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 Post subject: The Shieldings of Gaultria - Alastair's Pathfinder game
PostPosted: Mon Mar 03, 2008 2:20 pm 
Noise Maker
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Location: 52°15'24.99"N 1°09'48.62"W, Sol III
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:cry: GAME SHELVED UNTIL FURTHER NOTICE :cry:

Here's some detail on the setting I'm using for the D&D game I run at the club on alternate Thursdays.
(EDIT: I currently have all the players I can manage - thanks!)

LINKS:
General Knowledge
Religions
Legends and Lore
Elven Knowledge
Dwarven Knowledge
Half-Orcish Knowledge

Alastair’s House Rules
Rolling critical damage
Spoiler! :
– on a confirmed critical hit, roll the damage multiple times rather than multiplying the result of one die roll.

Rolling character ability scores
Spoiler! :
– roll 4d6, discarding the lowest die, six times. You may roll a set of six score twice and take the set you prefer.

Sprint
Spoiler! :
– as a standard action, you may run up to double your movement rate in a straight line, losing your Dexterity bonus (if any) and provoking attacks of opportunity as normal.

Charge - you can Charge as a standard action.

Spotting traps
Spoiler! :
– classes with the trap finding class feature (Rogues and others) have a chance to spot visible traps when moving within 10 feet of either the trap or the trigger. Magically invisible traps cannot be spotted in this manner. Spotting traps is more difficult than searching for them. (DC is typically 5 or more higher.)

Falling
Spoiler! :
  • Number of dice = distance / 5
  • Maximum number of dice = size category squared
  • Type of die = one step per size category (where 'Fine' = d1)
  • Characters may fall up to ten feet without damage, if they succeed a DC 15 Jump check.

Strength penalties and minimum damage
Spoiler! :
Creatures with a strength penalty must apply the penalty to damage (to a minimum damage of 0) against creatures one size category or more larger than them. The usual minimum of 1 point of damage remains for creatures the same size or smaller than the attacker.
For the purposes of poisons or diseases delivered by injury, a successful hit which deals 0 points of damage does count as "inflicting damage" unless the target had any damage reduction.
ExampleA Tiny cat will often score a hit which inflicts no appreciable damage on a Medium size creature - say an elven wizard. However, were the cat carrying filth fever, the 0 point hit would be enough to require a saving throw against the disease, and our elven wizard would be at risk despite the absence of actual hit point damage.
Of course, if the target were a half-orc Barbarian of high enough level to have Damage Reduction, no save is needed.

Critical misses & failures
Spoiler! :
On a roll of 1 on the die, a character risks a critical failure.
After a natural 1, roll again, adding the same attack bonuses to confirm the failure (similarly to the critical hit confirmation). If this second roll is low enough to be a miss on the same target, some additional effect takes place (a critical miss), but if the confirming roll would have hit, no extra effect takes place (the character has merely missed).
If the second roll was another 1, something terrible happens (a critical failure), worse than a simple miss.
A critical miss ends a full round attack action, or (if it was the last attack of the round) prevent the missing character from taking a full round attack next turn.
For mechanical and projectile weapons
  • a critical miss is an ammunition failure of some sort: the bullet miss-fires, an arrow's fletches come loose, an irregularity of a sling stone makes it spin away wildly.
  • a critical failure is a weapon breakage that requires a DC10 Int check (or Repair in d20 modern, or the right Craft skill in D&D) to fix as a move action: the gun has jammed, the bow-string snapped, or similar.
For thrown and melee weapons
  • a critical miss means that the character's sword has briefly snagged on their opponent's shield or cloak, their grip has slipped momentarily, etc.
  • a critical failure means their opponent's defence caused the attacking weapon to be struck as though a successful Sunder attack was made, inflicting damage as normal
    • OR - if the opponent cannot sunder...
    • the failing character 'fumbles', losing his or her next action

Suffocation and drowning
Spoiler! :
A character can hold his or her breath for a number of rounds equal to twice their Constitution score. Any strenuous activity, such as attacking, full move actions, or casting a spell (similar to the disabled condition), counts as two rounds against this time. Speaking uses up 10 rounds or half the remaining breath, which ever is greater. At the end of the character's breath, he or she must make a Fortitude save each round (DC 10 + 1 per previous check) or fall unconscious on 0 HP (or takes 1 point of damage if the character is already on or below 0). The following round, the character take a point of damage and is dying. In the next round, the character dies from suffocation.


New Use for Intimidate (Cha)
Spoiler! :
Combat Intimidation: In combat, the first time you deal enough damage to drop or otherwise clearly and violently neutralise an enemy, you can make an Intimidate check against all allies of the defeated with line of sight to him (DC 15 + taget's level or hit dice) as a free action. Success means that the targets must make a Will save (DC 10 + your intimidate skill modifier). Success means that the target is shaken. Failure indicates that the target panics, possibly surrendering.


New use of the Healing skill:
Spoiler! :
Restore Hit Points (DC 15): With a healer's kit, if a character has lost hit points, the character can restore some of them. A successful check, as a full-round action, restores 1d4 hit points. The number restored can never exceed the character’s full normal total of hit points. This application of the skill can be used successfully on a character only once per day. One use of the healer's kit is expended in the restoration of lost hit points.


New Combat Moves
No feat required
Spoiler! :
Decapitating Slash
You take advantage of an opponent’s dropped defences to slice his head clean off. This leaves you open to counterattack and so is usually only done if you are only fighting one opponent.
Prerequisite: Base attack bonus +10, Int 11.
Circumstance: Your opponent provokes an attack of opportunity from you.
Effect: You attempt a particularly devastating attack of opportunity. If you score a critical hit against your opponent, he must make a Fortitude saving throw (DC = 5 + total damage dealt, after taking into account damage reduction) or be instantly killed, his head severed. You suffer a -4 circumstance penalty to your Defence for the one round immediately following your attack of opportunity.

Leaping Charge
You recklessly leap in to combat.
Prerequisites: Base attack bonus +6, 5 or more ranks in Jump skill
Effect: When you make a charge attack, you may make a second attack at your highest base attack bonus, though both attacks are at a -2 circumstance penalty. The circumstance penalty to your Defence for charging is increased from the usual -2 to -4.

