An icy wind cuts across a barren landscape. Wolves howl in the distance, starving and desperate, and yet those are some of the least dangerous beasts you'll meet in this wasteland. You can see the dim light of a campfire being started on the horizon just as the sun begins to fade, the only chance you have left of surviving the night.
How you came this far north is a tale for you to tell, traveler. Whether or not anyone will listen, depends on whether or not they plan on eating you now or later. There are plenty of old ruins from the Old Empires' here to scavenge from. Magic artifacts to be had. You do look like the adventuring sort.
Perhaps you are running from something. A crime you didn't commit? An arranged marriage? Escaping life as a slave to some warlord from the Borderlands? Your eyes remind me of a caged animal, willing to die rather than return to its prison.
Are you here from a sense of righteousness? Here to protect the innocent, help those who can't help themselves? There are plenty of ragged villages and hopeless souls wandering the remains of this world, you would never run out of work, and your aura of holiness compels me to believe this is the case.
No matter. Whatever your story may be, you won't survive the night without making it to that campfire, dear traveler. And you better hope that the others make it there in one piece as well.
The wolves howling draws closer.
Current Party Location: The Barrens
How you came this far north is a tale for you to tell, traveler. Whether or not anyone will listen, depends on whether or not they plan on eating you now or later. There are plenty of old ruins from the Old Empires' here to scavenge from. Magic artifacts to be had. You do look like the adventuring sort.
Perhaps you are running from something. A crime you didn't commit? An arranged marriage? Escaping life as a slave to some warlord from the Borderlands? Your eyes remind me of a caged animal, willing to die rather than return to its prison.
Are you here from a sense of righteousness? Here to protect the innocent, help those who can't help themselves? There are plenty of ragged villages and hopeless souls wandering the remains of this world, you would never run out of work, and your aura of holiness compels me to believe this is the case.
No matter. Whatever your story may be, you won't survive the night without making it to that campfire, dear traveler. And you better hope that the others make it there in one piece as well.
The wolves howling draws closer.
Current Party Location: The Barrens
Monsters? Sword fighting? Crazy mages? We have those by the boatload here in "There Darkness Dwells...", a collaborative, dice based fantasy roleplay where you can invent a character, their spells, equipment, and where they're from! Come on down! We have cookies!
Go ahead and read some lore (and feel free to invent some) and throw up an application. We aren't too lore intensive here, so if you don't feel like writing an essay or reading mine below go ahead and join us, and start killing those pesky abominations! Or lead them!
Humans - Once an ambitious race of empire builders and conquering heroes, the countries of men could boast of the most creative mages and largest armies and competent leadership. Since the Fall and with the exception of those living in the Free Cities, they've become little more than a rabble of serfs led by squabbling nobles, their once great armies replaced by opportunistic mercenaries led by their Freebooter warlords.
They are diverse, with an assortment of different cultures tied together only by the Church of The One. They are creative, adaptive, and unpredictable.
Elves - Rumored to be the descendents of the Old Empires, the Elves were prolific magic users, graceful warriors, and could count innumerable scholars amongst them. They built beautiful cities of marble, or lived in harmoniously in the oldest woods. Now few elves remain, preferring to live in isolated Enclaves, with some exceptions being those that live in small communities in the Free Cities or becoming wanderers. Some of the Western Kingdoms are ruled by a mixture of Human and Elvish royal families.
Stronger and more agile than the majority of Humans, as well as being extraordinarily long lived. They have an affinity for magic and nature. They have a noble and intricate culture, stretching back thousands of years, united loosely by a shared language and the Church of The One, being the founders of the faith.
Dwarves - A vast system of underground highways links together impressive fortresses known as Strongholds are all that's left of an old Dwarven hegemony. Their race is now dying a slow death, the few Strongholds left suffering from disrepair and low numbers. Their once mighty empire fractured into hundreds of family based clans delving deep into the earth, using their superior craftsmanship to trade for goods they can't, or refuse, to make themselves.
They are short statured, often growing long and flowing beards. They are stubborn and stout, extremely traditional with a strong sense of honor. Loyalty to the Clan they are born/adopted into is held above all else.
Orcs - Often mistaken for warlike barbarians, the Orcs are a proud race capable of building strong forts, impressive crafting rivaling the Dwarves, and are renowned for their impressively deep singing voices. They now live in small nomadic bands, with a variety of specialties ranging from blacksmithing to banditry. They have a strict sense of honor, placing the good of the tribe above any personal obligations. Many rural peoples distrust them, sometimes shunning them outright, and in the Free Cities they live in their own segregated districts.
They are proud, and physically imposing. They are distinguishable by their unique features and skintones (ranging from ashen to browns and greens), speak a shared language, and have a long oral history stretching back hundreds of years detailing heroic feats, bloody battles, and drinking songs.
Halflings - Residing in idyllic countryside, protected by beloved nature spirits, lie the Shirelands, and their diminutive inhabitants. They are gardeners, farmers, brewers. and craftsmen. A simple folk, resembling small humans no larger than a child, living in a simple land. The times are changing, however, and the Shires along with it. Dark forces assail them, the nature spirits grow weaker. The scattered Shires across the continent have been losing contact with eachother. Scouts sent to investigate don't return. The Troubles has begun for these small-folk, and among the younger halflings a sense of adventure has been awoken, willing them beyond their ancient and safe homes, past their fences, to find the cause, and stop it.
Small and light footed, they have an innate gift for learning and speaking new languages. Although small in nature, they make up for it with their charismatic nature and are very hard to get a hold of in a fight.
