidden lore.
Elven:
Passed down from the Aelves in the years when this elder race toiled under the will of the Titans in the ancient city of Iantauriel. The spoken word in Elven is found as often in poetry as is Sulan, while Elven script is used across the world in a number of ways.
Esslan:
Many claim that the Esslanders first learned to write from the Dwarves of the frosty north. Though the spoken word of Esslan is very unique, ancient Esslander runes do bear a striking resemblance to the language found in Dwarven texts.
Goblin:
Spoken by Goblins, other humanoids and a great deal of other sylvan races, Goblin is a simple but oddly flexible language. The written language of Goblins and Giants is the same, many note that this is due to the centuries of domination cast down on Goblinoids by the larger races.
Giant:
The written script used by Giants is said to be one of the only remaining links to the time of the Titans. As a result in many places Giant script is used in dark rites and openly shunned by upright folk.
Primordial:
Known to relatively few, Primordial has become in many ways a secret kept only by the exotic fae spirits of the wild and the occasioal humanoid who chooses to bind with them. Rare shaman and druids among the people of Dunheim are some of the only humans known to speak this aged language.
Sulan:
Though the Common speech of the Empire is by far the most widespread language of the modern world, there was a time when nearly everyone used Sulan as a trade language. Today Sulan is treasured by scholars of all sorts for the broad array of ancient texts written in the old tongue.
Supernal:
The language of the gods, Supernal was nearly unknown to the mortal world before the time of the Gods war. Since that time when the Gods worked against one another to gain power however many among the devout have known Supernal and it is now used almost exclusively in prayer and ritual.
Weislan:
The flowery tongue of Weislan complements the Weislander's interest in political manuvering and subtlety. Many claim mastery of Weislan to be an art best left to diplomats and bards.

Totally Guy
2008-09-17, 11:58 AM
It's a bit setting heavy... I mean there's a lot to read through just to find out if there will be chandelier swinging or not.

Plus as an online world it's somewhat frustrating to have it so well defined. By having it well defined it suggests that the players cannot influence it. A bit like a mmorpg. You complete a quest and it might affect the adventure but it won't affect the world. You might say to that "I will allow the world to be changed by the players" but then I will say but what about those that aren't playing when everything changes, that's frustrating too, their adventure might rely on one of those world facts that has been altered.

Also what's the play like in different timezones. I visited but found the rooms empty.

Lolth
2008-09-17, 03:15 PM
1. People are starting at first level, so changing the /world/ not too likely right off. You're certainly entitled to that view, but I don't think we've said or done anything to suggest it's the case.

First time I've ever seen criticism of an online chat having too much setting info. :)

2. Typically we have anywhere from 4-12 people on, less so at the very early hours EST, but we do have European (and Australian) players too. Also, we are only a week old.

From what I've experienced elsewhere, our activity level so soon in a chat's life is actually pretty startling, but YMMV of course.

(Also, bear in mind there may be people in rooms other than the foyer. Clicking the "show all users" can confirm that.)

Lolth
2008-09-18, 10:54 AM
Given that Terres: Shadow of the Dark Gods has its own pantheon, replacing the one in the PhB, we have a new set of Channel Divinity Feats:


Channel Divinity Feats
Vision of the All-Knowing [Divinity]
Tier: Heroic
Prerequisite: "Channel Divinity" class feature, must worship Anvir.
Benefit: You can invoke the power of your deity to use "Vision of the All-Knowing"

Vison of the All-Knowing
Anvir's mastery of the mysteries of this world grants his followers great wells of will to call upon in times of need.
Encounter - Divine
Minor Action - Ranged 5
Target: You or one ally.
Effect: The target gains a +5 power bonus to Will defense until the start of your next turn.
Prerequisite: "Channel Divinity" class feature, "Vision of the All-Knowing" feat


Defender's Rescue [Divinity]
Tier: Heroic
Prerequisite: "Channel Divinity" class feature, must worship Bel
Benefit: You can invoke the power of your deity to use "Defender's Rescue"

