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== Characters == | == Characters == | ||
− | + | [["Heidi" Mooskind]], Wilder Guild wanderer <br/> | |
− | [["Heidi" Mooskind]], Wilder Guild wanderer | + | [[Alabaster Of Bak-Tsing]], dwarf member of the Order of Fists <br/> |
− | + | [[Drith Kaxarix]], hobgoblin guilder from the outsider Greenskin Guild<br/> | |
− | + | "Leafscale" female Lizardfolk Druid | |
− | + | [[White Mage]] <br/> | |
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− | [[Alabaster Of Bak-Tsing]], dwarf member of the Order of Fists | ||
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== Setting: East March == | == Setting: East March == | ||
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'''Months''' <br/> | '''Months''' <br/> | ||
(March=) First spring, middle spring, late spring , first summer, etc.. | (March=) First spring, middle spring, late spring , first summer, etc.. | ||
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== Player Class Types == | == Player Class Types == | ||
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'''Universal Guild'''. Use ranger class but: | '''Universal Guild'''. Use ranger class but: | ||
− | + | • gains Universal Guild membership (free board and travel rations; free or cheap limited debt for mounting expeditions | |
− | + | • gains class skills: Appraise (Int), Bluff(Cha), Gather Information (Cha) and Sense Motive (Wis). | |
− | + | • loses wild empathy and animal companion | |
− | + | • Common chosen enemy categories: Undead, Dragonsish (drakes, dragons, etc), Giant, Goblin, Lycanthropes, Animals,Vermin | |
+ | <br/> | ||
Note that Universal Guild members are not rangers , really, but tough, capable wandering slayers. A character has to be a wandering slayer to belong to the UG, rather than a fancy pants fighter specialist type. UG guilders learn their trade on the road, sneering at the weapons guilders in their cloistered training halls. | Note that Universal Guild members are not rangers , really, but tough, capable wandering slayers. A character has to be a wandering slayer to belong to the UG, rather than a fancy pants fighter specialist type. UG guilders learn their trade on the road, sneering at the weapons guilders in their cloistered training halls. | ||
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− | ''' | + | '''“Wilders’ Lodge”''': use Ranger class as per core rules. |
− | + | <br/> | |
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+ | “[Various Weapons] Guild” :use Fighter class. Players start with a free +1 magic weapon. Examples: | ||
+ | o Fellowship of the Quarterstaff | ||
+ | o Archers’ Company | ||
+ | o Axeman’s Union, etc… | ||
+ | <br/> | ||
+ | '''“Breakers Guild”''': use rogue class | ||
+ | <br/> | ||
'''Ghostslayer’s Guild''': Use cleric class but: | '''Ghostslayer’s Guild''': Use cleric class but: | ||
− | + | • healing spells cannot be selected from the character’s highest spell level | |
− | + | • lose aura. Not always the holiest of men, they use the theurges' own charms and religio-magical paraphernalia to instrumental effect. | |
− | + | • Are proficient in all martial weapons | |
− | + | <br/> | |
'''Tomb robbers Guild''': use rogue but : | '''Tomb robbers Guild''': use rogue but : | ||
− | + | • Loses Sneak Attack | |
− | + | • Gains and learns to use the Golden Dial of Zox, each point of which can be used once/ day: | |
− | + | o Turn Undead. As level I cleric with no cha bonus. o Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment. o Detect Undead: Reveals undead within 60 ft. o Hide from Undead: Undead can’t perceive one subject/level. o Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders. | |
− | + | <br/> | |
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'''Order of Fists''': use Monk class, naginata-like glaive is counted as a monk’s weapon. | '''Order of Fists''': use Monk class, naginata-like glaive is counted as a monk’s weapon. | ||
*Guild HQ is in the capital city of the known world, The City of Gold, far from East March | *Guild HQ is in the capital city of the known world, The City of Gold, far from East March | ||
*martial arts of the 'Fists' variety were learned from the [Klingon-like] hobgoblins ; few humans seem to be resilient enough to learn them | *martial arts of the 'Fists' variety were learned from the [Klingon-like] hobgoblins ; few humans seem to be resilient enough to learn them | ||
− | *The Fists style, learned from the hobgoblins , includes the use of the (naginata, really) glaive. Glaives can thus be included as a martial arts weapon. | + | *The Fists style, learned from the hobgoblins , includes the use of the (naginata, really) glaive. Glaives can thus be included as a martial arts |
+ | weapon. | ||
*You have no Universal Guild membership, and may be regarded as an "exotic" by the UG folk | *You have no Universal Guild membership, and may be regarded as an "exotic" by the UG folk | ||
*Unlike most humans , Fists guilds folk tend to have a higher opinion of hobgoblins due to the origin of their art | *Unlike most humans , Fists guilds folk tend to have a higher opinion of hobgoblins due to the origin of their art | ||
*Start with max hps and gold | *Start with max hps and gold | ||
− | + | <br/> | |
− | '''Knife-juggler’s Guild''' : use bard class | + | '''Knife-juggler’s Guild''' : use bard class. Morale boosters, tricksters, and collectors of lore who support elite slayer teams and spread word of their fame.The Knife Jugglers' guild is the most secretive and the least trusted by the theurges. The theurges fear that they collect lore and news to establish an alternative account of the world and its workings, free of theurge control. |
+ | <br/> | ||
'''Outsider' Guilds''' : 'Outsider' guilds, based in the capital city, were founded as a safe way to recruit dangerous but useful non-human slayers. They include a Lizardfolk guild (the Bogland Band?) , for LF , and a Greenskin Guild for hobgoblins. They are treated with a measure of disdain (perhaps like 'native' companies in a colonial force) but also have some cachet and mystique. | '''Outsider' Guilds''' : 'Outsider' guilds, based in the capital city, were founded as a safe way to recruit dangerous but useful non-human slayers. They include a Lizardfolk guild (the Bogland Band?) , for LF , and a Greenskin Guild for hobgoblins. They are treated with a measure of disdain (perhaps like 'native' companies in a colonial force) but also have some cachet and mystique. | ||
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<br/> | <br/> | ||
'''Origins:''' The world was once disunified and ruled by a ruthless military feudal order, like medieval europe's , with a totalitarian church. The theurges saw that this led to continuous warfare, crusade, etc., so managed somehow to wrest control from both the battle-obsessed barons and the hobgoblin warlords they struggled with. The tipping point was a huge inter racial war which threatened to cause chaos and death. Until then lesser players in the society, they intervened [we don't really know how, yet, nudge, nudge] and won control for themselves. They are anti-military, which is the reason the guilds exist- they do the job of fighting but have no political power. | '''Origins:''' The world was once disunified and ruled by a ruthless military feudal order, like medieval europe's , with a totalitarian church. The theurges saw that this led to continuous warfare, crusade, etc., so managed somehow to wrest control from both the battle-obsessed barons and the hobgoblin warlords they struggled with. The tipping point was a huge inter racial war which threatened to cause chaos and death. Until then lesser players in the society, they intervened [we don't really know how, yet, nudge, nudge] and won control for themselves. They are anti-military, which is the reason the guilds exist- they do the job of fighting but have no political power. | ||
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<br/> | <br/> | ||
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triangle symbol: guild facilities<br/> | triangle symbol: guild facilities<br/> | ||
Colours: High Bounty Threats. Goblinoid (green), Undead (grey), Giants (yellow), Dragonish (red). | Colours: High Bounty Threats. Goblinoid (green), Undead (grey), Giants (yellow), Dragonish (red). | ||
− | [[File: | + | [[File:table1.jpg]] |
− | [[File: | + | [[File:table2.jpg]] |
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