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==Concept== '''Three cultures predominate in this world''' <br/> one flavoured like high medieval europe (knights, damsels, monks, foresters, minstrels, etc.) ,<br/> one flavoured like the viking world (warriors, berserkers, skalds, shieldmaidens, seers, etc.)<br/> also the hobgoblin pale (with a russian-scythian feel; boar riders, shaved-headed axemen, warlocks, slayers, etc.)<br/> '''Concept:''' In days of yore, the Horned Invaders looted the towns of the Settled Lands. None could withstand the might of the longboat Raiders until the rise of Earl Goodspear, who stemmed the tide of their invasion in battle. But now, after the Rain of Green Fire, the Settled Lands have fallen. Wizards in the civilized palaces grew too powerful and corrupt, unleashing an arcane war that ended in fiery destruction. Cities burned under the onslaught of necromantic Green Rain , and undead rose in the ruins to swarm the countryside. The Rain's survivors have need of the horned fighters to rescue them. The Earl’s descendant, Duke Goodspear, has called on the invaders to enter the Settled Lands and aid the embattled folk. Roving from town to town, the Raiders will meet the walking dead, brutal greenskin invaders, and roving monsters (ogres, trolls, etc.) unchecked since the fall of civilized rule. '''''CLASSES''':'' this is deliberately restrictive to evoke a particular setting. Emphasis is on fast, frantic melee between lightly or at most medium armored combatants. A party will consist of the following classes and races, mostly humans and fighter-types, including: *'''One or more (Viking-like) 'Raiders'*''': '''Raider Warrior''': FIGHTER. Loses heavy armour prof but uses d12 for hps. Must wear (unhistorical) horned helm and carry Viking-ish arms and armour. '''Raider Berserker ''': use BARBARIAN. '''Raider Skald:''' BARD (with storytelling, chanting, etc as performance trappings). NB: all Raiders gain a +2 (ancestral) melee weapon at start of play. *'''One or more extra fighters''': '''Kite-shield Knight'''-a rare Settled Lands survivor of the Green Rains. Use FIGHTER. Early medieval style gear with kite shield, chain (no plate armour in the setting). Gains diplomacy and Animal handling as free skills but must give up half money and peasant-useful magic items to aid locals. '''Greenskin 'Slayer'''' (use half-orc, but really a hobgoblin), a FIGHTER mercenary. -2 to diplomacy with locals, but +2 to intimidate. '''Peasant/ yeoman hero-''' a FIGHTER who gains only shield, simple weapon and light armour profs. Gains Animal handling, Bluff, and (Craft or Tracking) as free skills. May have an animal companion (cat, fox or dog). *'''One arcanist:''' '''Minstrel '''(human, Settled Lands trickster; BARD, the only human arcane class ‘allowed’ in the setting '''Dragonborn or Tiefling SORCERER''' (arcane powers natural to these races) *''''One 'Friar':''' '''Wandering Friar'''-human CLERIC but lose armour ability and forgo martial weapons for a WIS bonus on AC. Their ‘god’ is the Archangel Orchris, a demiurge of the Great High One (we won't go into theological detail). Domains include Law. *'''One rogue or ranger:''' '''Catfolk ‘sneak’''': ROGUE. '''Woodsman'''- RANGER- settled land native, Robin Hood-like (?) liberator. '''Delve'''r-a class of risk-taking ruin scourers; human, halfling or catfolk ROGUE NB: so no playable wizards or druids; clerics and sorcerers restricted as explained above '' '''RACES:''' ''in order of frequency, Human, Halfling, Greenskin (hobgoblin; use half-orc), Tiefling (many born after the Green Rain), Catfolk , Dragonborn. NB: no elves or dwarves, thanks.
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