Swap Places
Your coordinate with your ally to switch positions in combat.
Prerequite: None
Circumstance: An ally is in an adjacent space, and you are able to take a five foot step this turn
Effect: You delay your actions until the initiative step of your ally, and then each use a five foot step to switch places, taking the rest of your turn's actions immediately before your ally.


Dodge
Spoiler! :
Dance Aside
You shift out of the reach of incompetent opponents.
Prerequisite: Dodge
Circumstance: Your opponent misses you by half your total AC, and there is at least one unoccupied adjacent square.
Effect: You take a 5 foot step as a free action into any empty square.

Devastating Sweep
You can swing your weapon around, forcing your foes back to clear sufficient space for you to flee.
Prerequisite: Whirlwind Attack.
Circumstance: You must be wielding a slashing weapon, either one-handed or two-handed. At least five of the squares adjacent to you must be occupied. You must not be attacking with finesse.
Effect: As a standard action, you may swing your weapon in a sweep around you. Any characters within 5 feet of you have the option of immediately taking a 5-foot step away from you as a free action, so as to be out of range. You gain an attack against any characters that do not choose to move away, at your highest base attack bonus.

Pantherish Twist
When two attackers attempt to flank you, you twist away at the last moment, forcing them to attack one another.
Prerequisite: Improved Uncanny Dodge, Dodge.
Effect: If two opponents move into positions which usually would allow them to flank you if you did not have Improved Uncanny Dodge, you can choose to force both of them to make opposed Dexterity checks with you. If one or both of them lose the opposed Dexterity check with you, he or they must attack the other enemy instead of attacking you. However, if one or both of them win the opposed Dexterity check, there is a +2 circumstance bonus on his or their attack and damage rolls against you. These effects only ever apply to the first attack each opponent makes.


Combat Expertise
Spoiler! :
Cat’s Parry
You parry your opponent’s wrist, rather than his blade.
Prerequisite: Combat Expertise, Base attack bonus +4.
Circumstance: You are being attacked in melee while using the Combat Expertise feat. Declare you are using this move before the attack is made.
Effect: Your attacker gains a +4 circumstance bonus to his attack roll but if he misses, you may immediately make an attack of opportunity against him.

Devastating Sweep
You can swing your weapon around, forcing your foes back to clear sufficient space for you to flee.
See above.

Riposte
When fighting defensively, you parry skillfully enough to open up your opponent’s defence.
Prerequisite: Combat Expertise, Combat Reflexes, BAB +4
Circumstance: Using Combat Expertise
Effect: If your attacker misses you by more than half your defence, you may make an attack of opportunity against him.


Power Attack
Spoiler! :
Bull’s Charge
A low charge can get you under your enemy’s guard to stab deep into his belly. However, doing so renders you very vulnerable to a counterattack.
Prerequisite: Str 13, Power Attack.
Circumstance: Charging. Declare you are using this move before making the attack.
Effect: You gain a +2 bonus on your damage roll when charging but you provoke an attack of opportunity from your target before you can make your attack roll.

Force Back
Your powerful attack forces an opponent to move 5ft back or take extra damage.
Prerequisite: Power Attack, BAB +4
Circumstance: You are fighting in melee with a foe of equal or smaller size.
Effect: As as standard action, you make a Power Attack with an additional -4 penalty to the attack role. If the attack hits, your opponent may choose to move five feet back away from you (not as a five foot step, so provoking any attacks of opportunity as normal), or take double your Power Attack bonus (remember that doubling a 2x multiplier results in a 3x multiplier). You may follow your retreating opponent (if he moves) without provoking attacks of opportunity.

Leave Them for Dead
You ignore lesser foes, trusting your attack to finish them.
Prerequisite: Cleave, BAB +6
Circumstance: You have just struck and damaged an opponent in melee, but not dropped them.
Effect: The opponent may make an attack of opportunity at +4 against you. You may make a Cleave attack on another opponent within range, as if you had downed the first opponent. You may use this technique with Great Cleave, but can only attack each opponent in range once.

Sundering Parry
Rather than simply setting aside your opponent’s weapon, you attempt to hack it through with your own.
Prerequisite: Improved Sunder, base attack bonus +5.
Circumstance: you are being attacked in melee and are not flat footed. Declare you are using this move before the attack is made.
Effect: You take a -2 circumstance penalty to your AC. However, if your opponent beats your touch AC, but not your full AC, you may immediately make a sunder attempt as a free action, with all the usual modifiers (including the +4 bonus for the Improved Sunder feat) and an additional -2 circumstance penalty to the attack roll.

To the Hilt
You take advantage of your enemy’s lack of armour to plunge your weapon deeper into his body, leaving it amidst his flesh.
Prerequisite: Power Attack, base attack bonus +4.
Circumstance: Must be attacking with a piercing or slashing weapon against an unarmoured opponent. Declare you are using this move before making the attack.
Effect: You gain a +1 circumstance modifier to your damage roll. However, if your damage rolled with the weapon (before any modifiers for Strength, sneak attacks and bonuses of any kind) is higher than your Strength modifier, your weapon sticks into your enemy, whether he is living or dead. You or another character, including the one with the weapon stuck in him if he is still alive, can remove a stuck weapon by taking a full-round action and making a Strength check (DC 10). Often characters will find it easier and quicker to draw or pick up an alternate weapon. A character with a weapon stuck in him sustains 1d4 damage every time he takes a move, standard or full-round action.


Improved Grapple
Spoiler! :
Fling Aside
If you are sufficiently strong, you can simply pick up your enemy one-handed and hurl him aside.
Prerequisite: Str 15, Improved Grapple, Improved Trip.
Circumstance: You must have one hand free.
Effect: Make a melee touch attack to grab your opponent, then a grapple check against his Grapple Defence, just as though you were starting a grapple. If the grapple check succeeds, you throw your opponent to the ground. You are not grappling him but the impact with the ground deals damage to him as though you had hit him with an unarmed strike and he is prone as though you had tripped him.

Human Shield
You swing your distracted enemy around so as to attempt to parry another enemy’s attack with the body.
Prerequisite: Strength 13, Improved Grapple.
Circumstance: Earlier this round you have dealt damage to your opponent while grappling him, and are now being attacked by another character while still grappling the first.
Effect: If you succeed in a grapple check, you may use your grappled opponent to block an attack, just as though he were a shield. Your attacker must beat grapple check -2 to hit you, or you block the attack with the grappled foe. If you successfully parry the second opponent’s attack, full damage from that attack is dealt to the opponent you are grappling.


NEW CLASS - HOLY KNIGHT
The Holy Knight is a Lawful warrior with divine powers. This class replaces the Paladin class.


Last edited by Altair-the-Vexed on Sun Oct 30, 2011 5:03 pm, edited 34 times in total.

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 Post subject: A Guide to Gaultria
PostPosted: Mon Mar 03, 2008 2:22 pm 
Noise Maker
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Joined: Mon Mar 03, 2008 12:52 pm
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Location: 52°15'24.99"N 1°09'48.62"W, Sol III
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Gaultria - land of the free!
Tolerant and progressive, the Shieldings of Gaultria lie, land-locked between the great Elven forest of Elumaitsedor to the South, the Freezing mountains of the Giant King to the West, the Dwarven Lands and Theocracy of Delbarria to the East, and the Great Desert to the North.

Gaultria is a relatively advanced civilisation of effectively independent city-states, nominally ruled over by the Council of Magisters in Lantristad. The land is divided for Council Administration into six Shieldings:
  • Ayre – the hot, rugged plains of the north;
  • the vales of Varridor in the east;
  • in the west, Fell – the Gallic Highlands and their foothills;
  • the riverside land Hyl, following the majestic river;
  • Lailand – the wide plains of the southeast;
  • central Lantria.
Despite the central Council, the cities within these lands hold the true power regardless of the region. Each has a distinct set of laws and customs and is ruled over by a variety of rulers, most commonly Wizards.
The people of Gaultria are varied: Elves, Dwarves, Gnomes and Halflings there are, and humans. The humans are of distinct stocks: dark skinned Ayrites and other desert folk of the hot north, and paler Terrasians of the south. Of course, with much exchange between the city states of Gaultria, the human cultures blend happily, especially in central Lantria.
To the west of Gaultria lie the great Lannsvarri Mountains, vast and near impassable. Giants and monstrous humanoids live in the Mountains, and other stranger beasts of legend. The military might of Varridor and Fell is continually tested against these foes.

Flying machines:
Aside from the usual flying carpets and brooms and hippogriffs, Gaultria is home to various forms of aviation.

Balloons - standard hot air balloons with a suspended platform / basket. Drift at wind speed. Requires fuel for hot air.
Dirigibles - tubular semi-rigid gas envelopes with a suspended "boat", powered by magical bellows / bound air spirits / permanent Gust of Wind / etc. Fly at 30 feet per round +/- 10 feet per round x wind factor. Requires gas replenishment.
Airships - expensive craft with magical levitation and bound air spirits, run by the Airship Guild. Not for sale. Fly at up to 100 feet per round. Requires spell casting to levitate.
Star ships - elven ships with "star sails". A magnificant sight. Impressively fast. Not available to non-elves, they are all the property of the Elf Queen. Rumoured to take hundreds of years to make. Sail at 240 feet per round - must "tack" against sun or moon.
Power gliders - canvas and wooden winged gliding machines for one (or two small) person. Made by gnomes of Yeriye and Grennaby, kept aloft with levitation magic. Glide at up to 100 feet per round x wind factor.
Flying structures:
The Crown of Yeriye is a great elven flying fortress shaped like a seven pointed star around a tall column of marble. The Crown ranges around the domain of Varridor and beyond, mainly in the mountains pursuing Giants, only rarely returning to Yeriye city.
Everleton, the Sky City. Run by the Artificers' and Airship Guilds, the Sky City is a mixed settlement of avian and aviating species. Everleton is often seen in the skies over the great river Hyl, east of Lantristad.

Calendar
The official calendar of Gaultria is the Terrasian Reckoning. Years are counted from the Legendary founding of the First Council of Magisters in pre-Sirklinian times, some fourteen hundred years ago (as opposed to the "real" and current Council, which is merely five hundred years old).
Terrasians use a seven day week, similarly to the Dionists, and a twelve month year.
The days of the week are:
Sunday, Moonday, Teusday, Midweek, Earthsday, Fansday, Slansday. (Teusday, Fansday and Slansday are named after the gods Teutadhe, Fachan and Slanghe respectively.)
The months are:
Yuletide (35 days), Yule (10 days - 11 in a leap year), Hearthen (49), Brightening (49), Springdays (5 days), Eilir (35), Beltaine (35), Litha (35), Midsummer (7 days), Samner (49), Lammas (49), Samhain (7 days)
Yule, the Springdays, Midsummer and Samhain are periods of feasting and celebrations, featuring at least one universal holiday each.

Ayrite Calendar: An alternate calendar also operates in Gaultria, in the Shielding of Ayre.
Week days:
Veshamid, Hassid, Hika'id, Taakid, Shimashid, Shakkid, Shekelid
Seasons:
Hamaut - hot (beginning of the year: starts 1st new moon after vernal equinox; 6 moons - the four beginning before summer solstice are Shekel Hamaut ["Love's heat"], the three after are Shimasht Hamaut ["War's heat"])
Tikhinn - sand storms (starts 1st new moon after autumnal equinox; 2 moons)
Shebet - cold (starts last new moon before winter solstice; 4 moons).
Months: lunar, named by number and season.
Examples: "The First Veshamid of the First Moon of Shekel Hamaut" is the first day of the new year ("Shekel" can be ommitted). Also said as "First Veshamid of the First of Hamaut".
Ayrites also number the years from the foundation of the Council of Magisters, but following Ayrite year cycle rather than Terrasian (Hearthen) New Year.


Religion:
While all religions are mainly tolerated in Gaultria (given that no laws are broken as part of that faith), no priesthood is permitted to stand for governmental office.

History:
A mixed band of long established domains, Gaultria was unified under the Council of Magisters some five hundred years ago in response to the Giant Kingdom’s repeated attacks into the wealthy lands. Now strong, the Giant King’s various forces are kept in check, and the domains are free to pursue their own agendas.

