High Fantasy Game
Posted 26 September 2010 - 12:28 PM
Posted 26 September 2010 - 01:21 PM
Posted 26 September 2010 - 01:28 PM
Posted 26 September 2010 - 02:42 PM
Posted 27 September 2010 - 07:32 AM
Playable Races - these are the creatures you can play (though if you've got an idea then feel free to PM me and we can flesh it out in to a playable race), each creature has a favoured power source and sometimes favoured elements but it's not a rule, after all your hero is already an exceptional individual. New races will be added here as you meet them and they open up as playable races.
Dragonborn - Dragonborn are slightly larger than humans and have thick scales across their body. They have short snouts with very small nostrils and boney ridges above their eyes. Their scales range from the colour of sand to the black of night though bronze, copper and iron are the most common colours. A dragonborn hatches from an egg and creature full physical maturity at about the age of 15, naturally they live to be around 120. Each has an innate breath weapon inherited from their parents. The type of breath a dragonborn breaths can be; ice, fire, lightning, acid or poison. Dragonborn favour martial and arcane disciplines.
Dwarf - Standing about 1 ft shorter than the average human dwarves are sturdy creatures comfortable in an underground environment, they have shorter legs than humans but large torsos. Their skin colour and hair colour shares the same range as humans. A dwarf is very difficult to knock prone and they have an uncanny knack for construction and stonework. Dwarves are also excellent at fighting creatures larger than themselves. A dwarf can see in dim light as well as a human in daylight. A dwarf will usually live for about 200 years. Dwarves favour Martial and Divine disciplines.
Wild Elf - All Elves are frail and graceful creatures that look like thin humans with pointy ears. In addition to the human repertoire of hair colours elves add silver and pure white. Most elves are practised archers. Elves are very alert creatures noticing changes in their environment quickly especially in the forests. An elf reaches maturity at around 150 years old, they can live up to 1000 years though old age sets in at around 900 years. Elves favour martial and primal disciplines.
--Fey Elf - A subspecies of elves Fey Elves are so called because they grew up in the Feywild, a fey elf is more inclined towards arcane disciplines. Fey elves have an affinity for charms and illusions.
--Shadow Elf - another subspecies of elves so called because they come from the Shadowfel, a shadow elf is more inclined towards shadow disciplines and has an affinity for cold magic.
Half-Elf - Half-elves share the longevity of elves and the ingenuity of humans. Half-elves are gifted at putting people at ease and are as comfortable in the city as in the forest. They favour no particular disciplines, like humans.
Halfing - Halflings are about 3ft tall and look like humans in every way apart from the inability to grow beards and their uniformly dark hair. Relatively easy going halflings are renowned for their luck. They favour martial disciplines but some make excellent arcanists.
Human - Humans no different to humans in our world, lifespan of the rich is around 60, the average citizen lives to about 40 but someone with access to divine magic or the funds to pay a healer from a temple can make it to 100 with a little luck. Humans favour no discipline over any other.
Tiefling - Humans of old that made a pact with some devils in an attempt to stop their civilisation from crumbling. The pact failed and now tieflings are scattered through out the world, most are merchant families attempting to carve their own empire. They have long tails reddy-brown complexions and large horns from their brow pointing backwards. They live slightly longer than humans. Tieflings have an affinity for fire magic and favour psionic and arcane disciplines.
Gnome - Gnomes are fey creatures who live in burrows disguised by enchantments. Usually shy creatures some venture to the natural world. Like fey elves they have an affinity for charms and illusions but most gnomes can excel at any magic they try. Their small stature, standing from 3-4 feet hampers their abilities in hand to hand combat but you shouldn't count them out. When surprised gnomes have a tendency to turn invisible for about 5 seconds which gives them time to run away or hide. A gnome lives for around 300 years but nobody would ever dare accuse one of reaching maturity, they don't ever seem to grow up.
Goliath - Goliaths are often referred to as miniature giants. Standing well past 7 feet tall they live in the mountains, descending to the plains to trade with the smaller races. Goliaths are powerful and strong creatures enduring severe hardships and weathering immense storms. Goliaths favour two-handed weapons over all others their massive size giving them a distinct advantage and reach while overcoming the disadvantages a smaller race might face. Goliaths can live as long as humans but remain fitter later in life. Goliaths favour the Martial, Divine and Primal disciplines.
Definitely some more to come but these are the most common races. Once more, I invite you to invent your own and they can fit somewhere in the world.
Posted 27 September 2010 - 11:11 AM
Posted 27 September 2010 - 11:50 AM
Martial disciplines involve advanced weapon training and combat techniques both ranged and melee.
