Niralthur Prefecture is the easternmost territory in the Republic of Arrak. Situated on the western coast of the continent of Ashinra, it is a place full of ruins from the great elven empire which ruled over most of Ashinra and several other neighbouring continents. The prefecture is a place where one can still find adventure in the otherwise generally peaceful Republic, and rumours and tales of treasure and adventure abound. Be it the last bastion of elven civilization far to the east, whispered stories of the strange, chaos-tainted wastelands at the heart of the continent, or even the rumours of a lost city of the elves at the bottom of Lake Endryl, there is adventure and excitement for those who know how to look. You are new arrivals to the prefecture, having arrived in the city of Oakthorne, situated along the banks of the River Kelm. It is nowhere near as cosmopolitan as New Albion, the prefecture capital, but it is still a rather large settlement.
PC Races:Human: I thought it was obvious but apparently not. >_>
The Elves of Ashinra are barbaric and tribal, being the descendants of a long-fallen empire. Their empire sprawled across all of Ashinra and numerous neighbouring continents and islands. Now, they live in scattered tribes, with their greatest concentrations being in heavily forested areas. They are brutal, violent, and somewhat xenophobic, being more likely to stab you in the guts with a spear than sling spells at you. Every so often, a young elf (And on rare ocassions, even old ones) will set out on a journey of self-discovery. These elves tend to be somewhat more introspective and less prone to violent rage, and can even be found anywhere from the heart of a city to the depths of a dungeon.
Attributes: Same as PHB elf, plus +1 STR, -1 INT
Classes: As per PHB elf, minus Magic-User, Plus Druid
Languages: As per PHB elf
Abilities: As per PHB elf
Halflings are a martime people, having a long tradition of fishing and whaling. They usually have their own districts in Republic port cities, composed of various houseboats strung to docks. They are quite accomplished swimmers as well. Halflings take up adventuring for numerous reason, the most common being a desire to see new places.
Attributes: As per PHB, Plus Transmuter
Classes: As per PHB
Languages: As per PHB
Abilities: As per PHB
The Dark Elves are the sole inheritors of elven civilization, and live far to the east in great cities of ziggurats and hanging gardens. They are mysterious, and the only contact with them has been through the merchant caravans which make their way to the port cities of the prefecture. They have domesticated and bred reptiles for almost any purpose imaginable: food, defense, beasts of burden.
Attributes: Same as PHB elf, plus +1 INT, -1 STR.
Infravision: 90'
Classes: As per PHB elf, plus Necromancer and Transmuter
Languages: As per PHB elf
Abilties: As per PHB elf
Dwarves are famous throughout the republic as travel magnates, being responsible for the construction of much of the infrastructure that allows for relatively easy travel. They have even managed to invent a very basic, primitive form of train (Only slightly faster than walking, but it beats hoofing it), which as of yet is still a mode of transportation only for the wealthy. They are generally viewed as somewhat rather eccentric and prone to building rather absurd and overly-complicated devices to do simple tasks. Let's just say that you don't want to leave one alone in a workshop for any length of time.
Attributes: As per PHB
Classes: As per PHB
Languages: As per PHB
Abilities: As per PHB
Really a mutant variety of dwarf, gnomes have an affinity for magic which sets them apart from their pure-strain brethren. They are responsible for the creation of the airships which see use as a method of express transportation between the prefecture and the mainland. They actually tend to be a little more level-headed than dwarves, but usually have a mischievous streak.
Attributes: As per PHB
Classes: As per PHB, plus Spellweaver
Languages: As per PHB
Abilities: As per PHB
Lizardfolk have a reputation for being cold and calculating, but that is merely due to the fact that they don't tend to show their emotions in their voices, instead relying on body language to get mood across. They are industrious builders, and a lot of the more impressive buildings in Republic cities are of Lizardfolk worksmanship. They take quite well to a wandering lifestyle, and entire adventuring companies composed of lizardfolk are not unheard of.
Attributes: No attribute mods; min 8 STR, min 6 CON, max 17 INT
Classes: Fighter, Cleric, Thief, Multiclass
Languages: Common and Lizardfolk
Abilities/Limitations:
Armor class improved by 2
No underwater attack penalties
Must wet their skin once a day, with at least one waterskin worth of water. Failure to do so results in death in a number of hours equal to CON
May hold breath for number of minutes equal to CONx10
The result of acts best left uncontemplated, half-ogres are generally viewed as large, uncultured brutes. An assessment which is, more often than not, true.
Attributes: +1 STR, -1 CHA, -1 WIS; Min 14 STR, Max 12 DEX, Min 14 CON, Max 12 INT, Max 12 Min 2 WIS, Max 8 Min 2 Cha
Classes: Fighter, Cleric, Multiclass
Languages: Common, Orcish, Ogre, Troll
Movement: 120'
Infravision: 60'
Abilities:
2 Hit Dice at 1st level
May wield two-handed weapons in one hand
No penalties for using a Rod of Lordly Might
Katthara are strange, feline humanoids hailing from a land far to the west. They adapt quite well to the urban lifestyle.