Gnomes - Amongst ancient machinery, delving deep into centuries old lore, experimenting with unexplored magics, is where you'll find the smallest of the mortal races: The tinkering Gnomes, an overall intelligent race with a streak of mischievousness running in their veins. Extremely astute, physically quick, these smallest of bodies can boast of perhaps the biggest of brains, counting many scientists, researchers, and machinists amongst their number. Having no countries or cities of their own, Gnomes will often settle in the Human or Elven territory, in large extended family groups known as "Kindreds", oftentimes reaching up to 200 members. Leaving their close knit kindreds is often for serious reasons: Crimes, dishonor, but sometimes a Gnome will leave to go do what they do best - Meddle.
Standing smaller than even Halflings, the Gnomes are distinguished by their thin bodies and large heads, sporting tufts of hair on top of their wrinkled heads. They have pointed ears like the Elves, often growing out from their skull rather than upwards.
They are diverse, with an assortment of different cultures tied together only by the Church of The One. They are creative, adaptive, and unpredictable.
+1 Wound, +2 Extra Vital Points
Speaks Common + Local Dialect
Avg. Lifespan of 80 Years
Speaks Common + Local Dialect
Avg. Lifespan of 80 Years
Elves - Rumored to be the descendents of the Old Empires, the Elves were prolific magic users, graceful warriors, and could count innumerable scholars amongst them. They built beautiful cities of marble, or lived in harmoniously in the oldest woods. Now few elves remain, preferring to live in isolated Enclaves, with some exceptions being those that live in small communities in the Free Cities or becoming wanderers. Some of the Western Kingdoms are ruled by a mixture of Human and Elvish royal families.
Stronger and more agile than the majority of Humans, as well as being extraordinarily long lived. They have an affinity for magic and nature. They have a noble and intricate culture, stretching back thousands of years, united loosely by a shared language and the Church of The One, being the founders of the faith.
+1 Wound, +1 Strength, +1 Dexterity, +1 Spell Casting
Speaks Common + Elvish
Avg. Lifespan of 250 Years
Speaks Common + Elvish
Avg. Lifespan of 250 Years
Dwarves - A vast system of underground highways links together impressive fortresses known as Strongholds are all that's left of an old Dwarven hegemony. Their race is now dying a slow death, the few Strongholds left suffering from disrepair and low numbers. Their once mighty empire fractured into hundreds of family based clans delving deep into the earth, using their superior craftsmanship to trade for goods they can't, or refuse, to make themselves.
They are short statured, often growing long and flowing beards. They are stubborn and stout, extremely traditional with a strong sense of honor. Loyalty to the Clan they are born/adopted into is held above all else.
+2 Wounds, +2 Strength, -1 Dexterity
Speaks Common + Dwarvish
Avg. Lifespan of 150 Years
Speaks Common + Dwarvish
Avg. Lifespan of 150 Years
Orcs - Often mistaken for warlike barbarians, the Orcs are a proud race capable of building strong forts, impressive crafting rivaling the Dwarves, and are renowned for their impressively deep singing voices. They now live in small nomadic bands, with a variety of specialties ranging from blacksmithing to banditry. They have a strict sense of honor, placing the good of the tribe above any personal obligations. Many rural peoples distrust them, sometimes shunning them outright, and in the Free Cities they live in their own segregated districts.
They are proud, and physically imposing. They are distinguishable by their unique features and skintones (ranging from ashen to browns and greens), speak a shared language, and have a long oral history stretching back hundreds of years detailing heroic feats, bloody battles, and drinking songs.
+2 Wounds, +2 Strength, +1 Dexterity
Speaks Common + Orcish
Avg. Lifespan of 80 Years
Speaks Common + Orcish
Avg. Lifespan of 80 Years
Halflings - Residing in idyllic countryside, protected by beloved nature spirits, lie the Shirelands, and their diminutive inhabitants. They are gardeners, farmers, brewers. and craftsmen. A simple folk, resembling small humans no larger than a child, living in a simple land. The times are changing, however, and the Shires along with it. Dark forces assail them, the nature spirits grow weaker. The scattered Shires across the continent have been losing contact with eachother. Scouts sent to investigate don't return. The Troubles has begun for these small-folk, and among the younger halflings a sense of adventure has been awoken, willing them beyond their ancient and safe homes, past their fences, to find the cause, and stop it.
Small and light footed, they have an innate gift for learning and speaking new languages. Although small in nature, they make up for it with their charismatic nature and are very hard to get a hold of in a fight.
+1 Wound, -1 Strength, +2 Dexterity, +2 Charisma
Speaks Common + 2 Other Languages
Avg. Lifespan of 120 Years
Speaks Common + 2 Other Languages
Avg. Lifespan of 120 Years
Gnomes - Amongst ancient machinery, delving deep into centuries old lore, experimenting with unexplored magics, is where you'll find the smallest of the mortal races: The tinkering Gnomes, an overall intelligent race with a streak of mischievousness running in their veins. Extremely astute, physically quick, these smallest of bodies can boast of perhaps the biggest of brains, counting many scientists, researchers, and machinists amongst their number. Having no countries or cities of their own, Gnomes will often settle in the Human or Elven territory, in large extended family groups known as "Kindreds", oftentimes reaching up to 200 members. Leaving their close knit kindreds is often for serious reasons: Crimes, dishonor, but sometimes a Gnome will leave to go do what they do best - Meddle.
Standing smaller than even Halflings, the Gnomes are distinguished by their thin bodies and large heads, sporting tufts of hair on top of their wrinkled heads. They have pointed ears like the Elves, often growing out from their skull rather than upwards.