Spell Parrying Minor, block some spells with your weapon. Major, reflect spells with your blade towards your enemies. Superior, absorb and store spells in your blade for later use.
Mounted combat Minor, ride and fight at the same time. Major, use lances, shields, charge while in combat. Superior, ride flying and swimming mounts in combat.
Melee Precision Minor, improved close combat technique, hit gaps in armour. Major, inflict non-lethal crippling wounds with melee weapons. Superior, hit specific arteries, veins and pressure points to bring targets down rapidly.
Ranged Precision Minor, improved ranged combat technique, hit gaps in armour. Major, inflict non-lethal crippling wounds with melee weapons. Superior, hit specific locations, vital organs, pierce armour and kill quickly.
Unarmed Combat Minor, kicks and punches that can stun enemies, hit hard enough to kill. Major, incorporate flips tricks and acrobatics into your fighting style. Superior, catch arrows and block weapon blows with your bare hands.
A character who is favoured by a god or the gods draws his power from that deity's domain. The high priest of a temple grants individuals access to divine power of their deity though there are other ways. Divine magic enables miraculous healing and allows excellent protection of your allies. Offensively divine magic is weaker unless turned on the undead.
Divine magic is channelled through prayer. Different prayers serve different purposes, your prayers are not restricted by your choice of deity however no-one studies life without studying death.
Life Prayers - Minor, healing small wounds, purifying water. Major, curing major wounds, curing disease. Superior, raising the dead.
Death Prayers - Minor, cause small wounds, regrow people's fingers. Major, cause major wounds, reattach limbs, Superior, speak with the dead.
Protection Prayers - Minor, enchant armour to resist blows, conjure weightless magical shield. Major, empower someone to resist a spells or weapon attacks. Superior, neutralise major spell effects, resist hazardous environment, summon guardian warriors.
Warding Prayers - Minor, a ward will alert you when someone cross a doorway or enters a specific room. Major, can ward an area instead of a room or door, can designate people who can move through the ward without triggering it. Superior, the ward will attempt to bind the person who triggers it.
Smiting prayers - Minor, weaken the undead, create a barrier to the undead. Major, turn an undead creature to dust or bind an undead creature in place. Superior, choose to affect demons, elementals or angels (pick one) with your smiting prayers.
Bolstering Prayers - Minor, grant an ally the strength to hit harder. Major, grant an ally to perform unnatural feats of athletics, acrobatics or endurance. Superior, grant an ally unnatural speed and coordination.
The ability to harness arcane magic is usually learned from a school but it is not unheard of for an individual to be able to harness it naturally or through unusual methods such as music. The most offensive of all magics it is usually concerned with destruction and damage though the creation of constructs (that aren't undead) is considered arcane magic.
Magic is divided in to several groups known as schools, a character can progress in all or none of these schools.
School of Fire - Minor abilities are creating small fires on your finger tips or in the palm of your hand. Major abilities include the ability to through fireballs and brighten or dim any fire that you see. Superior abilities allow you to extinguish any fire you see and create a fire that only burns what you want it to burn.
School of Ice - Minor abilities are freezing things you're holding, withstanding heat. Major abilities are creating streamlined icicles to project at your enemies, making the ground beneath someone's feat slippery. Superior abilities are being able to walk through fire unharmed and to thicken the air around you with frost an icicles impeding passage.
School of Lightning - Minor abilities are creating small electric shocks and suspending small magnetic objects in orbit around you. Major abilities are firing lightning from your fingertips and holding a bright sphere of electricity as a light. Superior abilities allow you to channel lightning to yourself and release the energy in another form.
School of Wind - Minor abilities are creating gusts of wind. Major abilities allow you to use the wind to rip someone's weapon from their hand. Superior abilities let you create a shield around you that will repel all none-magical projectiles. Full mastery of wind might let you fly.
School of Charms - Minor abilities are small tricks, making a shopkeeper believe you've paid him or causing someone to loose focus. Major abilities include causing someone to fall asleep or wake up. Making someone susceptable to your suggestions. Superior abilities begin with dominating a persons mind and having them do your bidding.
School of Illusions - Minor abilities are creating illusions that fool one of the 5 main senses. Major abilities can fool up to 3 senses. Superior abilities can fool all senses.
Primal characters draw their power from nature and the spirits of their ancestors. They excel at controling their enemies with obstacles and restricting spells. Primal magic can not perform miracle healing of divine magic nor the massive destruction of arcane magic but dabbles in both. Forms are unique abilities only available to purely primal heroes.
