Tuesday 2 July 2013

Class Notes

Cleric
Clerics are members of the Lawful Church of the Unconquered Sun, the only permitted religion in the Grand Kingdom, though the pagan Trosk still have their own harsh gods, Vatun, Frith, Kord et al. There are rumours of Anti-Clerics, followers of Chaos who wield the demonic power of Dark Magic.

Dwarf
The thriving Dwarf kingdom of Bolzak in the White Mountains is the most powerful realm in the Southland. The Bolzak Dwarves number in the thousands, and the vast majority of Dwarves in the Grand Kingdom hail from that proud realm. They are allies and trading partners of the Grand Kingdom, and bitter foes of the Orcs of Blood Forest.
Due to their small stature, Dwarves must use normal Swords two-handed.

Elf
Elves are rarely seen in this day and age. The few remaining in the western Grand Kingdom mostly hail from their refuge at Silverdim in the Twilight Forest. The Light Elves are strong in the cause of Law.
Elves in this campaign use the Cleric spell list. They choose spells known equal to their spells/day as normal, 1 at 1st level. In addition, Elves may Turn Undead as Clerics of equal level, for Elves do not fear the Ghosts of Men. There are persistent rumours of Dark Elves, Chaos spawn who wield the power of Dark Magic.

Fighter
Most persons of note are members of this class, from the forest Rangers to proud Knights, fierce Kubar Nomads, Warrior-Monks, Guard commanders, veteran Mercenaries, and most Royal Courtiers.
A Fighter who rides a war horse may use a lance (spear) on a charge for +2 to hit & double damage- 2d6.

Halfling
Most Halflings hail from Dunshire, in the north of the Southland. They are allied to the Dwarves of Bolzak and trade delicious foodstuffs in return for useful metalwork and pretty things. They are enemies of the pagan Swamp Trosk and Halfling-eating Lizardmen who dwell in the estuarial marshes to the north of the Southland.
Due to their small stature, Halflings must use normal Swords two-handed.

Magic-User
Magic-Users are rare and much feared, for it is known that some can control the minds of Men. Sensible Magi conceal their knowledge of the Art except from the most trusted.
Those who start with Read Magic as their known spell can begin with up to 3 1st level spell scrolls, at 50gp/scroll. Magic-Users may wear armour, but may not cast spells or read scrolls while in armour. They may use any weapon, but damage die is always 1d4 whatever the weapon.

Thief
Thieves are found as Spies, Scouts and Criminals, working in the shadows of the Grand Kingdom.
Thieves may wear any armour, but may not use their special class abilities while in medium (chain) or heavy (plate) armour.

Monday 1 July 2013

PC proposals

James - Tekhaus Tide (A Bastard of Toldare)
Tekhaus, was the third son of Baron Geoffrey Toldare, the lord of the coastal province of Shreve Port. He grew up mainly on ships, training to be a admiral for his brothers one day. He was destined to lead many ships in defense against pirates. His ropecraft and shooting are beyond compare, 8 years ago his ship defeated a notorious pirate king who had thrown his lot in with the rebellion five years earlier. Tekhaus went to the capital to receive his reward, with his expert archery in the grand hunts, and his charismatic personality, he won the fondness fo the king, the king has kept him as a hunting friend in the capital. Tekhaus has lost his sea legs, but is still one of the better archers in the kings hunting parties. He has been sent with the Princess to help with the scouting of the way, and hunting food to keep the princess in the game she is used to in the castle. (CHA, DEX +3 hopefully)

Judith - Lady Troyan Verdayne
Rumours persist regarding the rebellion of Baron Beldon and connections with House Verdayne - did Lord Verdayne urge him to rebel? Did he bankroll him in it? After all, the smallfolk *know* House Verdayne is no great ally of the Cormanth Kings (and weren't the Verdaynes kin to the old Kings centuries ago?) although the Verdaynes have never been seen to act against the King; nor given him due cause raise sanctions against them... Lady Troyan Verdayne was brought at an early age to the court of King Trionos - ostensibly as a companion for royal princess Daeheris, but in reality as a hostage against Lord Verdayne. Two betrothals arranged by the King ended in tragedy before marriage - an *unfortunate* jousting accident and later a similarly *unfortunate* encounter with disagreeable seafood... (Rumour has it that Lord Verdayne has marriage-of-alliance plans for his only sister that he won't allow to be stymied by the King trying to marry her off, but of course, there's no proof: accidents happen...) 
For her own part, Troyan knows she's a pawn in her brother's plans - but after years alone in the royal court, she's not willing to be quite as malleable a pawn as he might like to think. (INT, CHA +3)

Play Tips

1. Think of your PC as a character in a drama. Even flaws and low attributes can be interesting; Cersei Lannister for instance probably has below average STR & WIS, average CON and INT, and fairly high only in CHA, but is still a powerful character. Tyrion Lannister has low STR, DEX and CHA (even though personable - his chances of persuading anyone or inspiring loyalty are hampered by his dwarfism), average CON, reasonable WIS and high INT.
2. You can make 'informed assumptions' that add facts to the setting. The GM won't negate these unless they negate established facts - occasionally something may be established off-stage but not shown in play, but this will be rare. GM may say "Yes, you *think* that...", though. >:)
3. In pursuing their goals, PCs may conflict with and even kill each other. It's nothing personal, right? >:) In general though this campaign is geared more towards the dramatist/story than the powergaming/munchkin side of play. If your PC dies, take one of your Retainers as your PC/viewpoint character.
4. It's a good idea to say what your PC is thinking, this will help the GM and other players react appropriately.