+1 Wound, -2 Strength, +2 Dexterity, +2 Intelligence
Speaks Gnomish + Common
Avg. Lifespan of 120 Years
Speaks Gnomish + Common
Avg. Lifespan of 120 Years
Warrior
Special Ability: Faith Points are rewarded for RPing excellence, completing sacred tasks, and praying in Temples of The One. Can perform exorcisms.
- Fighter- A warrior trained in a variety of different melee fighting styles and a proficient marksman, she is arguably the most deadly foe to face on the battlefield, for her mind, body, and soul are focused on a single goal: Defeating the opponent in front of her, and nothing stands in her way but her own will power.
+3 Wounds, +5 Melee Attack, +2 Ranged Attack
Light, Medium, Heavy Armors, All Melee Weapons, All Ranged Weapons - Berzerker - A warrior who revels in hand-to-hand combat, and is most at home on the battlefield and the tavern, destroying a tankard of mead as easily as they would an enemy. He makes up for his lack of armor with a swing of his battleaxe or greatsword, and there is no need to fear for your ally's safety: Even with the gravest injury, he laughs it off and fights harder.
+5 Wounds, +3 Melee Attack (+2 for each Wound Received)
Light Armor, 2 Handed Melee Weapons - Ranger - A warrior who specializes in ranged weapons, she prefers to sit back in a battle, but don't mistake her preference for cowardice, for she is notching an arrow aimed straight at your heart (or whatever it is that pumps blood through your species body). She is accurate, unforgiving, and whenever one manages to get close enough she always has a trick up her sleeve to maintain enough distance to kill.
+3 Wounds, +5 Ranged Attack, +5 Evade
Light and Medium Armors, All Ranged Weapons, Small and 1 Handed Melee Weapons
- Thief - A rogue dedicated to the art of stealing, burglarizing, and general malcontent/sneaking about. Whether or not his intentions are good or bad, self serving or for a greater purpose, is often up to the interpretation of the local authorities. He's an expert at picking locks, detecting/disabling/setting booby traps, and hiding.
+2 Wounds, +5 Evade, +5 Sneak, +1 Melee/Ranged Attack (+5 if Hidden)
No Armor, Small Melee, Any Ranged - Assassin - A rogue dedicated to the art of killing, murder and poisoning. One death can change the outcome of a negotiation, the course a battle, and the fate of an empire. She knows this fact all too well, and is a master of discovering her targets weaknesses, exploiting it to her advantage.
+2 Wounds, +2 Melee/Ranged Attack (+5 if Hidden), +5 Sneak, +5 Evade, Craft/Detect Poison, Detect Weakness
Light Armor, Small Melee Weapons, All Ranged Weapons - Bard - A rogue dedicated to the art of song, sonnet, and the long con, using his silver tongue to charm his way into the highest court and lowest underworld. Although leery of combat, he uses his oratory skills to encourage his allies, and discourage his enemies in the heat of combat. He's most at home in social settings, squeezing every bit of information he can get, but his eyes are always on the horizon for the next adventure.
+2 Wounds, +5 Speech, Encourage/Discourage (+3/-3 to allies or enemies on their next attack rolls; Once per Rest), +5 Evade
No Armor, Small Melee, Musical Instruments
- Wizard - A mage, either under professional instruction or her own astute tutelage, who has mastered the Runes of Creation to alter reality around her. There is no cap on her power, save the limited time she has to learn the runes and their metaphysical meaning, diving deep into the ancient libraries and ruins of the Old Empires. Her spells can release devastating destruction, and mend the most grievous injuries.
+1 Wound, +2 Magic Attack, +1 Any Rune Cast, +3 Evade
No Armor, Simple Weapons
Knows: 3 Runes (Up to 20)
Prepared: 10 Rune Casts (Up to 20) - Sorcerer - A mage who at some point in there life (either at birth or during a calamitous event during their adolescence) been touched by the pure essence of the Chaos Plane: A dimension where logic, physics, and material have been replaced by emotion, magic, and raw energy. He is the most naturally powerful of all mages, capable of tapping into the maelstrom of chaotic energy, able to level cities and smite armies. However his power comes at a price: Using the magic can burn out your body, and chaos magic is a fickle thing to manipulate.
Special Ability: Can spend a 1/2 Wound to cast a spell.
+1 Wound, +3 Magic Attack, +3 to any Chaos Cast, +3 Evade
No Armor, Simple Weapons
Knows: 3 Chaos Casts (Up to 20)
Prepared: 10 Chaos Casts (Up to 20), plus 3 Wound Casts (Up to 5) - Warlock - A mage who was tricked, cursed, or downright desperate enough to to make a pact with an otherworldly being. Armed with these abilities, she can summon monsters, mutate reality, create illusions and deliver deadly magic attacks. However she is now bound to an unforgiving and often alien master, with its own nefarious ambitions, and using this foul magic has began to take effect on her sanity, her body has began to mutate, and there is no going back.
Special Ability: Can use Patron Favors to cast spells. Before every Favor, GM rolls a d20. If 5 or below, one of the following takes place after a Rest; Random Mutation (Rolled 1, Permanent), Chaos Strikes (Roll 2-4, spell goes AWRY), Sanity Fades (Roll 5, Add Possession Counter). Possession counters can be removed by Priest with an ritual. If counter reaches 3, you become possessed by your patron until the next rest or exorcism.
+1 Wound, +3 Magic Attack, +1 to Unholy, Chaos, or Eldritch Casts, +3 Evade
No Armor, Simple Weapons
Knows: 3 Casts (Up to 20)
Prepared: 5 Casts (Up to 20), plus 5 Patron Favors (Up to 10)
Special Ability: Faith Points are rewarded for RPing excellence, completing sacred tasks, and praying in Temples of The One. Can perform exorcisms.