Form of the Wing - Minor, take the form of a small bird for a few minutes at a time, flying is tiresome. Major, take the form of a larger, scavenger bird for up to an hour. Superior, remain in beast form for days at a time, fly like a true bird, take the form of a predator bird such as a Hawk or an Falcon.
Form of the Beast - Minor, take the form of a medium sized natural predatory animal for a few minutes at a time. Major, take the form of a medium magical beast for up to an hour. Superior, take the form of a large natural or magical beast (such as a dire tiger or dire bear) for days at a time, gain darkvision while in beast form.
Form of the Aquatic - Minor, take the form of a small fish, gain the ability to swim and breath underwater while in beast form, remain in aquatic form for a few minutes. Major, take the form of an amphibian for up to an hour. Superior, take the form of a large fish, such as a shark, whale, dolphin or sword fish for days at a time.
Evocation of Entanglement - Minor, hinder the movement of an enemy. Major, bind an enemy and immobilise them. Superior, bind larger creatures, prevent creatures flying, bindings last longer, bind multiple creatures.
Evocation of Healing - Minor, prevent infections in wounds, purify food and water. Major, encourage natural regrowth of tissue, increase healing of cuts, broken bones and other injuries. Superior, allow someone to regrow a lost limb.
Evocation of Growth - Minor, cause a single plant to bloom or bear fruit. Major, cause the forest around you to grow, disguising your passage. Superior, cause whole crops to grow, cause trees and forest to grow rapidly
Evocation of Spirit - Minor, gain a spirit companion, you can cast spells as though you were at your spirit companions location, Major, your spirit companion communicates with you, can silently inform you of dangers and in some case give advice. Superior, you can see through the eyes of your spirit companion and listen through its ears. Your spirit companion can roam up to a mile away from you. You can talk through your spirit companion.
Evocation of Insects - Minor, summon a swarm of insects to harass an enemy. Major, summon fewer poisonous insects, can be lethal, cause blindness, cause paralysis. Superior, summon a plague of insects.
Psionic magic is split in to three branches, telepathic and telekinetic and the use of ki. The first is concerned with the manipulation of objects, the second with manipulation of the mind. The third is commonly combined with a martial combat style but can also be used to aid your allies techniques.
Psionic Blast - Minor, wave of force at a target. Major, larger wave of force, damages larger objects such as doors. Superior, Fine control over blast, can sweep legs, disarm people, or use psionic "blades" to cause cuts and slashing wounds.
Psionic Manipulation - Minor, move small objects that nobody else is manipulating, shut doors. Major, hold a weapon with your mind, swing with enough force to damage someone, not as effective as holding the weapon. Suspend a rope with your mind so you can climb it. Superior, pick locks with your mind (excluding magical locks), levitate a few inches off the ground.
Telepathy - Minor, send thoughts to a creature within 15 feet of you. Major, hold a conversation with someone telepathically even if they are not. Superior, send thoughts to anyone you know on the same plane as yourself, enable group communication via your telepathy.
Mental Assault - Minor, distract someone with your thoughts. Major, cause someone pain in any part of their body, inhibit one of their senses. Superior, cause such confusion in an enemy that he believes his allies are foes and attacks them.
Ki Strike - A ki strike channels additional power in to a physical attack. The better you are at channelling ki the stronger the effect of a ki strike.
Ki Flow - Minor, focus your ki into an allies weapon to make it more effective. Major, share your ki with an allies to enhance their spell casting abilities. Superior, allow your ki to flow into an ally and allow them to perform superhuman feats of athletics, acrobatics or endurance.
There is one final power source, no PCs are going to have this for now but it's around and you and it's the stuff of bedtime stories so your characters will have an idea of what it's about.
Shadow - Upon selling part of ones soul to beings in the shadowfel one gains a lifetime of benefits for an afterlife of payment. Those who do so gain the powers to cloud reason, spread discontent, hasten diseases and bring plagues and raise the dead. Shadow magic is always in additional to another power source
Edited by Balthamos, 03 October 2010 - 04:19 PM.
Posted 27 September 2010 - 12:11 PM
Posted 27 September 2010 - 12:41 PM
Posted 27 September 2010 - 02:16 PM
Posted 28 September 2010 - 07:10 AM
Posted 01 October 2010 - 12:35 PM
Posted 04 October 2010 - 02:14 PM
Each settlement large enough to be called a city is headed by a Duke or Duchess, each settlement large enough to be called a town is overseen by a Baron and each village is overseen by a squire.
