Post by QwardTech on Aug 26, 2015 19:39:58 GMT -6
A world of terrified mortals ruled by selfish gods, that's what Riax is. There is no escape from violence, no end to war, no pause in bloodshed. All there is, and all that ever will be, is death and destruction fueled by endless greed. The fires of selfishness have raged since the coming of the blood god Cruor, and have only been fueled by the emergence of the magical substance Almondium.
Creamy beige in color and found only in the darkest dungeon depths, Almondium is entirely indestructible, and possesses many strange, magical qualities, the most outwardly apparent being the fact that it's razor sharp, no matter what shape it's in. A civilized planet would use it for industry, mining, and technological advancement. The people of Riax use it to kill each other. The new emergence of this material has caused a planet-wide gold rush, and everyone from the Ursines in the far north to the Cruorians in the southern deserts want some. With the recent, multiple civilization ban of dungeoneering, the supply has withered, while the demand has grown. People are willing to do anything for this substance, and you're ready to utilize that fact to make your dreams come true.
Welcome to the first campaign of the shiny new sequel to Death by Almonds. Please at read the lore reference before you go any further.
Now, onto the setting.
You stumbled across the multi-species town of Trucklebuck with your meager party of adventurers just a few weeks ago, and have been staying in the local inn as one of your companions healed from a nasty Snapjaw ambush. You practically tripped over yourselves to give the lone kobold your money, and he still stabbed your friend in the foot. Nuts.
The town is fairly small, having been relatively untouched by strangers in it's entire thousand year history due to a combination of forest isolation and astonishing blandness. The population constantly lingers around two hundred, and the town guard has meager numbers, somewhere around ten. The population is about thirty five percent human, twenty percent lizardman, twenty percent kobold, and twenty five percent is mixed species. The town has 87 meager hovels, 26 modest houses, and 6 tidy cottages. There's a blacksmith, a general supply store, a textile shop, a farm, 5 jungle crab barns, 3 inns, 2 taverns, a trade center, a stable, 2 apothecaries, 2 towers, a barracks, 2 butcheries, a masonry, and a traveling accouterments shop run by a gaudy grodellian.
During one of the scouting trips you made to familiarize yourself with the area, you discovered exactly what you've been looking for; a staircase. With it's rotting steps and burnt out torches, it might not seem like much, but inside could lie anything. Money, equipment, or just your untimely death, there's no way to find out what lies beneath without looking for yourself.
Character Creation:
RACES:
Lower Human: Ugly, stupid, and weak. You're the dregs of human society, banished from the civilization you were born in due to your bad luck in the genetic lottery.
BASE STATS:
Strength: 4
Dexterity: 5
Intelligence: 4
Vision: 6
Appearance: They're humans, but ugly. What more do you want?
Average height: 5'6"
Life expectancy: 60
Rations per mile: 0.2
Notes: More likely to have bad mutations, generally disliked by other humans.
Goblin: The skulking race doesn't like you; they think you're weak. The rest don't like you; they think you're gross.
BASE STATS:
Strength: 2
Dexterity: 4
Intelligence: 7
Vision: 7
Appearance: Skin is usually brown or dirty green, rarely ochre. Eyes are always brown or brown-green. Usually stand hunched over. Scrawny. Huge, pointed ears and wrinkled spotty skin. May have some piercings. Hair is brown or black, and usually greasy.
Average height: 4'10"
Life expectancy: 40
Rations per mile: 0.05
Notes: Natural affinity for tinkering, often disliked or hated, seen as greedy and frugal, -3 maximum magic charge.
Goblin Kobold: Half lizardman, half goblin. Don't think about how that happened, or your Truckle may Buckle, if you know what I mean.
BASE STATS:
Strength: 4
Dexterity: 6
Intelligence: 4
Vision: 4
Appearance: Skin is usually dirty green or orange, sometime ochre, brown, or dark, dirty indigo (extremely rare). Can have thin, flexible scales or thick, leathery skin. Large ears that run along the sides of the head, fairly short snout usually, may have extremely thin brown or black hair. Eyes are usually orange, bright green, or occasionally black. Usually stand with an extremely prominent slouch or hunch.