- Paladin - A priest who follows the "Way of the Lance", an honorable veneration of The One composed of knightly orders and hedge knights who defend those that cant defend themselves. He is the shield against of the forces of darkness, whether in shining plate atop a castle or muddy chain in the darkest dungeon. Evil flees before his holy wrath, and is just as good a healer as a destroyer.
+4 Wounds, +3 Melee Attack, +3 Holy Magic
Heavy Armor, All Melee Weapons, No Firearms
Knows: 1 Holy Invocation (Up to 10)
Prepared: 3 Invocations (up to 10), plus Faith Spells - Cleric - A priest who follows the "Way of the Hammer", she seeks out evil to destroy it at its sources. From exorcising demons in remote villages tp exposing cults in corrupted cities, she is tireless, working as the hand of The One's justice. An expert in demonology and theology, an excellent fighter, her faith powers miracles and astonishing feats that makes her a formidable foe to the darkness.
+3 Wounds, +2 Melee Attack, +2 Magic Attack, +2 Holy Magic
Heavy Armor, Melee Weapons, No Firearms
Knows: 2 Holy Invocations (Up to 10)
Prepared: 4 Invocations (Up to 10) plus Faith Spells - Druid - A priest who follows the "Way of the Ancients", he embraces the old way of worshipping The One: Through a personal connection with The One's most ancient creation, the Nature Spirits. Wherever he passes, nature is invigorated, animals grow friendly, and industrialization trembles. He safeguards the Old Places of the world against unnatural incursion, prefering the wilderness and isolation over cities and large groups. The Old Places have grown few and far inbetween, becoming corrupted and lost for all time. It is time to take the fight to the darkness, and save the Old Places.
+1 Wounds, +2 Ranged Attack, +2 Magic Attack, +2 Nature Magic, +5 Sneak, +3 Evade
Light Armor, Simple Weapons, Ranged Weapons, No Firearms
Knows: 2 Nature Casts (Up to 20)
Prepared: 4 Casts (Up to 10), plus Faith Spells
Actions and Movement
Damage - After scoring a hit on a target, damage is calculated by rolling a D6 and applying the appropriate modifiers from your vitals, skills, special abilities, and weapons. D6+Modifier=Damage Wounds
Attack Rolls - To score a hit, the GM will roll a d20 and add the appropriate attack modifier. If the roll is higher than the targets Armor Rating, it scores a hit!
Rolling a perfect "20" forgoes the damage roll and immediately destroys the target. (Does not apply to Boss Fights)
Rolling a "True 1" will cause unintended effects for melee/ranged attacks and will cause Magic attacks to go AWRY.
Rolling twice the targets Armor Rating will cause double damage!
Evade Rolls - Made of glass? You can always roll to EVADE an engaging enemy as he attacks, which will cause his attack to miss and give you enough movement to make a quick getaway.
Roll d20 when an enemy melee attacks you. If it's higher than the opponents attack roll, you succeeded. If you fail, combat continues normally.
- Movement
- Attack (Magic, Melee, Ranged)
- Disengage
- Spell Cast (Non-Attack)
- First Aid - Revive a member of your party to a half-wound.
Damage - After scoring a hit on a target, damage is calculated by rolling a D6 and applying the appropriate modifiers from your vitals, skills, special abilities, and weapons. D6+Modifier=Damage Wounds
- Roll 1 = Damage Half Wound
- Roll 2-3 = Damage 1 Wound
- Roll 4-5 = Damage 1.5 Wounds
- Roll 6 = Damage 2 Wounds
- Any Roll 7 or above deals an extra Damage Wound
Attack Rolls - To score a hit, the GM will roll a d20 and add the appropriate attack modifier. If the roll is higher than the targets Armor Rating, it scores a hit!
Rolling a perfect "20" forgoes the damage roll and immediately destroys the target. (Does not apply to Boss Fights)
Rolling a "True 1" will cause unintended effects for melee/ranged attacks and will cause Magic attacks to go AWRY.
Rolling twice the targets Armor Rating will cause double damage!
- Melee Attack Modifier - Strength
- Ranged Attack Modifier - Dexterity
- Wizard Magic Attack Modifier - Intelligence
- Sorcerer, Cleric, and Druid Magic Attack Modifier - Wisdom
- Paladin and Warlock Magic Attack Modifier - Charisma
Evade Rolls - Made of glass? You can always roll to EVADE an engaging enemy as he attacks, which will cause his attack to miss and give you enough movement to make a quick getaway.
Roll d20 when an enemy melee attacks you. If it's higher than the opponents attack roll, you succeeded. If you fail, combat continues normally.
Cults
The Rune Guild - An organization dedicated to the collection of scientific research and preservation of magical artifacts. Decentralized, with no strict hierarchy, it's membership consists of like minded wizards, scholars, and arcane archaeologists, who seek to use their abilities, expertise, and artifacts to help heal this world from the still lingering damage of the Titanomachy and the Godfall. However, their message is often misconstrued and twisted by disgruntled former members and nobles that feel their power being threatened. As such, they are most accepted in the Free Cities and enlightened kingdoms (where most of their Libraries, or Guildhouses, are located), and distrusted in most rural communities.
