Freedom Landing:Freedom Landing
Introduction
Like Skyrim, but with worse graphics.
Setting
Old vs. New
The Old World
map
Charn
Magic. Only lightly ruled by the Empire, Charn was the first bastion of rebellion.
Great value is placed on magic, and magic rules. Consequently, Charn's 'foreign policy' is aggressive, capricious. Magical ability trumps everything, and females are seen as more 'magical'. Perhaps they are, but in any case, they're in charge. Despite that, it's a meritocracy of sorts. Wizards take the established positions, but sorcerers are prized and revered, while being kept out of the way of anything flammable.
But it's not all magic. A respectable career for a non-mage is in the Charn Navy, which rules the seas. Although the captain and officers are often mages.
Deadly foe: Mastier. But you knew that.
PCs
-female-ascendant
-more mages, sailors
-mildly religious
-madness? lack of planning? Socially acceptable, as long as it's violent.
-more elves/gnomes, few dwarves
+2 Arcana or Spellcraft
Mastier
You're the remnants of the Empire. And you want it back.
-humans and dwarves; humans rule the land, dwarves rule the underground, but firmly allied one to another for mutual POWER and Empire
-male-ascendant
-Soldiers, Military (adventurers)
-"Mastierwork"
-Old Empire
Maisterwork equipment
Sync
-New Aa, solid, dependable
-Trade, and War, and Technology, and Exploration
-Sneaky
-Concept: 'halves' and half-nots, gnomes and half-elves and halflings and half-orcs (oh, and humans)
-Allied with Charn
+2 Appraise
Farce
You're not a nation.
You're the survivors.
Tour 'country' has been fought over for 200 years. Old Aa, New Aa? It's all the same to you. Nobody bothered to ask your opinion. You're just in the way. A buffer state, between the tattered remnants of the Empire and the upstarts.
Warlords and strong men rise and fall, and mercenary companies settle.
PCs
-You are probably an orphan.
-You are scum in the eyes of everyone. If they even bother to look.
-The only advocate for you is Aa, and his representatives, the Aacolytes.
-There are not enough representatives.
-Very democratic. Any race, class and sex gets equal amounts of filth.
Survival +2
Temple of Aa
-special enclave in Farce
-Aacolytes
The New World
Wheat
-ancient civilization
Tares
-undead
The Five
-friendly
The Seven
-not
Wolves
-riders
Children of the Dove
-nomads
Mothers
-cannibals
Religion
Aa, the great and powerful
The Dove, peace
The Hawk, war
The Vulture, death
The Eagle, power
The Owl, wisdom
The Sparrow, helplessness
The Phoenix, hope
Special Rules
as these are non-playtested, homebrew rules, the DM reserves the right to make modifications as the game progresses, in a fair and sane manner.
Feats
Touched of Aa
You have been called directly by Aa and trained in the Temple of Aa. You have renounced violence and gained understanding. You don't have to be nice, but you have to be Good.
Bonuses:
+5 to all social skills
+2 to all knowledge skills
can speak and understand (but not read and write) all languages
Requirements
Cannot Use Violence
Violence is defined in game terms as 'causing damage to a living creature'. If an Aacolyte damages a living creature, he loses all his bonuses until such time as (1) one month has passed and (2) he completes an Aa-given quest of redemption.
In extenuating circumstances (i.e., the absolute defense of others and self), the Aacolyte can elect to inflict non-lethal damage, and lose his bonuses until after an extended rest.
Interpretation: Undead are fair game.
Culture Note: Attacking, harming, hindering, or otherwise inconveniencing an Aacolyte is a serious taboo and offense. Mobs will form, deaths will occur. Don't do it. What that means in the New World, though...who knows?
Rules
Player Characters
DUDES