Baron_Samedi
05-26-2009, 03:23 PM
It is the beginning of the Winter of the 38th year in the reign of the Black Rose, Lord Soth of Sithicus. Long has his form rested upon the Throne of Nedragaard, leaving the realm to its own devices; rarely does he intercede on anyone's behalf, seemingly turning a blind eye, even to those who break his laws.
The elves of Sithicus, deep into their sorrows are slowly descending into a quiet madness, with the Sorrow of Sithicus gradually bringing them to apathy, even their most basic needs falling by the wayside. Their attitudes toward outsiders, even other non-humans has degenerated from passive agression, to outright violence.
Trade with the bordering realms has diminished, even with the most friendly of commercial partners of Kartakass and Invidia...it is here amongst these trials that out attention turns to the small settlement upon the Little Musarde River to the far west...Mal-Erek.
The town of less than 800 inhabitants has seen better days. The stone of its structures lay foundered with the the rains that continue almost non-stop. The dock that lay built into the river for commercial use is rotten and on the verge of collapse. But hope remains with the deeds of the ruling House of Veier.
Lord Veier, a half-elf noble has come into prominence during the reign of the Black Rose...originally hailing from Kartakass as a travelling bard and vagabond, he rose up from a storyteller to a low-ranking officer, serving abroad with the mecenaries of Falkovnia under the banner of Vlad Drakov. Taking command of a non-human legion, who were abused and ill-paid, he sought refuge in a new home...Sithicus.
After being granted audience with Lord Soth, he was granted lands to the west, upon the border with Verbrek. After a generation, he still continues to improve upon the condition of his people and the lands under his stewardship.
But with all things, Winter conquers all...Veier is quickly succumbing to age...his lay conflicted with no clear heir...and mysterious markings of bloodied hands lay on the trees to the north and west of Mal-Erek...
This thread will be a ongoing log of our campaign that will start early in june...
Character creation:
All characters will begin at level 1, and ability scores will originate with the following array...16 14 13 12 11 10, then add the appropriate racial modifiers.
Playable classes:
Druids, Fighters, Paladins, Rangers, and Wizards.
Additional Rules:
Trekking through Sithicus: Due to the influence of the Black Rose over the land, and the whole of the Realm seemingly strange and unfamiliar, almost shifting at all times...all survival checks made to get bearings in regards to direction or orientation are at -2.
The Sorrow of Sithicus: 1d3 hours after entering the realm of Sithicus, adventurers suffer a -1 morale penalty to Initiative, Search, Listen and Spot checks during the duration of their stay. Outsiders find themselves reliving the most painful, and guilt riden incidents of their lives over and over in their mind until apathy takes hold.
Nuitari: The Unseen Moon effects spellcasting in the realm of Sithicus. The DM rolls a d4 to determine the phase of the moon, which lasts two days and two nights exactly. The phases have the following effects.
New Moon:Evil arcane spellcasters gain a +1 profane bonus to all spellcasting checks and to saving throws vs. all spells and spell like abilities. Those of Good or Neutral alignment suffer a -1 penalty to these saving throws and spellcasting checks.
Crescent Moon: No effect.
Half Moon:Evil arcane spellcasters suffer a -2 penalty to all spellcasting checks and to their saving throws vs. all spell and spell like abilities. Those of Good or Neutral alignment get a +2 bonus to these saving throws.
Full Moon:Evil arcane spellcasters gain a +3 bonus to all spellcasting checks and to saving throws and checks against all spells and spell like abilities and effectively cast spells at one level higher than normal. Characters of Good or Neutral alignment suffer a -3 penalty against all spellcasting checks and saving throws against spells and spell like abilities and cast spells at one level less than normal.
E'naess loth...
The elves of Sithicus, deep into their sorrows are slowly descending into a quiet madness, with the Sorrow of Sithicus gradually bringing them to apathy, even their most basic needs falling by the wayside. Their attitudes toward outsiders, even other non-humans has degenerated from passive agression, to outright violence.
Trade with the bordering realms has diminished, even with the most friendly of commercial partners of Kartakass and Invidia...it is here amongst these trials that out attention turns to the small settlement upon the Little Musarde River to the far west...Mal-Erek.
The town of less than 800 inhabitants has seen better days. The stone of its structures lay foundered with the the rains that continue almost non-stop. The dock that lay built into the river for commercial use is rotten and on the verge of collapse. But hope remains with the deeds of the ruling House of Veier.
Lord Veier, a half-elf noble has come into prominence during the reign of the Black Rose...originally hailing from Kartakass as a travelling bard and vagabond, he rose up from a storyteller to a low-ranking officer, serving abroad with the mecenaries of Falkovnia under the banner of Vlad Drakov. Taking command of a non-human legion, who were abused and ill-paid, he sought refuge in a new home...Sithicus.
After being granted audience with Lord Soth, he was granted lands to the west, upon the border with Verbrek. After a generation, he still continues to improve upon the condition of his people and the lands under his stewardship.
But with all things, Winter conquers all...Veier is quickly succumbing to age...his lay conflicted with no clear heir...and mysterious markings of bloodied hands lay on the trees to the north and west of Mal-Erek...
This thread will be a ongoing log of our campaign that will start early in june...
Character creation:
All characters will begin at level 1, and ability scores will originate with the following array...16 14 13 12 11 10, then add the appropriate racial modifiers.
Playable classes:
Druids, Fighters, Paladins, Rangers, and Wizards.
Additional Rules:
Trekking through Sithicus: Due to the influence of the Black Rose over the land, and the whole of the Realm seemingly strange and unfamiliar, almost shifting at all times...all survival checks made to get bearings in regards to direction or orientation are at -2.
The Sorrow of Sithicus: 1d3 hours after entering the realm of Sithicus, adventurers suffer a -1 morale penalty to Initiative, Search, Listen and Spot checks during the duration of their stay. Outsiders find themselves reliving the most painful, and guilt riden incidents of their lives over and over in their mind until apathy takes hold.
Nuitari: The Unseen Moon effects spellcasting in the realm of Sithicus. The DM rolls a d4 to determine the phase of the moon, which lasts two days and two nights exactly. The phases have the following effects.
New Moon:Evil arcane spellcasters gain a +1 profane bonus to all spellcasting checks and to saving throws vs. all spells and spell like abilities. Those of Good or Neutral alignment suffer a -1 penalty to these saving throws and spellcasting checks.
Crescent Moon: No effect.
Half Moon:Evil arcane spellcasters suffer a -2 penalty to all spellcasting checks and to their saving throws vs. all spell and spell like abilities. Those of Good or Neutral alignment get a +2 bonus to these saving throws.
Full Moon:Evil arcane spellcasters gain a +3 bonus to all spellcasting checks and to saving throws and checks against all spells and spell like abilities and effectively cast spells at one level higher than normal. Characters of Good or Neutral alignment suffer a -3 penalty against all spellcasting checks and saving throws against spells and spell like abilities and cast spells at one level less than normal.
E'naess loth...