Various Guilds, Tribes, and Knightly Orders
- The Horned Ones - (Worshippers of the Great Deceiver)
- Society of Divine Truth - (Worshippers of the Laughing God)
- The Chrysalis - (Worship the Eldritch Things as the true Divines)
The Rune Guild - An organization dedicated to the collection of scientific research and preservation of magical artifacts. Decentralized, with no strict hierarchy, it's membership consists of like minded wizards, scholars, and arcane archaeologists, who seek to use their abilities, expertise, and artifacts to help heal this world from the still lingering damage of the Titanomachy and the Godfall. However, their message is often misconstrued and twisted by disgruntled former members and nobles that feel their power being threatened. As such, they are most accepted in the Free Cities and enlightened kingdoms (where most of their Libraries, or Guildhouses, are located), and distrusted in most rural communities.
Various Guilds, Tribes, and Knightly Orders
- Morgamoosh - From this realm (Morgamoot) come to Morgamoosh, a more traditional Orc subculture, consisting of many hundreds of nomadic Orc clans and tribes, united by a number of cultural practices, and by their shared following of the Fallen God. Met with suspicion and wariness by most, alongside a begrudging respect, one never knows what kind of Morgamoosh Orc they might be encountering- whether they are seeking trade, a safe place to live for a while, or captives to be sacrificed to their god in the hope of gaining favour.
Not a set equipment list, just a list of examples.
Simple Weapons
One Handed Melee
Two Handed Melee
Small Melee
Ranged
Firearms
Armor
Simple Weapons
- Staff
- Club
One Handed Melee
- Sword
- Battle-axe
- Mace
- Rapier
Two Handed Melee
- Great-sword
- Great-axe
- Warhammer
Small Melee
- Dagger
Ranged
- Bow
- Crossbow
- Javelin
Firearms
- Pistol
- Rifle
Armor
- No Armor - +8 Armor Rating, +2 Dexterity Rolls
- Light Armor - +10 Armor Rating, +1 Dexterity Rolls
- Medium Armor - +12 Armor Rating
- Heavy Armor - +15 Armor Rating, -2 Dexterity Rolls
- Plate Armor - +20 Armor Rating, -4 Dexterity Rolls, Paladins/Fighters Only
You'll be able to construct your own spells as long as they fit the theme of the spell type, and have a function: Attack, Protection, Alteration, Summon, and Heal, or Ritual. You'll also need to specify whether they require Touch, have an Area of Effect, or Ranged. Include cast points and skill level.
Magic Types
-Holy - Healing, Light, Divination
-Unholy - Darkness, Necromancy, Possession
-Chaos - Energy, Illusions, Portals
-Elemental - Fire, Ice, Water, Lightning, Wind, etc.
-Eldritch - Summoning, Mutation, Mind Control
-Nature - Plants, Animals, Geomancy
-Basic Spells (No Cost)
-Novice Spells (1 Cast Point)
-Adept Spells (2-3 Cast Points)
-Expert Spells (4-5 Cast Points)
-Master Spells (6 or More Cast Points)
-Ritualistic Magic (Requires either time, components, or a specific set of actions to cast)
-Wizard Rune Magic (Requires knowledge of the Language of Creation, or runic artifacts to cast)
-Warlock Patronage and Favors
-Sorcerer Wound Casts
-Priest Faith Casts
- Code: Select all
Spell Name:
Function:
Description of Effect:
Mode of Action:
Cost:
Skill Level:
- Holy Magic
- Spell Name: Lay on Hands
Function: Heal
Description of Effect: Heal d6 Wounds. "Infuses your hands with divine energy, healing wounded allies."
Mode of Action: Touch
Cost: None
Skill Level: Basic
- Elemental Magic
- Spell Name: Firebolt
Function: Attack
Description of Effect: d20 to Hit, d6 Damage. "A spark of flame begins in your hand, and erupts in a line of burning flames towards your target."
Mode of Action: Ranged
Cost: 1 Cast Point
Skill Level: Novice
- Unholy Magic
- Spell Name: Fog of Hel
Function: Alteration
Description of Effect: Specify desired area. Roll d20. The larger the desired area, the higher I'll make the spell difficulty. Causes a thick layer of impenetrable darkness over the desired area that enemies can't see through. "The dense darkness of the Helscape seeps surrounds your body, before expanding over the battle, covering your enemies eyesight." -10 to Enemy Attack Rolls
Mode of Action: Area of Effect
Cost: 3 Cast Points
Skill Level: Adept
- Chaos Magic
- Spell Name: Small Illusion
Function: Alteration
Description of Effect: Specify the illusion you wish to create. Roll a d20. The higher the roll, the more convincing the illusion. Create a small illusion of the casters choice. "You wave your hand over your face, changing your facial appearance to that of the local warlord."
Mode of Action: Ranged, Touch, or Area of Effect
Cost: None
Skill Level: Basic
- Eldritch Magic
- Spell Name: Summon Weak Creature
Function: Summoning
Description of Effect: Specify weak eldritch creature of your or others design. Roll d6 to determine how many wounds this creature has. You have direct control over this creature, including telepathy and point of view. "You snap, opening a brief rift in the dimensional barrier, calling and binding a small, tentacled creature to your will before sending him careening towards a goblins unsuspecting face."
Mode of Action: Ranged
Cost: 2 Cast Points
Skill Level: Adept
- Nature Magic
Magic Types
-Holy - Healing, Light, Divination
-Unholy - Darkness, Necromancy, Possession
-Chaos - Energy, Illusions, Portals
-Elemental - Fire, Ice, Water, Lightning, Wind, etc.
