Tuesday, March 30, 2010

Litorians

Litorians for Pathfinder
Medium Humanoid 
+2 Dex, +2 Wis, -2 Int 
Base Speed: 30 feet 
Low light vision 
Wild: +2 to Intimidate,and Survival checks 
Keen Senses: Litorians enjoy a +2 bonus to all Perception checks. 
Weapon Familiarity: Litorians treat all weapons with the word "litorian" in the name as martial weapons (see me).
Racial Levels: Unlike some races, Litorians may take racial levels to improve their physical prowess and instincts for the hunt. 
Languages: Common, Litorian Bonus Languages: Sylvan, Gnoll
Litorian Racial Class
Hit Dice d8
Class Skills Balance, Climb, Craft, Jump, Search, Sneak, Survival
Skill Points: 2 + int mod
Weapons:
All simple and light armors and shields
Level attack fort reflex will special
1 +1 +2 +2 +0 +1 Strength +1 Dexterity
2 +2 +3 +3 +0 Scent, +10 feet ground speed
3 +3 +3 +3 +1 +1 Constitution, +1 Dexterity, Bite Feat

Friday, March 26, 2010

The Death of The Boy

High Priest Gortog sat cross legged in his nightly meditation to the boy god, Erias, lord of dreams and magic. As his mind settled, Gortog recalled with satisfaction how earlier in the evening his ghustil priests blocked the ruling council from making an unthinkable alliance. The Old Ones may kill or enslave the entire city, but the fate of their souls were at stake with the unholy alliance proposed by the trade lords.

As his thoughts settled, Gortog focused on the lotus flower before him and slipped into meditation, his mind racing across the stars to the boy god of dreams. He communed with his god, the raw power of magic flowing over him, his dreams unraveling from the night before to show their true meanings. How anyone could turn their back on such liberation to embrace a diabolical witch goddess was beyond him.

Suddenly the connection snapped, Gortog's consciousness reeled back to his body with enough force to throw him backwards, his head cracking on the marble floor of the Grand Temple. He was unable to move, the last words of the boy god echoing through his head, a plea for help followed by screams of pain. How could one so grand, so powerful, call out to someone as lowly as him for help? Yet, it was the screams of a child that would stay with Gortog for the rest of his short life. The connection was lost, the dream was gone, the child was dead.

Gortog pushed himself up and began his meditation again, but there was no one out there. The communion with his deity he experienced just moments before was replaced with an all consuming numbness. Erias was dead, his faith betrayed. It would be nearly a week before the rest of the city puzzled out the death of their patron deity. It would take over a year before it was understood that Vlaakith herself slew the boy god. By then, Gortog had already thrown himself to his death off the roof of the Grand Temple, unable to go on with his life with such profound emptiness, but really it was that final child's scream that pushed him over the edge.

Some priests followed Gortog in his suicide, while others were more pragmatic. Perhaps they had always been pragmatic in their faith, but they found alternatives. None were to be so disloyal and vile as to worship Vlaaktih, a goddess of diametrically opposite beliefs from Erias, but they found other patrons. Those in the faith for the power used their knowledge of magic to find positions in arcane organizations. Those who needed to re-direct their faiths sometimes turned to Zheenkeef, worshiping his/her aspect of the mind, while most turned to Tinel and his domains of magic and knowledge. None of these priests ever achieved significant positions of power in their new organizations. There was always a stigma about them, an heir of opportunism and a belief that they were someone irresponsible or neglectful in their gods demise.

With the ghustils neutralized, the council made their pact with Vlaakith. The Ghustil ward was taken over by the priesthood of Vlaakith, the new patron of the city. They were quiet and respectful about it, not wanting to upset the populace. The people were slowly won over by a new focus on law and order and an influx of new spending by their diabolical masters. At first, there was a quiet, systematic purging of groups that were believed to be subversive. Those who behaved and assisted their new masters were rewarded well. For the most part, existing power structures were maintained, with just a slight twist to ensure their obedience. Religion, beyond worship of Vlaakith, was discouraged and many of the hundreds of gods of Iron Crown slipped into obscurity.

Over the next several decades, carrots were replaced almost entirely with sticks, once it was assumed that the population had been pacified. Under the iron fist of the diabolical powers, the streets became unsafe, trade was stifled by restrictions, and authority was abused. Iron Crown was used for its production of goods and only compensated enough to keep the factory town going. There were no more dreams with their patron god dead. Their spirits were broken. An entire generation lost all hope. Would their children be able to restore it?

Iron Crown Recent History

Iron Crown is in decline. Several decades ago, the Yan Ki nobles were beset by their ancient nemesis, The Old Ones. The Old Ones were ancient beings that not only threatened Iron Crown, but existence itself. The Yan Ki were already on a strange trajectory, having compromised their principles and their bodies while living eons on the Astral Plane. They developed psychic powers, their skin grew yellow and pale, and their bodies became gradually twisted. These were the positive changes. 

Their morality suffered as well, and rather than fight a glorious, but hopeless battle against The Old Ones, as their ancient Celtic culture would have demanded, they instead did the unthinkable. The Yan Ki allied with a powerful devil, an ally that could stop The Old Ones. The devil queen Vlaakith became the patron of the Yan Ki and they vowed to follow her, even as far as to refer to themselves as “one of kith,” or simply,  Kith-yan-ki (githyanki).

Vlaakith, of course, wanted something in return – access to the vaults. The ancient vaults of Iron Crown possess all the most wretched, evil and powerful artifacts in the multiverse. They’ve been exiled here for safe keeping and protection from the likes of Vlaakith and her armies of fiends. At first, Vlaakith demanded the liberation of many of the artifacts, but after a series of terrible calamities, she instead keeps it as her private treasure vault, occasionally even sending adventurers into the vault to retrieve an item on her behalf. It seems it is easy to intern an item into the vault, but getting it back out was never intended.

The nobility have found servitude not exactly to their liking. They have sulked away to their estates, like the rest of the subjugated city state under its new, diabolical rule. Iron Crown remains but a specter of its former glory, its ancient and eclectic architecture crumbling while unseen menaces haunt its shadows.



Tuesday, March 23, 2010

View from the Upper Craftsman's Ward

Overview


Founder's Square (statue of Lord Tehvin)


Investigating a suspicious fire.


Defender's Square. To the left, The Blueflame Inn.

Monday, March 22, 2010

Optional Rules

Critical Hit Deck. I'm inclined to use this to add some fun. In the past, we've only used them for critical hits against monsters as opposed to hits against the party. On average, I think the deck is balanced, but unpredictably high results might kill a low level party member.  There's now a Critical Fumble deck, but I'm thinking it's too much trouble.

Traits. Two traits is supposed to equal a bonus feat. I have one trait tied to the campaign and one general trait from a list of urban options.


Massive Damage. Don't like; won't use.

Experience Advancement. Medium progression.

Ability Score Generation. Standard.

Sunday, March 21, 2010

Character Creation

We're playing Pathfinder RPG.

CHARACTER CREATION:
  1.  Character Sheet. Here's a Pathfinder sheet or you can use a program like Hero Lab.
  2. Attributes: Use the 4d6 drop the lowest attribute method and send them to me using the Dice Server.
  3. Classes. Besides Pathfinder classes, you may be able to use a Variant from the 3.5 SRD.
  4. Races. Besides the Pathfinder races, there are additional races in the Iron Crown Player's Guide. These are not updated to Pathfinder, so if you wish to use them, talk to me.
  5. Wealth. You can send me a roll using the dice server or take the average on Page 140.
  6. Gods. The Iron Crown gods document lists available deities, not including the diabolic god, Vlaakith.
  7. Alignment. There are no alignment restrictions. You could be evil, as long as you're aligned against the government in some way.
  8. Traits. You get two traits, one from the Iron Crown Traits Document and the other from my More Traits Document.
  9. Background. After reading the recent history from the Iron Crown Traits Document, write a brief background; around a paragraph. It must include why you're unhappy with the current Iron Crown government (a campaign requirement). You've voiced it in some way. How? It may include other characters in the party. 
  10. Post. Post your character concept to the Iron Crown Facebook Group.