Language:
Gaultrian is the modern language of the Shieldings, a tongue linked closely with Terrasian (which is spoken in many isolated communities). In the north however, Ayrite ("AY-rite") becomes increasingly common, and in the south most have at least a few words of Delbarran. Many Gaultrians are polylingual, and most speak Ayrite and Gaultrian.
Terrasian and Gaultrian speakers may understand each other by each making a DC10 INT check.

Key cities:
There are dozens of domains within the land of Gaultria, but aside from the capital Lantristad (central and cosmopolitan), the following four are the most clearly significant: Yeriye (eastern, mainly elven and gnomish), Giovannia (southern, mostly human), Grennaby (eastern, mainly human, and halfling), Inverfief (western, largely human and dwarven).

Ayre
Overview: Ayre is the most northerly Shielding; wide, open steppes descending to hot rocky desert, nomadic herding and trading tribes. Here are the beginnings of the “Silk Road” that stretches out over the northern deserts to the strange, fabled lands beyond. Ayre is the widest, yet least populated Shielding, dotted with small villages and camps. Ayrite influence stretches out over the Great Desert - in particular pidgin forms of Ayrite are the common tongue of the hot lands to the north.
Key location: In the desert areas, the trading nomads move between oases, most famous and constant of which is Al-Zhamou, with its bustling market and exotic patrons. It is said in Ayre that all paths lead to Al-Zhamou.
Key powers: The Sheikh of Al-Zhamou, A’akhusef, exacts a tax tribute from the people of northern Ayre.

Varridor

Overview: Verdant Varridor (elvish “Vuaridor”) is a land of wide forested valleys and steep igneous mountains, peopled mainly by elves and gnomes, grazed by mountain and forest creatures.
Key location: Here is Yeriye - the elven City of the Stars built high above the surrounding elegantly cultivated plains, atop the sheer peak of Yevuar, the Mountain of the Star. On the slopes of Yevuar are villages and gnomish delvings, and the great gardens about the tall peak are lovingly tended, bearing fruits and game for the tables of the people.
Key powers: The Court of Yeriye directly governs the domain. Here Guene-Yedheu, the Elven Queen, rules her people. The gnomish School of Artificers trains many apprentices and largely controls trade in magical artefacts throughout Gaultria, setting prices and restricting dangerous items.

Fell
Overview:
This Shielding includes the Western Highlands and moors, from the heights of the granite peaks, to the depths of the cold lochs. Fell is home to dwarves, hill farming, and a rugged way of life. The region is characterised by the cold altitudes despite the northern latitude. The peoples of Fell are often insular, but gruffly welcoming – it is considered sinful to refuse shelter to a traveller in this land, due to the extreme prevailing conditions.
Key location: The city of Inverfief lies at the western end of Lough Fief in the Gallic Highlands. There is much trade and friendship between the people of Inverfief and the Dwarflands, goods coming over the Lough and along the dwarf-road, and many dwarves live in the hills.
Key power: The MacFief clan rules over the mountains, led by their Thain, Dougal the Fief, a wily sorcerer. Though their costume and customs may appear Dwarven, the MacFiefs are mainly human. The icy western peaks are home to fell humanoids, largely ruled over by the fabled Giant King, with whom the MacFiefs clash at times.

Hyl
Overview:
The Shielding of Hyl, on the banks of the river of that same name, is not of one uniform terrain. The Hyl cuts through plains, hills, deep valleys and forests. The Shielding is also split by Lantri, the capital’s region. Hyl’s main source of power and income is from the River, in the form of a trade route, and toll-bridges and locks.
Key location: Hyl’s major city, Grennaby, originally just a nestled market town in the foothills of the Dwarflands, has expanded into a wide city commanding the eastern end of the region under the influence of the Coohil family dynasty.
Key power: The Coohil family, headed by Lord Magus Finneas Coohil, taxes all the trade along the Great River in return for their protection. An ever-shifting network of smugglers attempts to avoid the River Tax, attracting some rich patrons.

Lailand
Overview:
Open rolling plains of rich farming land, dotted with vine-covered hills and long roads and canals, Lailand is the prosperous ‘bread-basket’ of Gaultria. Its position on the borders of Alfheim and Delbarria make its trade guilds wealthy.
Key location: Lailand’s capital, Giovannia is a wide spread city purpose-built around the palace of the Prince, Iacobi DeGiovanni. Giovannia’s extensive and complex guilds of merchants make this city the most commercially vibrant of the known world.
Key power: The Giovanni family rule over the chief domain in Lailand. Lord DeGaultri collects land taxes and exacts import duty on trade over the border.

Lantria
Overview:
Merely a dozen-mile-wide circular region of farming land and rural retreats surrounding the great capital Lantristad, Lantria sits on the Great River Hyl, interrupting that Shielding. The borders of Lantria are nominally controlled to avoid smuggling that is rife due to the differences in taxation between the city and the surrounding countryside.
Key location: The bustling capital of Gaultria, Lantristad, home to the School of Magic, Council of Magisters, Council of Taxation, and the many guild headquarters. Glorious central Lantristad has many great buildings, parks and ornamental lakes fed by the Hyl. The city’s outskirts are variously populated, with shadier types often neighbouring near the merchant classes.
Key power: Lantristad is ruled over by the Council of Magisters, twenty-four spell-casters, four elected from each of the six Shieldings. Also influential are the Deans of the School of Magic, the Merchants’ Guild and Tax Collectors; running the Scholars’, Guild and Tax Watches as policing forces respectively.


Last edited by Altair-the-Vexed on Thu Jan 01, 2009 8:09 pm, edited 5 times in total.

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 Post subject: Religions in the Shieldings
PostPosted: Mon Mar 03, 2008 2:47 pm 
Noise Maker
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Location: 52°15'24.99"N 1°09'48.62"W, Sol III
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House Rule: Unaligned gods - Gods can be "unaligned": that is, they are beyond mortal morality. Their priests maybe of any alignment. Access to aligned domains (Good, Chaos, etc) is still restricted as normal.
The gods of this setting are not the interfering, omnipresent entities of Faerun or Grayhawk. No-one in living (or unliving) memory has ever met the gods, and even the saints are legendary and clouded with myth.


Religion
In Gaultria, religious officials are banned from holding public office. Such matters are reserved form the intellectual might of scholars, the arcane professors and wizardly learned, who do not concern themselves with matters of the spirit or abstract forces beyond the Known Planes.
In spite, or more likely because of this stricture, Gaultria knows religious freedom like few other regions in Terrasia. Many traditions vie for the public's souls, devotion and coin. Ornate temples of marble see worship of Joves, mystical stone circles house the rites of the Morrghan, austere missionary chapels to Dio struggle to convert Lantristad's citizens and rich tabernacles of silk shroud the mysterious alters of Quhon. All are welcome - as long as the Magisters are not troubled by their faith.

Terrasian Paganism

The so-called pagan religion, which most Gaultrians follow, has many gods. Three chief examples and seven lesser gods are given here. Many physical landmarks and natural phenomena are revered as gods, so that a river or the west wind might be deified. After life, pagans believe the soul merges with the land to become a spirit. Terrasian temples are usually open air groves, circles of stones, or artificial hills - some of which now make up Ranger's meeting points in the wilder abandoned lands of the so-called civilised nations.
The gods presented below are a small selection of the most famous and popular in the pagan tradition - but it is not exhaustive. In polytheistic Gaultria, there is scope for players to invent new objects of worship from the natural world of Terrasia and the spirit realms beyond.
Example: Bob wants to play a Gaultrian human cleric, but none of the presented human deities from Gaultria have the domain mix he wants: Water and Travel. Bob and the DM decide that these domains are appropriate for a River God, and invent Vannan, spirit of the rivers and sea.


Greater gods
Wizened Doghtae is father to the mortals. He loves them, cares for them, but takes them away when they are old or sick. His symbol is a stone with a hole in it. He favours the quarterstaff.
Neutral Good
Domains: Repose*, Good, Healing, Magic.

Black Teutadhe is an authority god. He grants tribal rulership to mortals. His symbol is black stone, especially coal. His favoured weapon is the mace.
Lawful Neutral
Domains: Animal, Community*, Fire, Sun.

The Morrghan are the three goddesses of violence, the Maiden, the Harlot and the Crone. They grant victory, bring storms and lightning, and are fickle. They favour any martial weapon. Their symbol is the carrion crow.
Chaotic Neutral
Domains: Air, Chaos, Destruction, War


Lesser Gods
The wrestler Slanghe, son of the Morrghan, is god of valour. His favoured weapon is the unarmed strike. He is symbolised by a clenched fist.
Unaligned
Domains: War, Strength. (Grants Improved Unarmed Strike feat in place of Martial Weapon)

Vannan is goddess of the waters. She sings endlessly in the depths of the sea and the rivers. Her weapon and symbol is a trident.
Unaligned
Domains: Travel, Water

God of poetry and arts is Loghe. He is a skilled musician and teller of the tales of the mortals. He loves rogues and the cunning. His symbol is the lute, and his weapon is a short sword.
Unaligned
Domains: Knowledge, Trickery

Horned god of the forests is Soern, son of Teutadhe. He has the head of a stag and commands all wild creatures and plants. His favoured weapon is the great club. Stag's antlers are his symbol.
Unaligned
Domains: Animal, Plant

Rhianno the Mare is the mother of all horses and steed of Doghtae. Her symbol is a white horse, and her priests favour the longspear.
Unaligned
Domains: Strength, Travel

Belan is the helmsman of the Sun, steering its path through the sky. He calls to the corn and it struggles to reach him. He is symbolised by an inscribed spiral on a circle. His favoured weapon is the bow.
Unaligned
Domains: Sun, Plant

Siarron the reaper is the goddess of death. She guides the dead to their appointed place. Her weapon is the scythe and her symbol is a spinning star.
Unaligned
Domains: Death or Repose*, Magic

Hideous Fachan is Goblin-like, one-footed, one-eyed, and one-clawed. He lives in the earth and is lord of burrowing things. Though grotesque, he hates the evil spirits that haunt the living. He is often invoked to ward against the undead. His symbol is a six-toed foot, and his weapon is a morningstar.
Unaligned
Domains: Protection, Earth


Neo-Sirklinian religion
Many of the folk of Gaultria proudly trace their lineage back to the great Sirklinian Empire and its conquests of the barbaric lands of Terrasia. Though long out of use, the gods of ancient Sirklinia are returning to favour among this so-called elite.
The Sirklinian gods lend their names to the planets in educated circles. Myth has it that the heavenly bodies are the homes of the gods, from which they watch over Mundia, who has remained with the World to tend its seasons.

Helios – (NG) radiant bringer of learning and arts. Symbol: sun;
Domains - sun, glory*, knowledge; weapon - flail
Luna – (NN) frosty watcher of the night, clad in silver and black. Symbol: moon;
Domains - animal, protection, travel; weapon - dagger
Joves – (LG) vigorous mighty wise king of the gods. Symbol: thunderbolt;
Domains - air, strength, law, nobility*; weapon - greatsword
Krinos – (CG) wise old man, robed in blue. Symbol: star;
Domains - magic, chaos, rune*; weapon - staff
Mundia – (NG) bountiful wife of Joves. Symbol: apple;
Domains - creation*, good, travel; weapon - hammer
Dis – (LE) gaoler of the dead, a dark figure cloaked in shadows. Symbol: skull;
Domains - death, trickery, evil; weapon - scythe
Ares – (NE) ram-headed bloody warrior. Symbol: ram helm;
Domains - war, destruction; weapon - glaive
Amor – (CN) voluptuous courtesan of the gods, clad in jewels and veils. Symbol: heart;
Domains - healing, water, charm*; weapon - whip


Ayrite Religion
The Gods of the Ayrites are not the same as those of the Terrasian Gaultrians, despite Great Ayre's unity with the other Shieldings of Gaultria. The legends and myths of the Ayrites are rich and complex, and full of wisdom and parable.

Ghobh – Void, the creator: NE; darkness*, evil, death; symbol – black disc; scythe
Qahmi-Tahil – Earth-fruit, the provider: NG; creation*, plant, animal; symbol – palm frond; spears
Qenhet – Sky, the watcher: NG; air, community*, protection; symbol – blue disc; scimitar
Nehir – River, bringer of water: LG; water, travel; symbol – water; flail
Ghan – Sun, bringer of power: NN; sun, fire, glory*; symbol – radiating disc; bows
Awat – Baboon, bringer of wisdom: NN; knowledge, magic, rune*; symbol – quill; unarmed strike
Quhon – Jackal, voice of the gods: NN; earth, luck; symbol – jackal head; spiked chain
Sawemashen – Trickster, bringer of storms: CN; trickery, weather*; symbol – storm cloud; javelin

In the time before time, Ghobh created Qahmi-Tahil (f) and Qenhet (f), but they hated Ghobh and rebelled, but lost and were cast down. From their wounds sprung Nehir (m) & Ghan (m).
Qahmi married Nehir and they had a son, Awat the Baboon, and Qahmi was called Qahmi-Tahil, or Tahil because she was fruitful. Qenhet married Ghan, and they gave birth to a daughter Quhon the Jackal who lives in the desert. Later Ghan seduced Nehir and they had a son, Sawemashen.

Myth
Qahmi was lonely after being cast out of Ghobh, so Nehir comforted her and they had a son, Awat, and many other children, the animals and birds - so Qahmi became Qahmi-Tahil.
Qenhet and Ghan were jealous of Qahmi-Tahil and Nehir, Ghan became Ghan-Maout, the Scorching Sun, and burned Qahmi-Tahil in two, and banished Tahil over the desert so that Qahmi was barren. Awat, son of Nehir and Qahmi, travelled west to find Tahil, but Ghan-Maout chased him, so Awat hid in caves until the Ghan had passed. Then Awat travelled only by night, when Qenhet was hiding from Ghobh.
To find Awat, Qenhet and Ghan made Desert Quhon and sent her to track Awat and drag him back to be punished, but Awat befriended Quhon by feeding her the insects that Ghan had stirred up in his anger, and she showed him the way to rescue Tahil.
So Quhon returned to Ghan and Qenhet, saying that the only way to get Awat out of his cave was to flood it. Qenhet and Ghan knew that Nehir wouldn't help kill his son, so Ghan seduced Nehir, sinking low over his waters so they burned golden and magnificent, and speaking flattering words.
Then Nehir gave birth to Sawhes, who sprang straight out of Nehir's face as a cloud, turning the golden waters grey again. Ghan put on his fiery cloak again to become Ghan-Maout, and chased Sawhes over to the cave, where Sawhes cloud rained, bring Nehir’s water to the desert. Then Awat ran out, and Ghan-Maout chased Sawhes after him, but Sawhes's cloud shielded Awat from Ghan's fire, and they ran all the way back to Qahmi - where the waters of Sawhes’s rain made Tahil burst again from Qahmi, and Qenhet and Ghan realised they were foiled. This was the first trick, so Sawhes became Sawemashen, the god of tricks, because of the way he'd been born.

Ghobh was angry that its banished children were prospering and populating the world, so Ghobh made clever creatures - the goblins and monsters - to hunt the animals that Qahmi and Nehir made. Ghan put on the Cloak of Maout and burned them and they hid from Qenhet, only coming out when Ghobh had chased away Ghan.
Then Qahmi made humans to live with Nehir and fight off the goblins, but Nehir was sad that there were no children, so Sawemashen shrank some to make halflings - but then humans and halflings discovered sex and there were plenty of children after that! Awat made dwarves to look inside things for secrets and riches and chase the goblins out of their hiding places in the pores of Qahmi. Qenhet and Ghan made the djinn to fly swiftly to where ever the goblins and monsters and demons were.
Angry that the banished gods were defeating him, Ghobh made other gods and gave them people in the world who worshipped them, and sent them to attack the people of Qahmi-Tahil and Qenhet. Then all the peoples and gods fought, and although the new gods were defeated, half of all the peoples were killed, and Qahmi was hurt so badly that Nehir wept and his tears swept away the monsters of Ghobh (save for those that hid in the mountains), and Qenhet's djinn were banished.
In their grief none of the gods ever spoke directly to their creations, the animals or birds or people, again, sending only messages in dreams and omens. In places, Qahmi-Tahil has never recovered and is barren to this day, and Qenhet lives separate from her children and sister, untouchable and unreachable, struggling daily with Ghobh with that lightning and storms. Ghan and Sawhes try to help her, but Ghobh is always there beyond reach. The dead from the War of the Gods live on in new lands beyond Qenhet: the stars between the Ghobh and the world. Despite uniting against Ghobh, Qenhet and Qahmi are still bitterly opposed, and each seeks to worry and hurt the children of the other.

The stars in Ghobh are the homes of the hallowed dead; insects are Ghan's spiteful thoughts; sandstorms are wrath of Qenhet; oases are gifts from Nehir (placed by Quhon); goblins, earthquakes, plagues, undead, old age, etc are sent by Ghobh to punish Qahmi and Qenhet.

Ayrite Zodiacal gods
Kasin - (zodiac: Moon): god of lycanthropy, intuition, irrigation, flood - appears as a multi-animal-formed humanoid; symbol = crescent moon;
CN, domains - luck, water, animal; weapon - scythe
Beshama - (zodiac: Sun): fire god, keeper of tradition, justice, purity - represented as a haloed youth god; symbol = radiating circle; LN, domains - sun, glory*, community*; weapon - morningstar
Dasiginu - (planet: Joves): witch-warrior, wrestling, meteors - seen as a horned-strongman; symbol = horned crown;
NG, domains - strength, magic, nobility*; weapon - falchion
Zigel - (zodiac: Amor): lust/love - incarnates as a seductive youth or maid; symbol = arrow piercing apple;
NG, domains - healing, travel, charm*; weapon - net
Sagus - (zodiac: Krinos): thought, peace - manifests as a bearded elder, crowned with a crescent moon; symbol = crescent and star;
NG, domains - protection, air, artifice*; weapon - spiked shield
Kiggat - (zodiac: Terra): ill-luck, torture - appears as a fiery blue effreet; symbol = knuckle bones;
CE, domains - evil, trickery, chaos; weapon - shortbow
Simashta - (zodiac: Ares): brutal god of slaughter and violence - appears as a fiery winged faun or satyr;
NN, domains - war, death, destruction; weapon - great club

___

The Church of Dio
Dionism is a foreign monotheistic religion sometimes found in the borders regions with theocratic Delbarria in the east. Dionist worship the unnamed creator god "Dio".
The Church of Dio is headed by the Patriarch and follows the collected scriptures known as the Bible. The Dionist Bible promotes peaceful, loving behaviour. While many priests of Dio adhere strictly to the Word, there are those more militant elements who promote the religion aggressively – including war, torture and persecution of the “undionist”.
The three aspects of Dio are the Sun King, the Earthmother and the Cosmos. All aspects are equal in the Church doctrine and indeed each has its own sect.
Dio: Ceremonial robes of the Church are dark grey, brown, or white, hemmed with plaited or embroidered patterns of black, gold and green, while the other sects have their own robes, holy days and armed forces.
Unaligned. Domains: Community*, Good, Glory*, Healing, Nobility*, Plant, Protection, Sun, War; Morningstar

Sun King: Portrayed as a beatific anthropic sun symbol. The Sun King is invoked by priests banishing undead. The Sun King sect wear golden yellow robes and often shave their heads entirely. They make up much of the Holy Inquisition, due to their excessive zeal.
Unaligned. Domains: Healing, Glory*, Nobility*, Sun, War; Greatsword

Earthmother: Represented by a pregnant woman, she regulates the fertility of all things. Her followers are farmers and newlyweds. Earthmother shrines and chapels are most common in the countryside. Their ceremonial robes are green.
Unaligned. Domains: Community*, Good, Healing, Plant, Protection; Maces (all)

Cosmos is the all-pervading ether, the multiversal entity. Cosmos is shown as a silver band round a black circle studded with stars. The Cosmologists are concerned with prophesy and knowledge, and most often this aspect is disregarded by the laity. Their robes are black with a white collar or wimple.
Unaligned. Domains: Community*, Knowledge, Magic, Rune*, Travel; Morningstar

The Inquisition was set up to investigate the people of the Duchy and ensure correct Dionist practice. They have the power to arrest and try anyone from Duke to serf. Undionist activity includes worship of other (unapproved) gods, necromancy, necrology, atheism and agnosticism.

The Holy Triad is the symbol of Dio – a triangle of varying substance, apex uppermost, with the colours of the three aspects encircled in each corner. Each sect has a triad that favours their aspect.

Dionist Saints - the many saints in the history of Dionism are worshipped in their own right as intercessionary figures who appeal on mortals' behalf to Dio.
Rules info: All saints are aligned, and must feature one other domain of Dio. "Fallen saints" allow access to disreputable domains (death, evil, chaos). Invention of new saints is encouraged - but be prepared for repercussions from the Inquisition if the saint is too strange...
St Moerten - guardian of the beasts of war, who summoned the wild creatures to defeat the undead in defence of Norbury.
NG; Protection, Animal, War; longsword
St Tinibia - miraculous warrior / healer, who drove back the Ty'itians to rescue the dying from the Fords of Bederfeld.
LG. Healing, Strength, Water; heavy mace
St Augustus - founder, leader, theologian.
LG. Law, Good, Travel; quarterstaff
St Deophilus - he who converted the pagan King Ianes.
CG. Fire, Magic, Knowledge; net
St Wotan - Wise warrior who rose from the dead to rid his land of evil.
CG. Knowledge, War, Healing; scythe

___

Dwarven Gods
Dwarves have their own religions, kept largely secret from outsiders. One does not find priest of dwarven deities outside that race.
Mahal, the Artificer
The chief god of the dwarves is Mahal (LN). He made the multiverse, all life and taught the dwarves the skills of making. He is patron of smiths. Among the Dionists, Mahal is usually thought of as the Cosmos. Mahal is symbolised with an anvil and hammer.
Domains: Artifice*, Healing, Earth, Law, Knowledge. Weapon: Warhammer

Urt, the Indifferent

The Neutral god of the Earth, Mother Urt is patron of miners and fertility. Dwarves generally consider Urt an uncaring, immovable force. Dionists refer to Urt as Mother Earth, but this may be theologically inaccurate: the dwarves do not love her, they fear her and try to appease her with sacrifice. Urt is symbolised with a circle of black material, often obsidian.
Domains: Darkness*, Luck, Earth, Travel, Protection. Weapon: Heavy Pick

Lichten, the Destroyer
The Neutral god of war and death, Lichten is favourite with fighters. Lichten is symbolised with a lightning bolt or a sun symbol – so Dionists usually equate him with the Sun King.
Domains: War, Sun, Destruction, Magic. Weapon: Dwarven Waraxe

Schynskath, the Despiser
While the Chaotic Evil god of corruption and immorality is favoured by the evil and rebellious, he also has a place in appeasement rituals: sacrifices of crushed gems are often made to Schynskath alongside Urt’s shrines prior to new constructions and delvings. His symbols are a red minotaur, or a pentagram of bones.
Domains: Evil, Magic, Death, Chaos. Weapon: Heavy Flail
___

Elven Deities
As the oldest of elves (who guide their descendants in ghostly form) are only one generation from those who were First Born – the elves that walked with the Powers (elvish word: Varwe, those whom the elves consider responsible for the creation of the mortal world) – the elven perspective on “gods” is quite different to the other races. Elves consider the gods as friends, powerful friends, like a human being pals with the local king. However, it is well-known by the elves that the Varwe left the World millennia ago, and no longer have any direct influence.
There are several important Varwe in elven history:

Herayu, the eldest, and creator of the other Varwe (he sang the Varwe into existence). Alignment: N. Weapon: Longsword. Domains - Air, Creation*, Fire, Earth, Nobility*, Water

Yaverei, the lord of the air (the great eagles are his sacred messengers). Alignment: LG. Weapon: Longbow. Domains - Air, Good, Nobility*, Weather*

Sequiye, the queen of stars (most beloved to the elves, who first awoke under starlight). Alignment: NG. Weapon: Rapier. Domains - Healing, Liberation*, Magic, Protection

Parwethe, the lord of the seas (favourite of mariners and the sea-dwelling Ouethcenne). Alignment: CG. Weapon: Spears (short and long), trident. Domains - Knowledge, Luck, water, Weather*

Dagridoth (originally called Buaryc, he was named Dagridoth, the Bringer of Lamentation by Tiephumor) the rebel Varwe, leader of all ancient evil. Alignment: NE. Weapon: Flail (all). Domains: Darkness*, Destruction, Evil, War, Magic

Herayu never entered the World, sending the other Varwe to rule it and shape it at the beginning of time. Buaryc rebelled and tried to take the World from the other Varwe to rule for himself. He corrupted many of the newly created animals and races of Ardante into evil monsters – the Orcs, the Trolls, the great spiders, and so on. The ancient elves fought against Buaryc, who they called Dagridoth from that time onwards, along-side the Varwe. In this Great War much was changed for the worse, and the Varwe, after throwing down Buaryc, left the World forever.
Some elves think that the creation of the World by the Varwe set all of history and future history on a path controlled by Herayu, and the fact that the Varwe have now left Ardante only means that the races are mature enough now to live alone.
___

Halfling Religion
Halflings are not strict folk, with little complexity to their faiths. It is common for a halfling to pay tribute to other races' gods whenever the tribute might be felt welcome. Faith is a personal matter to halflings, and not a matter for conflict. In private, halflings have their own gods, but seldom mention this, let alone tell of the great deeds and rituals surrounding them.
The mythic hero Awinagh, the cunning leader of the halflings at the time of the great danger, is revered as an intercessionary spirit, taking prayers to the Celestial powers.
Heads of the Holy Order, as the Settled halflings tell, are Griaen, the Sun God, bringer of light, seed, warmth, fire - and Marvanagh, the Earth Goddess, bringer of shelter, fruit, love. Their names are secret, and not spoken to outsiders.
Travelling Halflings often worship (or pay respects to) deities of the land they are passing through. In the Delbarreich and Gualtria, that means the Terrasian gods - with lip service to Dionism in the theocratic Reich. At the head of Travelling clans, however, the clanmasters and priests revere Griaen and Marvanagh in secret.
All halflings respect Ynglae, the moon spirit, guide of the dead. They fear his coming and whisper wards against him.
Griaen: (Neutral Greater God) Domains - Community*, Fire, Healing, Liberation*, Luck, Sun. Weapon: Fire
Marvanagh: (Neutral Greater God) Domains - Animal, Charm*, Earth, Plant, Protection. Weapon: Thrown Stones
Ynglae: (Neutral Lesser God) Domains - Death or Repose*, Magic. Weapon: Sickle
Awinagh: (Chaotic Good Lesser God) Domains - Liberation*, Travel, Trickery. Weapon: Dagger


* See the post on additional Cleric domains


Last edited by Altair-the-Vexed on Fri Mar 18, 2011 9:07 pm, edited 18 times in total.

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 Post subject: Good Info...
PostPosted: Tue Mar 04, 2008 2:32 pm 
Donor

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Location: Between Banbury & Daventry
Sounds like Torbeck? (Was that the right spelling?) will be linked to "Lichten, the Destroyer".

I look forward to drinking some more refreshing water...

;)

Great info and it will help me develop the character...

Cheers

MJ


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PostPosted: Thu Mar 13, 2008 10:48 pm 
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Sorry I missed tonight, not feeling too hot, or should I say I am too hot...

I hope we kicked some Vampire Butt and we did not all die in the process?

If anyone can post an update as to what happened I would be grateful.

I have the next date as the 27th which is should be fine as the Friday is the Bank Holiday.

Sorry

MJ


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PostPosted: Fri Mar 14, 2008 12:00 am 
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No problem Mark, we took the opportunity to finally induct the other Helen into the game, she played your dwarf admirably!

We have cleared out another level of rogues with a ghoul thrown in for good measure, Lu Tse the monk and myself are both currently paralysed and all the enemies are either dead or surrendered. Still no vampire though :/

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PostPosted: Fri Mar 14, 2008 10:01 am 
He's hiding somewhere, the crafty so-and-so....

I think we should start a 'story so far' thread for this campaign, so we can all keep up to date - we could all contribute to it, as different players remember different details, and we would eventually end up with something approaching what actually happened ;)


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Helios wrote:
...snip...

I think we should start a 'story so far' thread for this campaign, so we can all keep up to date - we could all contribute to it, as different players remember different details, and we would eventually end up with something approaching what actually happened ;)


Done.

MJ1 wrote:
Sorry I missed tonight, not feeling too hot, or should I say I am too hot...

I hope we kicked some Vampire Butt and we did not all die in the process?

If anyone can post an update as to what happened I would be grateful.

I have the next date as the 27th which is should be fine as the Friday is the Bank Holiday.

Sorry

MJ


Sorry to hear that - hope you're feeling better soon!

Next session will indeed be the 27th. We need a schedule thread or something....

In other news: I'm updating the religion section of the setting to include the Saints of Dionism, which opens up lots more deity, weapon and domain options for clerics. If you ever feel the need to invent a new one, just let me know.
Saints(R): for all your munchkin cleric needs.

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PostPosted: Sun Mar 16, 2008 12:23 pm 
Sorry for taking so long to get in on the forum eveyone - my internet was on the fritz at home and I'm being hassled by auditors at work, so I couldn't get away with using the forums from there. Also, thanks for letting me get in on the game.

It was a good session last Thursday, and for some reason leaving Lu Tse to deal with the ghoul singlehandedly was kind of amusing. Maybe next session I'll remember I have Turn Undead before we finish up :oops:


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Turn Undead - the Holy Gattling Gun of Vampire Slaying!

I've updated the details a little, and as we play, I'll be adding more bits here and there. This setting is a work in progress after all - the map is hastily being filled in a few hexes in front of the PCs. :wink:

I'll also be bringing a copy of this along in case you (or I) want to refer to it.

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Last edited by Altair-the-Vexed on Thu Mar 27, 2008 2:40 pm, edited 1 time in total.

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PostPosted: Thu Mar 27, 2008 2:27 pm 
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You should put this all in a book or something...

:wink:

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That's sort of the plan...

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PostPosted: Thu May 29, 2008 11:32 am 
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Posted some house rules at the top of this thread, just to clarify what we're up to.

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PostPosted: Thu May 29, 2008 11:45 am 
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2000 feet of falling damage? Has HALO insertion from airships been giving you ideas?

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No, I've just been working out terminal velocities... you know, just in case.

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