-Eldritch - Summoning, Mutation, Mind Control
-Nature - Plants, Animals, Geomancy
-Basic Spells (No Cost)
-Novice Spells (1 Cast Point)
-Adept Spells (2-3 Cast Points)
-Expert Spells (4-5 Cast Points)
-Master Spells (6 or More Cast Points)
-Ritualistic Magic (Requires either time, components, or a specific set of actions to cast)
-Wizard Rune Magic (Requires knowledge of the Language of Creation, or runic artifacts to cast)
-Warlock Patronage and Favors
-Sorcerer Wound Casts
-Priest Faith Casts
The Church of The One - A religion that has existed as long as the mortal races, based around the worship of The Almighty One, his divine creations, and numerous tenets set forth by various prophets. These tenets are divided into Virtues, and Heresies. How strict, and how forgving, The One is depends upon the teachings of the prophet and sect that the member belongs to. There are several large, non-denominational sects, as well as regional and culturally specific sects, ranging from simple folk worshipping at the village shrine, to massive gatherings in the cathedrals of cities, dominating the landscape.
The Otherworld Cults
The Genesis and The Titanomachy - The World (Materium) was made by the Almighty One. Then the Eternal Spirits of Nature, to nuture the fledgling world. Then came the Titans, powerful beings created to safeguard the World from threats of other planes of existence, manifesting into the forms of 20 foot tall giant humanoids in the Materium. Next came the Elder Races (the Imperial Triad) and the Mortal Races. Lastly, he created the divine plane, Paradiso, to serve as the home of the Titans, and as a source of power with which they could draw from. With his creation complete, he took a step back, watching what would unfold, only interfering with it through others that had faith in him, and his works. The Titans fought massive battles against the enemies of the Materium, the unholy beings from Helscape, and the unknowable aliens from the Wretched Void. They lived, laughed, and loved, siring children called by the peoples of the Materium called "Gods" or "Angels". They lived amongst the mortals, teaching and learning from them, earning their worship by committing heroic deeds and humanitarian feats. Over the course of thousands of years, the three Elder Races of the Imperial Triad (The Thraan, The Deep Ones, and The Yolikir) built marvelous civilization spanning the globe, the weaker mortal races serving as vassals.
The Gods grew restless. Believing themselves to be the true inheirators of the Materium, and rightful rulers of Paradiso, they were encouraged by a rogue Titan, whose name has been lost to history and is only known by whispered names - The Last Titan, The Betrayer, The Laughing God - to revolt against their divine parents. The war was devastating. All the Titans were killed, or imprisoned. The Gods, realizing their mistake as the rogue Titan began absorbing the divine power of the plane, siphoning off the souls of dead Titans and Gods alike. They did the only thing the could at that point: Combining their remaining power to destroy the plane of Paradiso (or "locking" it, if some translations are to be believed), and banished the Laughing God to the plane of pure chaos, the Immaterium. The Godfall soon followed. The remaining divine beings fell to the Materium, wandering its surface. Some went mad, others became hermits, all are still extremely powerful, and not to be trusted.
The Imperial Triad - Following the Titanomachy, the three great civilizations enjoyed a period of confusion. No more were there direct divine interventions, and monsters, demons, and eldritch beings began to make small incursions, testing their defenses. With little to deter them, a full scale invasion began from the Helscape and Wretched Void. The automaton armies of the Thraan, the tamed sea monsters of the Deep Ones, and the great magic of the Yolikir proved no match for these unholy hordes. Millions were slaughtered. When all hope was lost, the leader of the Yolikir, and the most powerful mage in history, developed a ritual spell to defeat the invasion. As the sun rose over a new year, he performed it, and it worked perfectly. The Interdimensional Gates were closed, all the breaches in the barrier sealed, the invaders wiped out, leaving only small pockets of resistance left. Unbeknownst to the rest of the world, however, was the cost of the ritual. At the price of the spell, the leader of the Yolikir sacrificed most of the souls of the Elder Races to fuel his spell.
- House of the Rock - A sect that is prominent across many villages, towns, and Free Cities, dedicated to charity, healing, and protecting their flock. Priests of the Rock are organized into congregations, each independent of the whole, but adhering to the general virtues put forth by the Human prophet Ouran. Members are extremely friendly, yet protective of their flock. They are the most widespread, and least doctrinal of the sects.
- Path of the Sojourner - A sect composed of wandering paladins and evangelists, their creed and values align with the House of the Rock, except instead of staying rooted locally, prefer to travel the world and commit good deeds as their canonized halfling founder, Saint Venser the Righteous. The Sojourners are treated as brothers of the faith by the House of the Rock, and are closely intertwined, with many Sojourners retiring to become priests of the House of the Rock. The clergy of the Path usually travel in pairs, a Teacher and a Student, though there are many exceptions, moving between the holy places of the Continent. Once a year, they gather in the Free City of Brymcyr at the "Council of the Pilgrims", to meet at their one true home - the company of their faithful brethren.
- Way of the Circle - The successor to the original Elven church founded so long ago, the members of this sect focus their worship of The One through a unique connection with the ancient Nature Spirits. Whereas the Rock and the Path teach and safeguard the spirituality of the peoples, the Circle is the shepherd of the wild place and those that choose to inhabit them. Although specific views on spirituality and civilization differ within this hermit order, they generally reject advanced technology, prefer to live alone or in small groups, and tend to gather in areas where nature spirits can physically manifest themselves.
- The Orthodoxy - A newly created sect, founded in the Free City of Brymcyr as part of a newer, more militant and politically involved wave of religious orders born out of a reaction to an increase in demon incursions, and mortal hedonism. The Orthodoxy has taken a hard line stance on many spiritual issues, becoming extremely organized and hierarchal. They are aggressive recruiters, often seeking out lords of the land to turn to their cause, bringing the people along later, quickly becoming a state religion. The offer they give to nobles is tempting, as allying with the Orthodoxy not only brings unusually strong Clerics, but also the Crusaders - an army of zealot Paladins - and Inquisators - a religious police force, able to root out heresy and political dissension. Both branches are sworn to the service of Pontiff Zuril, who after being banished from Brymcyr after inciting revolt, has become the Royal Regent of Oxvaal.