A squire answers to his local Baron, a Baron to the nearest Duke and the Dukes answer only to the King. The King holds regular court with his Dukes, Dukes hold a court of their Barons, Barons hold a court of Squires.
Monarchys and Duchys are usually hereditary. In the case of a dispute the king can award the Duchy to who he sees fit, often based on political biases but usually with the strength of the realm in mind. A Baron is appointed by his Duke from the available Squires. Squires are usually sons of nobles from other parts of the realm or commoners elevated to nobility through heroic acts and good deeds and occasionally rather large sums of money.
If the succession of the throne is in doubt then everyone who wishes to take the throne must state their claim, then politics happens behind closed doors and people take sides and make alliances etc etc, and a "vote" elects the king from the choices. What this usually means is that one person has enough support to mount a sizeable army so it's the best way of preventing civil war.
Each Duchy collects taxes but most reliably use the taxes to support a garrison in places where necessary and see to the well being of the town, the Duchy guard also patrol the roads and the wilderness for bandits and minor beasts when necessary.
The soldiers of each Duchy are likely loyal to their duke before their king which is why the king tries to rule fairly and make sure all the Dukes support him and swear their fealty. In politics women and men are considered equal contenders. King and Queen are equal positions. All young nobles are trained in tactics strategy and governance from an early age. The ability to rule and govern is essential when families are trying to arrange marriages for their sons and daughters.
Most nobles are Human however other races are not barred from nobility. Various races are appointed as Squires but most hereditary positions are passed through generations of the same family. The long lived races may serve a maximum of 40 years before stepping aside, because of the lower rate of child birth it is rare for more than one generation of a long lived species to inherit a title as the 40 year limit usually expires before a child can be mature enough to govern.
Edited by Balthamos, 04 October 2010 - 03:14 PM.
Posted 11 October 2010 - 10:23 AM
Each god has sway over 3 domains, some overlapping with others. Each god's simplified commandments are also listed.
Avandra, goddess of change, freedom & luck.
- Luck favours the bold, take your fate into your own hands.
- Strike back against those who would rob you of your freedom and urge others to fight for their own liberty.
- Change is inevitable, but it takes the work of the faithful to ensure change is for the better.
Bahamut, god of hope, justice & protection.
- Uphold the highest ideals of honour and justice.
- Be constantly vigilant against evil and oppose it on all fronts.
- Protect the weak, liberate the oppressed, and defend just order.
Corellon, god of arcana, skill & wilderness.
- Cultivate beauty in all that you do.
- Seek out lost magic items, forgotten rituals and ancient works of art.
- Thwart the followers of Lolth at every opportunity.
Erathis, goddess of civilisation, creation & justice.
- Work with others to achieve your goals.
- Tame the wilderness to make it fit for habitation.
- Seek out new ideas, new inventions and new lands.
- Build machines, cities and empires.
Ioun, goddess of fate, knowledge and skill.
- Seek perfection of your mind by bringing reason, perception and emotion into balance.
- Accumulate, preserve, and distribute knowledge in all forms.
- Pursue education and build libraries, seek out lost and ancient lore.
- Be watchful for followers of Vecna who seek to control knowledge and keep secrets.
Kord, god of storm strength and war.
- Be strong but do not use your strength for wanton destruction.
- Be brave, scorn cowardice in any form.
- Prove your might in battle to win glory and renown.
Melora, goddess of life, sea & wilderness.
- Protect the wild pleases of the world from destruction and overuse.
- Oppose the rampant spread of cities and empires.
- Hunt aberrant monsters and other abominations of nature.
- Do not fear or condemn the savagery of nature, live in harmony with the wild.
Moradin, god of creation, earth & protection.
- Meet adversity with stoicism and tenacity.
- Demonstrate loyalty to your family, your clan, your leaders and your people.
- Strive to make a mark on the world.
- To make beautiful creations that last is the highest good.
Pelor, god of hope, life & the sun.
- Alleviate suffering wherever you find it.
- Bring Pelor's light into places of darkness.
- Be watchful against evil.
Sehanine, goddess of love, the moon & trickery.
- Follow your goals and seek your own destiny
- Keep to the shadows, avoid the blazing light and zealous good and utter darkness of evil.
- Seek new horizons and new experiences and let nothing tie you down.
The Raven Queen, goddess of death, fate & winter.
- Hold no pity for those who suffer and die.
- Bring down the proud who try to cast off the chains of fate.
- Watch for cults of Orcus and stamp them out whenever they arise.
Posted 11 October 2010 - 01:03 PM
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