The Fall of Night Character Creation Rules
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(New page: Original Source: http://chroniclesofmezra.org/phpBB3/viewtopic.php?f=6&t=677 Character Creation * 1st Level * 28-point buy * 20% max starting gold * Any evil-aligned characters must have...)
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Revision as of 17:07, 24 February 2009
Original Source: http://chroniclesofmezra.org/phpBB3/viewtopic.php?f=6&t=677
Character Creation
- 1st Level
- 28-point buy
- 20% max starting gold
- Any evil-aligned characters must have a plan to become non-evil within 6 levels
Most character options are open (if it is something you think I would reject, feel free to consult me before you base your character around it). You have a general idea of stuff I don't like: Savage Species, Warforged, Artificers, orb spells, taunt abilities, encounter breakers, etc. I want characters to be of roughly equal effectiveness. I reserve the right to reverse/reject/change characters.
Backgrounds
For character backgrounds, you will get 100XP for creating one of substance, touching on the points below. Everyone will vote on the backgrounds (no voting for yourself) and the top three backgrounds will earn 300XP, 200XP, and 100XP respectively. Any detected vote rigging will result in your character being reduced to -1000XP. Vote for the best background.
Backgrounds should touch upon many of the following:
- Appearance
- Major events in life
- Birthplace/date and childhood
- Family, Friends, and Enemies
- Secrets (feel free to PM me if you would like to keep the party in the dark)
- Major and minor plothooks that the DM can weave into the game (they must be easy to work with under normal circumstances; feel free to PM them to me)
If you give me at least 1 major and 3 minor plothooks that I can work into the game, you will be able to use a 30-point buy for your character, instead of the normal 28. Major plots should be mostly open-ended or which would last most of the campaign, while minor plothooks could be resolved in 2-3 sessions.
Euramer
The campaign will begin on the continent of Euramer, which is a large continent in the northern hemipshere of Mezra consisting of many countries. The continent is not fully fleshed out, so feel free to create any nations, towns, events to include in your background. I will incorporate them into my world building. The nations are of varied demographics and political systems, including:
- A well-organized lizardfolk nation with six major tribes
- A large feudal nation consisting of dozens of fiefs; the serfs are essentially owned by the lord and their treatment varies widely depending on the lord
- A magocracy ruled by the most powerful arcane spellcaster (who can be challenged every ten years); those without arcane casting abilities are looked down upon (non-citizen status)
- The republic that Mygrandin Antaloose ruled over after the defeat of Marco; currently in a state of decay and corruption
- An allied theocratic nation consisting of a shared power structure between the Churches of Ehlonna, Heironeous, Kord, Olidammara, Pelor, and Rao.
- Each major lawful evil humanoid has its own nation, though most are small.
- A great dwarven monarchy, the central dwarven power on Mezra
- A small gnomish monarchy
- A large plain ruled over by nomadic halfling tribes
- Others
Euramer still has pockets of uninhabited areas that have never recovered from the trials of the Marco Wars, including areas infested with undead or locations of wild or dead magic. Beneath the earth, dark elves and dark dwarves plot against the surface races and even deeper yet dwells greater evils. Hidden conclaves of spellweavers exist on Euramer, seemingly content to stick to their alien ways and study, occassionally reminding the continent of their vast power. A week's travel by sea to the west lies Rhino Island and the Bone Islands, the abandoned seat of Marco's power. The land itself corrupts the living with the evil that lingers there.
The campaign will begin in the Magocracy of Daromir, on the eastern coast of the continent. Non-arcane spellcasters are considered non-citizens. They are generally persecuted and kept out of positions of power. Over the past century, the government has become increasingly cruel with the continued rule of Magiarch Pentulius and the continued dominance of Wee Jas worship. Magiarch Pentulius celebrates his 100th anniversary in power in five months time and will be eligible to be challenged for his position (though he has gone unchallenged for the past 30 years).
Clerics who follow the nearly-defunct philosophy of the Way of Libertas have tried for years to influence the cause of liberty in the cruel nation. Inroads have been made in recent years and pockets of resistance have formed. Well, pockets of resistance that can evade the divining gaze of the Wee-Jasian Order of Night's Breath and the heat of their fireballs.
Any arcane spellcasters that are native to Daromir should either build sympathy for the proletarians into their character's personality or come up with a reason why they would willingly associate with the proletarians of the party.