- Iskusi- Iskusi is a branch of the Church of the Almighty One that is practiced primarily in Ruottia, although some enclaves exist outside of the Confederated Kingdoms, where they are considered to be heretics and persecuted. It was created eight hundred years ago by the sage Iskusianus Amducyy Barlath, who lends his name to the sect. - Created by Nagakawa
- Tendo- Tendo, officially known as Gotenko Shojin Seido ("The Holy Path of the Almighty Tenko, Blessed be He"), is a polytheistic branch of the Church of the Almighty One which worships the Almighty One, known in the Wadoan language as Tenko (lit. "Lord of the Sky"), as the supreme deity among a pantheon of other minor deities. Tendo is practised primarily by the 42,000 inhabitants of Wado, although it has other adherents in other parts of the Islands of the Rising Sun as well as elsewhere in the world. Created by Nagakawa
The Otherworld Cults
- The Great Deceiver and The Horned Ones - He is a creature of pure evil, immortal and cunning. His origins are unknown, his appearance changing at a whim. He is the supreme and unchallenged ruler of the Helscape, the plane of evil, demons, and devils, seeking only to conquer and enslave the Materium. He despises followers of The One, and will attempt to corrupt the Faithful at any point, killing them mercilessly if they do not succumb to his dark offers.
His worldly followers call themselves "The Horned Ones", often disguising themselves as followers and members of The Church. They conduct unholy rituals in attempts to cause possessions and summon the citizens of the Helscape. They actively seek out interdimensional gates and will attempt to open permanent rifts in the barrier, to bring forth a new, and final, demonic invasion. They operate in small cells, with the highest ranking members often under voluntary possession of devils, seeing it as a dark blessing. The Great Deceiver is a possible Patron of the Warlock. - The Laughing God and the Society of Divine Truth - Often taking the form of a humanoid with a tigers head, the last surviving Titan orchestrated the destruction of Paradiso in an attempt to challenge The One, a goal showing the depths of his madness. Banished and imprisoned in the Immaterium, he bides his time and plans his escape, keeping himself entertained with his "playthings" on the Mortal Plane. Sometimes a nuisance practical joker, sometimes a multiversal threat, always dangerous and unpredictable.
His followers belong to an organization called the Secret Society of the Divine Truth, or the Divine Truthers, seek to gain his favor to advance their own goals. Their membership ranges from individuals in positions of power to mad serial killers prowling the night. United only in their own selfish, sometimes overlapping goals, they communicate their membership through secret handshakes and encoded phrases. The Laughing God is a possible Patron of the Warlock. - The Eldritch Entity and The Chrysalis - "Unknowable. Alien. WRONG." These are the words used to describe the creatures inhabiting the Wretched Void, and the powerful entity which controls them. They are often described as writhing masses of tentacles, eyes, and mouths with razor sharp teeth. The Entity has been said to be formless, always just out of sight, lurking slightly behind you...
It's followers go by no name, but call their organization "The Chrysalis", and believe the Eldritch Things are the perfect beings, the ultimate apex predator. They are shunned and hunted by regular societies, dwelling in dark dungeons in the wilderness, or the unexplored sewer systems in the major cities, forgotten and dismissed as legend. The Eldritch Entity is a possible Patron of the Warlock.
The Genesis and The Titanomachy - The World (Materium) was made by the Almighty One. Then the Eternal Spirits of Nature, to nuture the fledgling world. Then came the Titans, powerful beings created to safeguard the World from threats of other planes of existence, manifesting into the forms of 20 foot tall giant humanoids in the Materium. Next came the Elder Races (the Imperial Triad) and the Mortal Races. Lastly, he created the divine plane, Paradiso, to serve as the home of the Titans, and as a source of power with which they could draw from. With his creation complete, he took a step back, watching what would unfold, only interfering with it through others that had faith in him, and his works. The Titans fought massive battles against the enemies of the Materium, the unholy beings from Helscape, and the unknowable aliens from the Wretched Void. They lived, laughed, and loved, siring children called by the peoples of the Materium called "Gods" or "Angels". They lived amongst the mortals, teaching and learning from them, earning their worship by committing heroic deeds and humanitarian feats. Over the course of thousands of years, the three Elder Races of the Imperial Triad (The Thraan, The Deep Ones, and The Yolikir) built marvelous civilization spanning the globe, the weaker mortal races serving as vassals.
The Gods grew restless. Believing themselves to be the true inheirators of the Materium, and rightful rulers of Paradiso, they were encouraged by a rogue Titan, whose name has been lost to history and is only known by whispered names - The Last Titan, The Betrayer, The Laughing God - to revolt against their divine parents. The war was devastating. All the Titans were killed, or imprisoned. The Gods, realizing their mistake as the rogue Titan began absorbing the divine power of the plane, siphoning off the souls of dead Titans and Gods alike. They did the only thing the could at that point: Combining their remaining power to destroy the plane of Paradiso (or "locking" it, if some translations are to be believed), and banished the Laughing God to the plane of pure chaos, the Immaterium. The Godfall soon followed. The remaining divine beings fell to the Materium, wandering its surface. Some went mad, others became hermits, all are still extremely powerful, and not to be trusted.