Average height: 5'5"
Life expectancy: 35
Rations per mile:0.2
Notes: Usually disrespected, smelly, -4 magic charge.
No classes unlocked yet!
CUSTOM CLASS: Pick any amount of armor and one weapon from these lists.
Custom class armors:
Cut leather chestplate
Cotton shirt
Cotton pants
Beaten up leather boots
Leather Moccasins
Leather Snapjaw Clan jacket (For characters that are members of the clan only!)
Cotton tank top
Leather shoes
Cotton backpack
Leather backpack
Leather gloves
Cotton Gloves
Custom class weapons:
Dented mace (Copper or Rusty iron)
Blunt gladius (Copper or eroded bronze)
Rusty iron switchblade
Rusty iron butcher's knife
Rusty iron shovel with brittle, splintery wooden handle
Splintery wooden quarterstaff
Dented rusty iron heater shield
TRAITS:
Strong - +1 Strength
Dexterous - +1 Dexterity
Bright - +1 Intelligence
Keen - +1 Vision
Pain Resistant - -5 to pain modifiers
Buggle - Cannot have magic charge, +5 to all combat rolls.
Wizz Kid - -5 to all combat rolls, +3 magic charge.
Sharp Eye - Better at scavenging
Light fingers - +5 to all DEX rolls involving sleight of hand.
PATHS
Your path is your religion. Serve it well and you will gain piety, which can result in gifts from the gods. You start with the book of your path.
The Path of Honor, led by the warrior god Wendros, is based upon honor in battle. This is a lawful/neutral/chaotic good path. You gain piety by engaging in combat as equals, and lose it for one sided battles. Try to even the odds as much as you can, and you may earn powerful enchanted weapons and the fearsome aura of the emerald flame. Serve it poorly and your will to fight, and eventually live, will be gradually sapped from your soul. Suited best for lizardmen.
The Path of Law, led by the judgmental god Ardra, is based upon the upholding of laws. This is a lawful good/neutral/evil path. You gain piety by upholding the laws and preserving the way of civilizations, and lose it for trying to change the rules to suit your benefit or morals better. Uphold the law, and you may gain gifts of money, charisma, and the blessing to create your own civilization that lives under you. Serve it poorly and you will lose your wealth and be banished from civilization. This path is most suited for humans.
The Path of Choice, led by the void god Shar Igloth, is based on choosing one's own fate. Just do whatever the fuck you want mang. You gain piety by making your own choices without the influence of others' ideas, and lose it by succumbing to the will of others and not being true to yourself. Forge your own path, and you may be given powerful magic, tools, and wealth. Serve yourself poorly, and you will be forever controlled by the Void God.
The Path of Power, led by the mad god Drath, is based on the use of brawn over brains. This is a chaotic good/neutral/evil path. You gain piety by not using magic, being stupid, and unleashing your berserker rage, and lose it by being a fucking NERD. Destroy your opponents, and you will be blessed with great power. Be a weakling nerd like those fucking goblins, and you'll get your ass beat. Suited best for the Skulking Races.
The Path of Pestilence, led by the emaciated god Visil, is based on being parasitic. This is a lawful/neutral/chaotic evil path. You gain piety by stealing, manipulating, and getting your way through the exploitation of others, and lose it by being charitable and nice. Use others to your own advantage, and you will be rewarded with charm and the ignorance of others. Stray from the path and you will be exploited and killed by those better than you. Suited best for the lurch.
The Path of Knowledge, led by the rhythmic god Yete, is based on the storage and use of knowledge. This is a Neutral/Lawful Good/Neutral/Evil path. You gain piety by saving information, being knowledgeable and wise, and using magic, and lose it by being ignorant and brutish. Preserve and serve knowledge and you will be blessed with clarity and powerful spells. Be stupid and you will be sapped of your willpower and intelligence. Suited best for aquarians.
The Path of Protection, led by the orderly god Trusav, is based on the defense of the innocent. This is a Lawful/Neutral Good path. You gain piety by protecting the weak and innocent, and lose it by being cruel and unfair. Live your life in service of the innocent and you will be blessed with wisdom, knowledge, power, and MOTHERFUCKING BEARS. Injure the innocent and you will be destroyed by MOTHERFUCKING BEARS. Suited best for Ursines.