Defender's Rescue
Bel graces you with the vigor necessary to react quickly enough to rescue an ally from injury.
Encounter - Divine
Immediate Interrupt - Melee 1
Trigger: An enemy successfully hits an adjacent ally.
Effect: Shift into the space of an adjacent ally; that ally simultaneously shifts into your space. Your space and your ally's space must be the same size. The attack that triggered this action automatically hits you.
Prerequisite: "Channel Divinity" class feature, "Defender's Rescue" feat


Hunter's Vigor [Divinity]
Tier: Heroic
Prerequisite: "Channel Divinity" class feature, must worship Duris.
Benefit: You can invoke the power of your deity to use "Hunter's Vigor"

Hunter's Vigor
The boundless vigor of the Hunter is legendary, some among his followers have learned to tap a bit of that vigor in the thick of battle.
Encounter - Divine
Free Acton - Ranged 10
Trigger: You drop an enemy within range to 0 or fewer hit points.
Effect: You or an ally within 5 squares of the enemy gains a +1 power bonus to speed until the end of the encounter.
Prerequisite: "Channel Divinity" class feature, "Hunter's Vigor" feat


The Tides of Fate [Divinity]
Tier: Heroic
Prerequisite: "Channel Divinity" class feature, must worship Evessa.
Benefit: You can invoke the power of your deity to use "The Tides of Fate"

The Tides of Fate
The smallest tuggings on the web of fate can bring great shifts in the balance of power. Evessa's followers have learned to shift the flow of fate's tides.
Encounter - Divine
No action - Ranged 5
Trigger: You roll a natural 20 on a saving throw.
Effect: Choose an enemy within range; that creature gains the condition you just saved against.
Prerequisite: "Channel Divinity" class feature, "The Tides of Fate" feat


The Meddler's Luck [Divinity]
Tier: Heroic
Prerequisite: "Channel Divinity" class feature, must worship Feigras.
Benefit: You can invoke the power of your deity to use "The Meddler's Luck"

The Meddler's Luck
[b]The way of the meddler often brings his followers into dangerous situations, fortunately a bit of luck helps them survive to tell the story later.
Encounter - Divine
Immediate Interrupt - Personal
Trigger: An enemy scores a critical hit against you.
Effect: The enemy must re-roll the attack that scored the critical.
Prerequisite: "Channel Divinity" class feature, "The Meddler's Luck" feat


Ravager's Bloodlust [Divinity]
Tier: Heroic
Prerequisite: "Channel Divinity" class feature, must worship Grevain.
Benefit: You can invoke the power of your deity to use "Ravager's Bloodlust"

Ravager's Bloodlust
The ravager favors only those who honor him with the blood of fallen enemies.
Encounter - Divine
Free Acton - Ranged 5
Trigger: You or an ally within range kills an enemy with a melee attack.
Effect: You or the ally can spend a healing surge.
Prerequisite: "Channel Divinity" class feature, "Ravager's Bloodlust" feat


The Keeper's Scales [Divinity]
Tier: Heroic
Prerequisite: "Channel Divinity" class feature, must worship The Keeper of the Dead.
Benefit: You can invoke the power of your deity to use "The Keeper's Scales"

The Keeper's Scales
All are judged by the Keeper in time, her followers have learned to tap into their patron's wisdom for insight into the souls of the people.
Daily - Divine
Minor Action - Personal
Effect: You gain a +4 power bonus to insight until the end of the encounter.
Prerequisite: "Channel Divinity" class feature, "The Keeper's Scales" feat


Merciful Blessings [Divinity]
Tier: Heroic
Prerequisite: "Channel Divinity" class feature, must worship Irrea
Benefit: You can invoke the power of your deity to use "Merciful Blessings"

Merciful Blessings
In times of dire need, the Hospitaler's aid can be called upon to protect the dying.
Encounter - Divine
Standard Action - Ranged 5
Target: You or one ally; bloodied target only.
Effect: The target gains regeneration 3 until the end of the encounter or until he or she is no longer bloodied.

If you are 11th level or higher, this power grants regeneration 6 instead. If you are 21st level or higher this power grants regeneration 9 instead.
Prerequisite: "Channel Divinity" class feature, "Merciful Blessings" feat


Visage of the Dark Queen [Divinity]
Tier: Heroic
Prerequisite: "Channel Divinity" class feature, must worship Lyceis.
Benefit: You can invoke the power of your deity to use "Visage of the Dark Queen"

Visage of the Dark Queen
Those who look upon the Queen know only fear and despair, her followers have learned to bring the Queen's dominance upon themselves.
Daily - Divine
Minor Action - Personal
Effect: You gain a +2 power bonus to bluff, diplomacy or intimidate checks until the end of the encounter.
Prerequisite: "Channel Divinity" class feature, "Visage of the Dark Queen" feat


The Cycle Renewed [Divinity]
Tier: Heroic
Prerequisite: "Channel Divinity" class feature, must worship The Old Ones.
Benefit: You can invoke the power of your deity to use "The Cycle Renewed"

The Cycle Renewed
In the grand scheme all things will fade, some followers of the Old Ones are able to alter the cycle in times of need.
Encounter - Divine
Minor Action - Close Burst 1 (3 at 11th level, 5 at 21st level)
Target: Each ally in a burst.
Effect: Each ally within the effected area may immediately make a single saving throw.
Prerequisite: "Channel Divinity" class feature, "The Cycle Renewed" feat



Refreshing Waters [Divinity]
Tier: Heroic
Prerequisite: "Channel Divinity" class feature, must worship Saestra.
Benefit: You can invoke the power of your deity to use "Refreshing Waters"

Refreshing Waters
Those who follow the Mistress of the Tides often learn to use the ever present force of the tides to refresh those who are wavering in battle
Daily - Divine
Minor Action - Ranged 5
Effect: You or an ally within range regains two healing surges.
Prerequisite: "Channel Divinity" class feature, "Refreshing Waters" feat



Feast of Souls [Divinity]
Tier: Heroic
Prerequisite: "Channel Divinity" class feature, must worship Sorja.
Benefit: You can invoke the power of your deity to use "Feast of Souls"

Feast of Souls
Sorja feeds on the spilled blood of her enemies followers. She rewards them for their offerings
Encounter - Divine
Minor Action - Personal
Trigger: You kill an enemy with a melee attack.
Effect: You or the ally gains a +1 power bonus to melee damage for the rest of the encounter.
Prerequisite: "Channel Divinity" class feature, "Feast of Souls" feat


Radiance of the True Queen [Divinity]
Tier: Heroic
Prerequisite: "Channel Divinity" class feature, must worship Suilan.
Benefit: You can invoke the power of your deity to use "Radiance of the True Queen"

Radiance of the True Queen
The glory of Suilan is both magnificent and terrifying to behold.
Encounter - Divine, Implement, Radiant
Standard Action - Close Burst 1 (3 at 11th level, 5 at 21st level)
Target: Each enemy in burst.
Attack: Charisma vs Will
Hit: 1d6+Charisma modifier radiant damage, and the target is dazed until it makes a successful saving throw.

Increase damage to 2d6 at 5th level, 3d6 at 11th level, 4d6 at 15th level, 5d6 at 21st level and 6d6 at 25th level.
Prerequisite: "Channel Divinity" class feature, "Radiance of the True Queen" feat


Faith of the Fallen [Divinity]
Tier: Heroic
Prerequisite: "Channel Divinity" class feature, must worship Urgas
Benefit: You can invoke the power of your deity to use "Faith of the Fallen"

Faith of the Fallen
Urgas strength envigorates you in the darkest times, when things seem at their most hopeless, he is there.
Encounter - Divine
Standard Action - Personal
Trigger: When you become bloodied.
Effect: You gain a +1 to all defenses until the end of the encounter.
Prerequisite: "Channel Divinity" class feature, "Faith of the Fallen" feat


Unmaker's Blight [Divinity]
Tier: Heroic
Prerequisite: "Channel Divinity" class feature, must worship Varden.
Benefit: You can invoke the power of your deity to use "Unmaker's Blight"

Unmaker's Blight
Varden's touch damns all things around his followers to a slow death of pestilent agony
Encounter - Divine, Implement, Necrotic
Standard Action - Close Burst 1 (3 at 11th level, 5 at 21st level)
Target: Each living creature in a burst.
Attack: Wisdom vs Will
Hit: 1d8+Wisdom modifier necrotic damage, and the target is stunned until the end of your next turn.

Increase damage to 2d8 at 5th level, 3d8 at 11th level, 4d8 at 15th level, 5d8 at 21st level and 6d8 at 25th level.
Prerequisite: "Channel Divinity" class feature, "Unmaker's Blight" feat


One With the Road [Divinity]
Tier: Heroic
Prerequisite: "Channel Divinity" class feature, must worship Weir
Benefit: You can invoke the power of your deity to use "One With the Road"

One With the Road
The rigorous pace of the action around you inspires you to push harder and keep mobile as would your deity.
Encounter - Divine
Immediate Interrupt - Ranged 10
Trigger: Another creature within range spends an action point to take an extra action.
Effect: You take a move action.
Prerequisite: "Channel Divinity" class feature, "One With the Road" feat

Lolth
2008-09-20, 12:40 PM
On a more serious note, here is the Terres: Shadow of the Dark Gods Code of Conduct:


Rules and Regulations:
In order to try to make the game enjoyable for all, we need a set of rules for the moderation of our players and staff. New rules and regulations may be added when the need arises, but in order for us to keep the game fun and running smoothly for all involved there have to be guidelines. Please do understand that these rules are not all inclusive and that ultimately disruptions to the quality of play will be handled on a case by case basis. Finally if you don't feel that these rules are within your ability to follow, we honestly wish you luck in finding the game that suits your needs!

Rude behavior or harassment toward any player, GM or the group is not acceptable. If you have a problem with another Player or a Dungeon Master, contact Imara through Forum PM to have said problem resolved. We don't expect everyone to get along at all times, but we do expect people to be civil.

This RPG is rated R for its content, which includes violence, language and adult situations. You must be 17+ to join. It is however not the responsibility of the Terres chat staff to verify the ages of members of our site.

Any and all writings and materials submitted to the Terres RPG Forums become property of the Terres RPG and its owners. This information can be used as the moderators see fit at any time; during play, on the websites, and any game related material, even if the player who wrote it leaves, is dismissed or banned from the group.


Player's Code of Conduct:
I will respect my fellow players.
I will respect members of the Terres DM team and site staff, and the contributions they give to keep this site running.
I will try to be familiar with the setting.
I will try to become familiar with the rules of fourth edition.
I will attempt to keep in mind that conflict is part of the game and that whether that conflict be between player characters and non-player characters or just player characters the issue is one of gameplay and not personal.
I will attempt to keep in mind that character death is always a potential outcome during gameplay.


Dungeon Master's Code of Conduct:
I will treat players fairly.
I will remain open to the possibilty of disagreement with my rulings.
I will keep my desires as a player separate at all times from my desires as a DM.

Lolth
2008-09-21, 06:39 PM
The server for Terres: Shadow of the Dark Gods is having technical woes at the moment.

Service is expected to resume Monday, September 22 in the morning.

Sorry for any inconvenience.

Lolth
2008-09-22, 12:59 PM
Today's gratuitous thread bump involves the topic of Politics in Port Eliast.

Once one of the jewels of the Sulan Empire, Port Eliast has weathered and endured many changes since its fall. This document is a brief overview of the current political situation, and how it came to be.

When news of the collapse of the Sulan Empire reached Port Eliast, it brought with it the expected panic, chaos and uncertainty. In order to alleviate this, as well as to serve his own ambitions, the city governor at the time assumed the mantle of King of Port Eliast, taking the name Menvir I.

After generations, few remembered any way of living and the monarchy ruled unopposed, some say growing soft and corrupt with the passing of years.

The rise of the Empire ended this complacency. Though Port Eliast, by virtue of a strong army, defensible position and the value of its trade has retained its independence, Imperial influence values have been felt with the establishment of a Senate, comprised of 50 influential merchants, religious leaders and former ship captains to, in their words, represent the interests of the city and its people.

The current King, the weak and reclusive Pallus III at first, dismissed the would-be rivals to power as nothing more than disaffected riff-raff, no threat to him and his Court of Nobles, comprised of representatives from both Port Eliast and neighboring cultures with strong ties to the city.

When the Senate not only persisted despite belated attempts to suppress it, but thrived with covert support from the Empire, or so it is believed, the damage was done.

Politically, Port Eliast is a convoluted web of intrigue and influences, monarchist and republican, striving to undermine their enemies and seize as much power as can be had short of an open, all-out conflict which might prove ruinous to trade.

The elected leader of the Senate, or Praetor, in theory first among equals is fast becoming the single most influential position in Port Eliast, surpassing the King and rivalling even the most entrenched religious figures.

Where this will take the city, how it will all shake out is far from certain, but one thing is sure. This precarious balance is unlikely to last.

Lolth
2008-09-24, 12:22 PM
Along the Docklands, crude black statuettes of gods or famous heroes are turning up in shops and taverns.

The purpose of these items remains as-yet unknown.

Lolth
2008-09-28, 03:00 PM
Geography: The Darkmoors

South and West of the lands inhabited by beast and man, particularly brave travellers might stumble upon the Darkmoors. This land of blighted marsh and barren wasteland lays across the sea and quite some distance from any mortal civilizations. In ages past it is said that folk lived in this dark land, it is also said that in those days the Darkmoors were neither swamplands nor considered a blight.

Scholars claim that once great empires rose and fell in the Darkmoors, the last of which would have been the kingdom of Liet which is known to have been crushed by the legions of Sul. The men of Liet were known for their ties to dark powers among their other, more barbaric pursuits, it is said that their Shamans conjured great and terrible power as did the people who inhabited the land before them. Furthermore the tales of some few bards sing of the Darkmoors as a home to the dark things brought to life in the time of the titans.

Rumors about the Darkmoors can be found in every corner of the world, but a select few are said to have any real knowledge of the place. The empire has avoided the moors completely, which may be reasonable as no natural resources are likely to be found in this blighted land. From time to time along the few tiny islands dotting the shores of the South-West, outposts are built and last for years under the toil of Duranders. Always however, these outposts eventually are never heard from again.

Lolth
2008-10-04, 01:43 AM
I haven't bumped in a while, so I thought I would with this. Since typical Gnomes were deemed, in essence, too fey and fruity to be PCs in our setting, and because we have profession, business and commerce rules in place, I came up with these little guys to slide into place:


Though larger folk took little notice, over the last century or so the Gnomish race has been sundered. While most who think of them summon to mind they capricious, fey forest folk, in truth the Gnome most likely to be encountered around Port Eliast is the Tinker Gnome. Though few in number, these sad little folk were driven from their home in the Vale following a schism that evolved between those of their race infected with an inexplicable wanderlust, a need to see the wider world, and those content to continue their faerie ways. In the years since, the tinkers, as they came to be called, lost their connection to the Feywild, assuming an earthier, some would say more common mien. Traveling the land in small caravans of brightly-painted wagons with colorful silk canopies, they have adopted a nomadic lifestyle, making their way as tinkers, traders and craftsmen.
Tinker Gnomes
Most Tinker Gnomes wander the countryside in caravans composed of extended family groups, but some few have settled in the larger cities, where they might blend in to a degree, as most countryfolk regard them with suspicion deeply rooted in superstition. Those who do settle typically pursue a trade or craft, profiting from their culture's cleverness with such matters.
Average Height: 3'4” – 3’8”
Average Weight: 50 – 75 lbs
Ability Scores: +2 Intelligence, +2 Wisdom
Size: Small
Speed: 5 squares
Vision: Low-light
Languages: Common, choice of two others.
Skill Bonuses: +2 Insight, +2 Profession
Weir's Blessing: For the purpose of hourly or daily travel rates, add 1 to your overland speed.
Tinker's Bargain: You gain an additional +1 bonus to business profit multipliers.

Lolth
2008-11-26, 12:38 AM
Not meaning to perform thread necromancy, but it seemed easier to bump this one than to start a new ad thread.

We're here, we're still welcoming new players and still open to new DMs joining the team!

Hope to see you on Terres, our 4th Edition chat!

KKL
2008-11-26, 12:55 AM
Looks somewhat interesting.

Lolth
2008-11-26, 02:04 AM
Very welcome to log in and say hello!