The Imperial Triad - Following the Titanomachy, the three great civilizations enjoyed a period of confusion. No more were there direct divine interventions, and monsters, demons, and eldritch beings began to make small incursions, testing their defenses. With little to deter them, a full scale invasion began from the Helscape and Wretched Void. The automaton armies of the Thraan, the tamed sea monsters of the Deep Ones, and the great magic of the Yolikir proved no match for these unholy hordes. Millions were slaughtered. When all hope was lost, the leader of the Yolikir, and the most powerful mage in history, developed a ritual spell to defeat the invasion. As the sun rose over a new year, he performed it, and it worked perfectly. The Interdimensional Gates were closed, all the breaches in the barrier sealed, the invaders wiped out, leaving only small pockets of resistance left. Unbeknownst to the rest of the world, however, was the cost of the ritual. At the price of the spell, the leader of the Yolikir sacrificed most of the souls of the Elder Races to fuel his spell.
Your vitals are representations of your characters physical and mental strengths and weaknesses. Vitals Modifiers apply to the d20 and d6 rolls, providing bonuses and negatives to that roll. I’ve also included notes to try and explain what these Vital stats would mean, by giving us a average human of this world example, compared to us in the real world.
Vital Modifiers
1 (-5)
2-3 (-4)
4-5 (-3)
6-7 (-2) (Average Medieval Human Intelligence in this world)
8-9 (-1) (Average Medieval Human Strength in this World)
10-11 (0) (Averages for all of Us real humans in the real World)
12-13 (+1)
14-15 (+2)
16-17 (+3)
18-19 (+4)
20 (+5) (This is the max Vitals level you can start out with)
Statistics mainly cover your combat skills and your armor rating (how high an opponent needs to roll to score a hit).
Statistics
Melee Attack: Calculated by choosing either your Dexterity Modifier (if you want to RP as a finesse type fighter) or your Strength Modifier (if you want to RP as a brute force type of fighter), and adding your class bonus. For example, Gaz has a strength mod. of +2, which added to his Fighter Class Bonus gives him a total of +7. (Str./Dex. Modifier + Class Bonus = Melee Attack Modifier)
Ranged Attack: Dexterity Modifier added to Class Bonus
Magic Attack: The appropriate Vitals modifier pertains to which spell casting class you decide to use, located in the “Combat” spoiler, added to your class bonus.
Evade: Your dexterity modifier added to your class bonus.
Armor Rating: Your armor type points, plus your dexterity modifiers. Include here any bonuses or negatives you get from your armor.
Vital Modifiers
1 (-5)
2-3 (-4)
4-5 (-3)
6-7 (-2) (Average Medieval Human Intelligence in this world)
8-9 (-1) (Average Medieval Human Strength in this World)
10-11 (0) (Averages for all of Us real humans in the real World)
12-13 (+1)
14-15 (+2)
16-17 (+3)
18-19 (+4)
20 (+5) (This is the max Vitals level you can start out with)
Statistics mainly cover your combat skills and your armor rating (how high an opponent needs to roll to score a hit).
Statistics
Melee Attack: Calculated by choosing either your Dexterity Modifier (if you want to RP as a finesse type fighter) or your Strength Modifier (if you want to RP as a brute force type of fighter), and adding your class bonus. For example, Gaz has a strength mod. of +2, which added to his Fighter Class Bonus gives him a total of +7. (Str./Dex. Modifier + Class Bonus = Melee Attack Modifier)
Ranged Attack: Dexterity Modifier added to Class Bonus
Magic Attack: The appropriate Vitals modifier pertains to which spell casting class you decide to use, located in the “Combat” spoiler, added to your class bonus.
Evade: Your dexterity modifier added to your class bonus.
Armor Rating: Your armor type points, plus your dexterity modifiers. Include here any bonuses or negatives you get from your armor.
- Code: Select all
Name:
Race:
Age:
Gender:
Origins/Background:
Class:
[u]Vitals[/u] (55 Pts. or GM can Roll for you)
-Strength:
-Charisma:
-Dexterity:
-Intelligence:
-Wisdom:
[b]Total Wounds:[/b]
[u]Statistics[/u]
-Melee Attack (Choose Strength/Dexterity+Class):
-Ranged Attack (Dexterity+Class):
-Magic Attack (Mage Mod.+Class):
-Evade (Dexterity+Class):
-Armor Rating (Dexterity+Type):
Melee Weapons:
Ranged Weapons:
Firearms:
Armor:
Spells Known:
[spoiler=Introduction][/spoiler]
Name: Gaz
Race: Human
Age: 36
Gender: M
Origins/Background: Freelance Adventurer
Class: Fighter
Vitals (Modifiers)
-Strength: 14 (+2)
-Charisma: 9
-Dexterity: 14 (+2)
-Intelligence: 9
-Wisdom: 9
Total Wounds: 4
Statistics
-Melee Attack: +6
-Ranged Attack: +5
-Magic Attack: 0
-Evade: +2
-Armor Rating: +11
Melee Weapons: Sword (One Handed Melee) x2
Ranged Weapons: None
Firearms: 1 Pistol
Armor: Light Armor (+1 Dexterity Rolls, +10 Armor Rating)
Spells Known: None
Introduction:
Race: Human
Age: 36
Gender: M
Origins/Background: Freelance Adventurer
Class: Fighter
Vitals (Modifiers)
-Strength: 14 (+2)
-Charisma: 9
-Dexterity: 14 (+2)
-Intelligence: 9
-Wisdom: 9
Total Wounds: 4
Statistics
-Melee Attack: +6
-Ranged Attack: +5
-Magic Attack: 0
-Evade: +2
-Armor Rating: +11
Melee Weapons: Sword (One Handed Melee) x2
Ranged Weapons: None
Firearms: 1 Pistol
Armor: Light Armor (+1 Dexterity Rolls, +10 Armor Rating)
Spells Known: None
Introduction: