Flicker's Legend Game

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Tentative Legend game. Schedule lives here: https://docs.google.com/spreadsheet/ccc?key=0Al3hMq3wsfLYdE0yUTU5blN3RnZkQWhLYzhRMlVoR0E#gid=0
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Legend game. Schedule lives here: https://docs.google.com/spreadsheet/ccc?key=0Al3hMq3wsfLYdE0yUTU5blN3RnZkQWhLYzhRMlVoR0E#gid=0
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=Schedule=
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Currently, Saturdays at 1 PM Eastern looks best for everyone.
=Rules=
=Rules=
* Starting Level: 1st
* Starting Level: 1st
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* All content uses the latest version that has at least 5 passes. If you are using experimental content, expect to rebuild every once in a while.
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* All content uses the latest version that has at least 5 passes. If you are using experimental content, expect to rebuild every once in a while. If you're not up to date that includes the following:
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** Mundane shields don't exist, magical shields provide +1-+4 AC bonuses
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** Precise Striking replaces Flurry
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** Negative Levels are replaced with the [Energy drained] condition
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** Demon, Demo Man, Undead, Sentient Construct and Serpent have new tracks
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** KDM to HP, Vigor skill, new Elves
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** Combat Alchemist track
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** Movement modes all use your ground speed
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** Miscellaneous fixes to a bunch of stuff (spells, feats, tracks)
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** *sigh* ...Mounts
* Ability score generation is the standard point buy or array. Please don't roll scores.
* Ability score generation is the standard point buy or array. Please don't roll scores.
* We will not be using the XP table.
* We will not be using the XP table.
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* Ambush Diplomacy does not work, don't even try it.
* Ambush Diplomacy does not work, don't even try it.
* Any race goes, talk to me if you want a custom race and we might be able to arrange something.
* Any race goes, talk to me if you want a custom race and we might be able to arrange something.
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=Setting=
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It is an era of exploration and discovery. The nations of the world, balking at the powers that the champions of their armies have learned to control after centuries of warfare, have directed their efforts to seeking new land that is not protected by near-deific figures, while simultaneously giving their own super-powerful soldiers something to blow up away from civilized lands.<br/>
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There was already existing knowledge of a number of archipelagos scattered among the vast oceans. Due to their remoteness and individual small size, they have never been mapped, and only barely explored. This is where the world's adventurers and mercenaries have headed, some organized and financed by governments, others solely through their own resources. As adventuring work back home dried up, others began signing up with these pioneers. As the sizes of these expeditions swelled, they began to organize into guilds, with offices in all the national capitals, private fleets and numerous outposts among the island chains. With coordinated efforts enabling more efficient exploration, the guilds themselves have begun to look at one another in a predatory fashion...
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==Nations==
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There are four major nation states who originally trained the super-soldiers that would go on to comprise the Guilds. Though they have a long history of mutual animosity and betrayal, the economic incentives of developing the outer islands outweigh any concerns of wounded pride. Even so, all nations still maintain standing armies, and struggle to keep recruitment steady as more and more citizens leave the army for one of the Guilds.
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===The Zdenik Union===
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A strong alliance of small nation- and city-states, the Zdenik Union contains many cultures, races, languages and climate regions. Because of its size, it was also most often at war throughout recorded history, and thus has a reputation of being poor and hostile. For the same reason that it was once poverty-stricken, the Union now prospers - its large amount of powerful warriors has translated to a significant presence among the Guilds, and thus a steady stream of income. The Union is ruled by a council of representatives from its constituent states, and a healthy amount of infighting and corruption here prevents the giant nation from leveraging its might effectively. Zdenik traders prefer to avoid bureaucratic red tape, and usually finance their own expeditions from other Zdenik Guilds. As such, the trade network of the Union has come to resemble the Union itself, with many small Guilds supporting one another on the global stage.
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===Timea===
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The domain of Timea is a state as ancient as its sovereign. Ruled by a lich queen whose name and origins are lost to history, the name Timea is used interchangeably for the land and its ruler. Timea is by far the most conservative of the world's nations, as almost all of its nobles are nearly as old as their queen. The kingdom's people are said to be the descendants of this undead court (from back when they were still living), and rumour has it that the queen keeps track of the original bloodlines, in the event that one of her courtiers perishes and needs to be replaced. Timean magic and alchemy is renowned as some of the world's finest, but most of its powerful mages are content to sit in their castles and fiddle with made-up-sounding things, so Timea's exploratory efforts leave much to be desired compared to the other nations.
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===Ermacora===
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An untamed land of lush forests, deep rivers and rolling plains, Ermacora is the most fertile and populous of the nations. Inhabited mainly by orcs and elves, nobody is really sure how it qualifies as a civilization without even really having cities. The leading hypothesis is that the land's dwellers project a collective consciousness that resonates with the land, but whatever the explanation, despite Ermacora's relatively small population and lack of advanced communication infrastructure, invading armies have always been met by a coherent fighting force. Even beyond the nation's borders, Ermarocans share a camaraderie with their countrymen that is rarely observed among other peoples.
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===Haraldur===
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Haraldur is located in a mountainous region rich with metal ores and stones (and the dwarves and gnomes who mine them). It is a theocracy, ruled by the powerful and ancient Church of Creation. The doctrines of the Church dictate that their God, Harral, created himself out of all the matter in the cosmos, and then, feeling lonely, rebuilt himself to become the known world. The Church encourages all sorts of technological development, to further Harral's task of creating the complex from the simple. Many dragons flock to the land's riches, and to fight them off, almost all Haralduran mines have local facilities for producing warrior constructs out of whatever material they have available. It's mostly these dragons that have headed out to explore, looking for easier pickings, but the Church has sent out its preachers as well.
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==The Guilds==
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Though there are many, many guilds, only a select few have risen to prominence on the global stage. Each of these control dozens if not hundreds of islands, and command incredible wealth and power.
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===Torgeir's Traders===
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Organized by the Church of Creation and named after the bishop leading them, Torgeir's Traders were at the forefront of the business of exploring almost from the start. Because their own land is so rich in natural resources, the bulk of the Traders' profit comes from cataloguing, mapping, tourism and licensing the land they control for development by other, poorer guilds. The Traders act as a sort of unofficial police force out in the Islands, with the sight of a blue and gold Trader uniform instantly reminding people that they have contracts tied up with Torgeir's Traders that they don't really want to sever.<br/>
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Torgeir's Traders usually have one of the following tracks: Mechanist Savant, Sentient Construct, Dragon, Tactical Insight, and Earth Elemental.
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===The Institute===
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The Institute comes from Timea. That's almost all anyone knows about it. Its rank and file members know little more than that. The Institute largely ignores land claims of other Guilds, maintaining a roughly defined sphere of influence where it sends its grunts to collect samples for "research". What they gain from this is unknown, but many Guilds prefer to steer clear of the Institute rather than confront them, as the true power of their secretive elite is unknown. Those with contacts among the higher ranked Institute members have been known to suddenly come up with very lucrative insider information on other guilds, suggesting that the "research" done by the Institute isn't limited to the Islands...<br/>
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Associates of the Institute usually have one of the following tracks: Elementalist, True Mage, a spellcasting track, Combat Alchemist, and Undead.
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===The Free Brothers===
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The Free Brothers are pirates with a fancy name. Gathered around an elf named Feidlmid, this band of exiles scorns national bonds and attacks whomever they see fit, disappearing into hidden ports as soon as meaningful opposition is in sight. For those with money but without scruples or friends in high places the Free Brothers are a saving grace, taking on jobs that most mercenaries would shirk away from. Compared to the other guilds, the Free Brothers control very little territory, but their plundering and missions from other Guilds mean that they can support a powerful navy and crews.<br/>
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Crewmen of the Free Brothers usually have one of the following tracks: Dervish, Swashbuckler, Assassin, Wildborn, and Water Elemental.
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=The Premise=
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You are recruited by a tiny guild - though the recruiting gnome, Gerig, tries to make it sound like a powerful organization, it's painfully clear that the International Wealth & Riches Company has fewer than half a dozen people in it, and owns perhaps three ships. Still, anyone not already affiliated with one of the bigger Guilds can't really afford to be picky. And the description the gnome gives of the island the Company has claimed is very alluring - further out than even the Institute is known to have gone, it's exactly the kind of place where a lucky and skilled man might strike it rich, if he can avoid tripping and falling on his coworker's sword at an inopportune time.

Current revision as of 21:50, 30 August 2012

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