Attributes: +1 DEX, +1 CHA, -1 STR, -1 CON; Max 17 STR, Min 12 DEX, Max 17 CON, Max 16 WIS, Min 8 CHA
Classes: Fighter, Thief, Assassin, Transmuter, Bravo
Languages: Common, Katthara, Elvish
Movement: 120'
Infravision: 60'
Abilties:
+2 bonus to surprise
May climbs walls as a first level thief
1d4 base unarmed damage
Drymian are strange, mostly featureless humanoids with smooth, slick skin which ranges from green-grey to bone-white. They have large, egg-shaped heads. Their eyes are large, black orbs, which glisten slightly. They are tall and lanky. They tend to have great intellects, and are masters of arcane magic. They are also rather frail.
Attributes: +2 Int, -1 STR, -1 CON; Max 12 STR, Min 8 DEX, Max 12 CON, Min 12 INT
Classes: Magic-user, Illusionist, Transmuter, Necromancer, Spellweaver
Languages: Common, Drymian
Movement: 90'
Half-Orc & Half-Elf: As per the PHB (Bleh too lazy to type stuff up for 'em)
Classes:Fighter: As per the PHB.
Cleric: As per the PHB.
Magic-User: As per the PHB.
Illusionist: As per the PHB.
Thief: As per the PHB.
Paladin: As per the PHB.
Monk: As per the PHB.
Assassin As per the PHB.
Multiclassing: Takes approach given in
Footprints, Issue 2.
Spellweaver: As per
Footprints, Issue 2, page 30.Necromancer: As per
Footprints, Issue 14, page 4. (Nuts to that whole "It's a NPC class" crap. Darke magjycks are fun.
)
Transmuter: As per
Footprints, Issue 16, page 2.
Bounty Hunter: As per the
Manual of Professions, page 10.
Bravo: As per the
Manual of Professions, page 13.
All classes mentioned as being found in a document other than the PHB can be found in the appropriate documents at
http://www.dragonsfoot.orgA spell compendium.DeitiesTitle: The Honourable Judge
Portfolio: Justice, Oaths, Honour
Alignment: LG
Symbol: A set of scales
Title: The Merciful Lady
Portfolio: Healing, Mercy, Medicine
Alignment: NG
Symbol: A caduceus
Title: The Golden King
Portfolio: Wealth, Merchants, Trade
Alignment: N
Symbol: Two stacks of coins
Title: The Lady of a Thousand Tongues
Portfolio: Oratory, Riddles, Language
Alignment: N
Symbol: An open book
Title: The Wanderer
Portfolio: Travel, Exploration
Alignment: N
Symbol: A well-worn pair of hiking boots
Title: The Grandmistress of Magic
Portfolio: Knowledge, Logic, Intellect, Magic
Alignment: N
Symbol: An eye whose pupil is a rune
Title: Lord of the Forge
Portfolio: Craftsmanship, Industry, Labour
Alignment: NG
Symbol: A hammer striking an anvil
Title: The Cunning General
Portfolio: Tactics, War, Strategy, Cunning
Alignment: N
Symbol: Clashing swords
Title: The Grinning Goddess
Portfolio: Trickery, Wits, Humour
Alignment: CN
Symbol: A grinning cat.
Title: The Careful Thinker
Portfolio: Wisdom, Hierarchy, Literature
Alignment: LN
Symbol: A closed book with an owl on the cover.
Note: These are only the deities for starting characters. There are many more. If you feel that none of the deities presented are suitable for your character, PM me and we'll work something out.
Houserules:
- No level limits based on race
- A character may expend two proficiency slots to gain proficiency in a weapon not normally allowed by their class.
- Attributes are determined by 3d6, in order. You may then swap two of the attributes, then distribute five points as you see fit. You can spend one of said points on an attribute already at 18, in which case you roll for exceptional (Which you would normally do if you rolled a natural 18 for that attribute (Eg 18/xx strength or intelligence or whatever)
- Exceptional scores exist for all attributes.
- One may take proficiency in dual-wielding a specific type of weapon at the cost of two proficiency slots, doubling the amount of damage done in an attack, at the cost of a -1 to-hit penalty
- One may take proficiency in unarmed combat, doing a base of 1d2 damage.
Sessions will be on Thursdays starting at ~6:00 pm EST (GMT -5). Subject to change.
Play will be via IRC, Channel #RoA_RP on the DarkMyst server.
Players:
Ultimuh: Half-Fang, Katthara ThiefShinotsa: Dumat Hammerblows, Dwarven FighterDutchling: Montez' Spittleburry, Dwarven Cleric of ArixusWillfor: Ashtara Briasana, Human FighterWrex: William mac tíre, Werewolf