Difference between revisions of "Heros Paths."

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(Local tongues)
(Local tongues)
Line 37: Line 37:
  
 
Gaultish: Default home tongue for the map.'''
 
Gaultish: Default home tongue for the map.'''
 +
 
Goltish: a dialect. Used by the nearby barbarian nomads. You have it at 50% of your Gaultish.'''
 
Goltish: a dialect. Used by the nearby barbarian nomads. You have it at 50% of your Gaultish.'''
 +
 
Gotz: The old tongue. The settings 'latin', of the educated classes.'''
 
Gotz: The old tongue. The settings 'latin', of the educated classes.'''
 +
 
Elvish: [high and low] Low elvish is the tongue of poetry and romance, many loan words to gaultish.'''
 
Elvish: [high and low] Low elvish is the tongue of poetry and romance, many loan words to gaultish.'''
 +
 
Dwarvish: [high and low] Low dwarvish is the language of engineering, craft and measures.'''
 
Dwarvish: [high and low] Low dwarvish is the language of engineering, craft and measures.'''
 +
 
The dark tongue: Orcs and ogres, trolls and others share this tongue. Each type is a dialect, spoken at 50% for other tribes/types.'''
 
The dark tongue: Orcs and ogres, trolls and others share this tongue. Each type is a dialect, spoken at 50% for other tribes/types.'''
 +
 
The black tongue. The tongue of Evil.'''
 
The black tongue. The tongue of Evil.'''
 +
 
Giantish: Different dialects for each subtype are spoken at 50% of normal.'''
 
Giantish: Different dialects for each subtype are spoken at 50% of normal.'''
 +
 
Goblin: Shared by goblinkind. Also known as underspeech.'''
 
Goblin: Shared by goblinkind. Also known as underspeech.'''
 +
 
Tradetongue: A creole of gaultish, goblin, elvish and dwarven. commonly used as a second language in most civilized places.'''
 
Tradetongue: A creole of gaultish, goblin, elvish and dwarven. commonly used as a second language in most civilized places.'''
 
The high tongue. The language of Good.'''
 
The high tongue. The language of Good.'''
 +
 
Gnomes speak a dialect of Dwarvish. Halflings have no 'owned' language.'''
 
Gnomes speak a dialect of Dwarvish. Halflings have no 'owned' language.'''
  

Revision as of 01:59, 8 August 2010


The Heros Paths

Campaign Concept

Runequest III [houseruled with dollops of MRQII, mainly for the effects based combat and encumbrance] with a twist. The setting will be an homage to classic D&D, specifically centred around the 1st edition AD&D era. Elves, dwarves, gauntlets of ogre power, dragons by color, etc.

Characters

Character creation

Characters will be produced as per normal RQIII at around 21 years of age. However, layered over the top will be a Heropath or calling [essentially a character class or multiclass] that is part of the essential fantasy ‘magic’ of the setting. While there will not be levels per se, each path can be improved through heroic adventuring, fulfilling quests and objectives, etc. This will be modelled through ‘Hero points’ [similar to MRQ II], which, instead of granting heroic abilities, allow improvements in your Heropath.

In terms of character creation it means that your background [civilized farmer, for instance] may have very little to do with the Heropath you are called to. You may find said farmer is called to the ways of the Cleric, even though he has had minimal dealings with any organised religion. This allows for the humble farmboy called to glory characters as well as the optimised barbarian warrior called to the Fighters or Rangers path.

Any class benefits will be added to the character in addition to any RQ type skills or magics. The idea is that any benefit above that of a 0 level human [in D&D terms] will be translated into a bonus of some sort, with as much direct correlation as possible.

  • If you're a human, roll 4d6, keep best three, in order of RQIII stats. Remember, Siz and Int are 2d6+6,so roll 3dice and keep the highest two [or any mix you want for SIZ] for those stats.
  • You map swap one attribute. This would be restricted to swapping a 3d6 stat for another, or a 2d6+6 stat for another.
  • If you're going non human, let me know the race and I'll give you attribute dice to roll on. Allowable races are elf [high, wood and grey] dwarf [mountain or hill], gnome, halfling, half-elf and half-orc.
  • When choosing a class, the 1st AD&D multiclassing option is available for humans too [ treat as half-elf for choices]

May I recommend the free OSRIC download as a reference if you dont have 1st Ed PHB.

  • When you get to RQIII backgrounds choose either culture [nomad, barbarian, etc] or profession [farmer, soldier, etc] roll the other one randomly.
  • Ruling. People with magical parent occupations get the magic of their folks [sorcery will be as per MRQII], everyone else gets a roll on the special abilites table I have from the long lost game Thieves Guild. Roll d1000 and post with your character if you go that way.

Local tongues

Gaultish: Default home tongue for the map.

Goltish: a dialect. Used by the nearby barbarian nomads. You have it at 50% of your Gaultish.

Gotz: The old tongue. The settings 'latin', of the educated classes.

Elvish: [high and low] Low elvish is the tongue of poetry and romance, many loan words to gaultish.

Dwarvish: [high and low] Low dwarvish is the language of engineering, craft and measures.

The dark tongue: Orcs and ogres, trolls and others share this tongue. Each type is a dialect, spoken at 50% for other tribes/types.

The black tongue. The tongue of Evil.

Giantish: Different dialects for each subtype are spoken at 50% of normal.

Goblin: Shared by goblinkind. Also known as underspeech.

Tradetongue: A creole of gaultish, goblin, elvish and dwarven. commonly used as a second language in most civilized places. The high tongue. The language of Good.

Gnomes speak a dialect of Dwarvish. Halflings have no 'owned' language.

HeroPaths

Setting

The setting [at the moment] is the ruins of a vast megapolis that stretches from coast to mountains, inhabited by the various rude successors to a once vast magical empire. Entire communities the size of a medieval city can be found and there will be at least two or three small ‘kingdoms’ within the bounds of the ancient ruins. To give a rough size, imagine the north east of the USA and the growing urbanisation that stretches around the cities based there – then flatten the lot.

Here is a map of your local part of the great ruins

[1]