The Path of War, led by the tactician god Rahid, is based on the destruction of your enemies. This is a Lawful/Neutral/Chaotic Evil path. You gain piety by showing no mercy to your enemies and destroying those who you dislike, and lose it by having mercy and honor. Show no quarter to your foes and you will be granted powerful weapons and divine strength. Be a merciful warrior and become smited by Rahid himself. Suited best for Drak races.
The Path of Death, led by the immortal god Trignold, is based on the killing of those who are too strong. This is a True Neutral path. You gain piety by destroying the ones who have too much power, and lose it by being arrogant and full of hubris. Destroy the heathens and you will be rewarded with subtle power and grace. Become vain and be killed by the endless hordes of Hallowed Reavers.
The Path of Chaos, led by the winding god Fray, is based on being unpredictable and capricious. This is a Chaotic Good/Neutral/Evil path. You gain piety by doing the unexpected and being TOTALLY RANDOM XXXDDDDDD, and lose it by being dull and normal. Change the rules up and you will be blessed with powerful spells and weapons. Be a FUCKING NORMIE and you will be locked into normality for the rest of your existence. Suited best for viniads.
The Path of Love, led by the medic god Remus, is based on the healing of others. This is a dead religion.
The Path of Pain, led by the cruel god Tiak, is based on inflicting suffering upon others. This is a Chaotic/Neutral/Lawful Evil path. You gain piety by inflicting pain and suffering, and lose it for relieving others of discomfort. Torture the weak and strong alike and you will be blessed with weapons and spells of unspeakable brutality. Be a nice guy and you will be cursed with unimaginable pain. Suited best for flesh angels.
The Path of Blood, led by the viscera god Cruor, is based on the destruction of all life. This is a dead religion.
CHARACTER SHEET:
Name:
Gender:
Race:
Path:
Class:
Starting Gear:
Trait:
Magic Archetype:
Magic Subtype:
Starting Spell(s):
Race Base Stats:
STR:
DEX:
VIS:
INT:
Height:
Appearance:
Backstory:
Motivation:
Alignment:
Catchphrase:
Colors:
Misc. Comments:
And with that.... CREATE YOUR CHARACTER SHEETS AND LET'S GET CRAWLING
Creamy beige in color and found only in the darkest dungeon depths, Almondium is entirely indestructible, and possesses many strange, magical qualities, the most outwardly apparent being the fact that it's razor sharp, no matter what shape it's in. A civilized planet would use it for industry, mining, and technological advancement. The people of Riax use it to kill each other. The new emergence of this material has caused a planet-wide gold rush, and everyone from the Ursines in the far north to the Cruorians in the southern deserts want some. With the recent, multiple civilization ban of dungeoneering, the supply has withered, while the demand has grown. People are willing to do anything for this substance, and you're ready to utilize that fact to make your dreams come true.
Welcome to the first campaign of the shiny new sequel to Death by Almonds. Please at read the lore reference before you go any further.
Now, onto the setting.
You stumbled across the multi-species town of Trucklebuck with your meager party of adventurers just a few weeks ago, and have been staying in the local inn as one of your companions healed from a nasty Snapjaw ambush. You practically tripped over yourselves to give the lone kobold your money, and he still stabbed your friend in the foot. Nuts.
The town is fairly small, having been relatively untouched by strangers in it's entire thousand year history due to a combination of forest isolation and astonishing blandness. The population constantly lingers around two hundred, and the town guard has meager numbers, somewhere around ten. The population is about thirty five percent human, twenty percent lizardman, twenty percent kobold, and twenty five percent is mixed species. The town has 87 meager hovels, 26 modest houses, and 6 tidy cottages. There's a blacksmith, a general supply store, a textile shop, a farm, 5 jungle crab barns, 3 inns, 2 taverns, a trade center, a stable, 2 apothecaries, 2 towers, a barracks, 2 butcheries, a masonry, and a traveling accouterments shop run by a gaudy grodellian.
During one of the scouting trips you made to familiarize yourself with the area, you discovered exactly what you've been looking for; a staircase. With it's rotting steps and burnt out torches, it might not seem like much, but inside could lie anything. Money, equipment, or just your untimely death, there's no way to find out what lies beneath without looking for yourself.
Character Creation:
RACES:
Lower Human: Ugly, stupid, and weak. You're the dregs of human society, banished from the civilization you were born in due to your bad luck in the genetic lottery.
BASE STATS:
Strength: 4
Dexterity: 5
Intelligence: 4
Vision: 6
Appearance: They're humans, but ugly. What more do you want?
Average height: 5'6"
Life expectancy: 60
Rations per mile: 0.2
Notes: More likely to have bad mutations, generally disliked by other humans.
Goblin: The skulking race doesn't like you; they think you're weak. The rest don't like you; they think you're gross.
BASE STATS:
Strength: 2
Dexterity: 4
Intelligence: 7
Vision: 7
Appearance: Skin is usually brown or dirty green, rarely ochre. Eyes are always brown or brown-green. Usually stand hunched over. Scrawny. Huge, pointed ears and wrinkled spotty skin. May have some piercings. Hair is brown or black, and usually greasy.
Average height: 4'10"
Life expectancy: 40
Rations per mile: 0.05
Notes: Natural affinity for tinkering, often disliked or hated, seen as greedy and frugal, -3 maximum magic charge.
Goblin Kobold: Half lizardman, half goblin. Don't think about how that happened, or your Truckle may Buckle, if you know what I mean.
BASE STATS:
Strength: 4
Dexterity: 6
Intelligence: 4
Vision: 4
Appearance: Skin is usually dirty green or orange, sometime ochre, brown, or dark, dirty indigo (extremely rare). Can have thin, flexible scales or thick, leathery skin. Large ears that run along the sides of the head, fairly short snout usually, may have extremely thin brown or black hair. Eyes are usually orange, bright green, or occasionally black. Usually stand with an extremely prominent slouch or hunch.
Average height: 5'5"
Life expectancy: 35
Rations per mile:0.2
Notes: Usually disrespected, smelly, -4 magic charge.
No classes unlocked yet!
CUSTOM CLASS: Pick any amount of armor and one weapon from these lists.
Custom class armors:
Cut leather chestplate
Cotton shirt
Cotton pants
Beaten up leather boots
Leather Moccasins
Leather Snapjaw Clan jacket (For characters that are members of the clan only!)
Cotton tank top
Leather shoes
Cotton backpack
Leather backpack
Leather gloves
Cotton Gloves
Custom class weapons:
Dented mace (Copper or Rusty iron)
Blunt gladius (Copper or eroded bronze)
Rusty iron switchblade
Rusty iron butcher's knife
Rusty iron shovel with brittle, splintery wooden handle
Splintery wooden quarterstaff
Dented rusty iron heater shield
TRAITS:
Strong - +1 Strength
Dexterous - +1 Dexterity
Bright - +1 Intelligence
Keen - +1 Vision
Pain Resistant - -5 to pain modifiers
Buggle - Cannot have magic charge, +5 to all combat rolls.
Wizz Kid - -5 to all combat rolls, +3 magic charge.
Sharp Eye - Better at scavenging
Light fingers - +5 to all DEX rolls involving sleight of hand.
PATHS
Your path is your religion. Serve it well and you will gain piety, which can result in gifts from the gods. You start with the book of your path.
The Path of Honor, led by the warrior god Wendros, is based upon honor in battle. This is a lawful/neutral/chaotic good path. You gain piety by engaging in combat as equals, and lose it for one sided battles. Try to even the odds as much as you can, and you may earn powerful enchanted weapons and the fearsome aura of the emerald flame. Serve it poorly and your will to fight, and eventually live, will be gradually sapped from your soul. Suited best for lizardmen.
The Path of Law, led by the judgmental god Ardra, is based upon the upholding of laws. This is a lawful good/neutral/evil path. You gain piety by upholding the laws and preserving the way of civilizations, and lose it for trying to change the rules to suit your benefit or morals better. Uphold the law, and you may gain gifts of money, charisma, and the blessing to create your own civilization that lives under you. Serve it poorly and you will lose your wealth and be banished from civilization. This path is most suited for humans.
The Path of Choice, led by the void god Shar Igloth, is based on choosing one's own fate. Just do whatever the fuck you want mang. You gain piety by making your own choices without the influence of others' ideas, and lose it by succumbing to the will of others and not being true to yourself. Forge your own path, and you may be given powerful magic, tools, and wealth. Serve yourself poorly, and you will be forever controlled by the Void God.
The Path of Power, led by the mad god Drath, is based on the use of brawn over brains. This is a chaotic good/neutral/evil path. You gain piety by not using magic, being stupid, and unleashing your berserker rage, and lose it by being a fucking NERD. Destroy your opponents, and you will be blessed with great power. Be a weakling nerd like those fucking goblins, and you'll get your ass beat. Suited best for the Skulking Races.
The Path of Pestilence, led by the emaciated god Visil, is based on being parasitic. This is a lawful/neutral/chaotic evil path. You gain piety by stealing, manipulating, and getting your way through the exploitation of others, and lose it by being charitable and nice. Use others to your own advantage, and you will be rewarded with charm and the ignorance of others. Stray from the path and you will be exploited and killed by those better than you. Suited best for the lurch.
The Path of Knowledge, led by the rhythmic god Yete, is based on the storage and use of knowledge. This is a Neutral/Lawful Good/Neutral/Evil path. You gain piety by saving information, being knowledgeable and wise, and using magic, and lose it by being ignorant and brutish. Preserve and serve knowledge and you will be blessed with clarity and powerful spells. Be stupid and you will be sapped of your willpower and intelligence. Suited best for aquarians.
The Path of Protection, led by the orderly god Trusav, is based on the defense of the innocent. This is a Lawful/Neutral Good path. You gain piety by protecting the weak and innocent, and lose it by being cruel and unfair. Live your life in service of the innocent and you will be blessed with wisdom, knowledge, power, and MOTHERFUCKING BEARS. Injure the innocent and you will be destroyed by MOTHERFUCKING BEARS. Suited best for Ursines.
The Path of War, led by the tactician god Rahid, is based on the destruction of your enemies. This is a Lawful/Neutral/Chaotic Evil path. You gain piety by showing no mercy to your enemies and destroying those who you dislike, and lose it by having mercy and honor. Show no quarter to your foes and you will be granted powerful weapons and divine strength. Be a merciful warrior and become smited by Rahid himself. Suited best for Drak races.
The Path of Death, led by the immortal god Trignold, is based on the killing of those who are too strong. This is a True Neutral path. You gain piety by destroying the ones who have too much power, and lose it by being arrogant and full of hubris. Destroy the heathens and you will be rewarded with subtle power and grace. Become vain and be killed by the endless hordes of Hallowed Reavers.
The Path of Chaos, led by the winding god Fray, is based on being unpredictable and capricious. This is a Chaotic Good/Neutral/Evil path. You gain piety by doing the unexpected and being TOTALLY RANDOM XXXDDDDDD, and lose it by being dull and normal. Change the rules up and you will be blessed with powerful spells and weapons. Be a FUCKING NORMIE and you will be locked into normality for the rest of your existence. Suited best for viniads.
The Path of Love, led by the medic god Remus, is based on the healing of others. This is a dead religion.
The Path of Pain, led by the cruel god Tiak, is based on inflicting suffering upon others. This is a Chaotic/Neutral/Lawful Evil path. You gain piety by inflicting pain and suffering, and lose it for relieving others of discomfort. Torture the weak and strong alike and you will be blessed with weapons and spells of unspeakable brutality. Be a nice guy and you will be cursed with unimaginable pain. Suited best for flesh angels.
The Path of Blood, led by the viscera god Cruor, is based on the destruction of all life. This is a dead religion.
CHARACTER SHEET:
Name:
Gender:
Race:
Path:
Class:
Starting Gear:
Trait:
Magic Archetype:
Magic Subtype:
Starting Spell(s):
Race Base Stats:
STR:
DEX:
VIS:
INT:
Height:
Appearance:
Backstory:
Motivation:
Alignment:
Catchphrase:
Colors:
Misc. Comments:
And with that.... CREATE YOUR CHARACTER SHEETS AND LET'S GET CRAWLING