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outrider
09-07-2009, 06:36 PM
This is to be a monday night chat game. It will run from 7pm to 10 pm. Pacific coast time. If after reading the information, you might be interested, I would recommend that you go to the following site for more information. http://obsidianportal.com/campaign/16


WELCOME TO THE FIFTH AGE OF BELDORN
The 5th age began on Tyche 25, 2234 with the impact of a large meteor on the surface of the Northern Continent. The ground for twenty miles was vaporized with an additional radius of nearly 100 miles with trees flattened and rock formations tumbled. Gases were released into the atmosphere as well as smoke and fire. The impact ignited volcanoes on the western coast; burying the Northern Sea Kingdoms and other areas the impact also shook the Underearth. The cloud cover from the impact circled Beldorn and lasted nearly a year. It was known as the year without summer. Acid rain fell, intense thunderstorms occurred all over the planet. Crops failed and about one third of the population of Beldorn died that year.
Magic of all kinds failed for the meteor upon its destruction released several unknown gases. One of the gases within the meteor changed the Arcanosphere, the medium through which all magic is cast. Spellcasters of all kinds could not get their spells for a period of nearly a year. They could memorize but the trigger within them to cast the spell wasn’t there.
Another of the gases named Nicotinic by the Alchemists who discovered it, from the meteor also woke the dead and gave them a higher vitalility. Divine casters found that they were a primary target of the undead and with no communication with their deities and no ability to turn or rebuke the undead died in droves. Those who survived made pacts with the undead, in particular the evil priests, or fled into hiding or made pacts with others to protect them. The more intelligent of the undead took the areas that had been denuded of life and made Kingdoms of their own and continued to hunt down divine casters.
The ability to cast magic eventually came back but it wasn’t as it was before. Spell casting by the Arcane and Benders was more difficult. This also applies to the bards and others that used arcane spells. The Divine casters also found changes within how they cast spells even after regaining communication with their Deities.
Once Priests found that they could again commune with their deities, they searched out the source of the meteor. They and the Sages who had also studied the situation found it was Tempus, the leader of the pantheon, had succumbed to a madness and sent the meteor to the surface to effect changes in order to maintain strife on Beldorn. Mystra, Helm, Torm and Tyr imprisoned Tempus to prevent him from causing any additional destruction. The religion of Tempus fell into disfavor with the general population.
Within the Pantheon itself there is major disagreement as to who the lead the pantheon. Many of the deities who had found their way back to Beldorn after the assassination and rebirth of Tempus, including Loviatar, Besheba, Shar, for the evil deities and Sune, and Deneir for are not allowed to include their voices by the superiors. In the end it is decided that Torm be the head for he was the least objectionable deity in the group, but his hold on the leadership is tenuous at best. The nonhuman pantheons disavow themselves of the insane human gods and back within themselves, with the exceptions of the Halflings who continue to cooperate with the human pantheon
With the misery caused by Tempus, Cyric, Loviatar, Besheba, and the other evil deities spread their word to all that would hear them and many convert to their beliefs. Helm, with his secrets is looked at with suspicion; Tyr is found to be too uptight for many. Latlander however becomes the voice of resistance to the evil deities and becomes the primary target for the evil deities and the undead who hate him and his followers with a cold fury
The campaign begins some 500 years after the impact. There are new empires and old lands that have changed


I have restrictions on character races and classes. I freely admit to bias to certain combinations of race and class. For example there will never be a dwarvish wizard or sorcerer in my campaign. I have also compiled the list of allowable classes for the main part of my campaign from the core and other books and the races allowed for them.
CLASSES ALLOWED: Core book all, Swashbuckler, scout, spellthief, psion, pyschic warrior, soulknife, spirit shaman, , Duskblade,knight guttermage (book of Roguish luck-Malhavoc press)
shugena, wu jen, ninja, samurai generally in a far eastern style campaign but allowable on the west coast campaign.
PRESTIGE CLASSES ALLOWED; Fist and Sword-devoted defender, warmaster, tribal protector. Complete Warrior-cavilier, drunken master, halfling outrider, tattooed monk, hunter of the dead, order of the bow, spellsword. Defenders of the faith-Templar, Complete divine-church inquisitor(not all faiths, hospitaler, sacred exorcist, warpriest(Helm and Tempus), sacred fist, Tome and Blood-the wayfarer guide, Races of Stone-battlesmith, deep warden, Song and Silence-spymaster, complete Adventurer-dread pirate, ollam(dwarf only), thief-acrobat, wild plains rider, Races of the Wild champion of Corellon, luckstealer(human instead of halfling tyche follower), dallah thauns luck feat taken by human, rauther, DMG dwarvish defender, arcane trickster, duelist, loremaster, hierophant.
paladins are followers of Tyr, Torm and Helm only.
I may allow a new PRC with discussion with the player but the above is allowed without the need for discussion
RACE ELIBIBILITY FOR RACES
HUMANS ALL
ELVES AND 1/2 ELVES ALL BUT BARBARIAN, PALADIN, MONK, AND FAR EAST CLASSES.
DWARVES- ONLY FOLLOWING CLASSES FIGHTER, CLERIC, ROGUE, SWASHBUCKLER, SCOUT
GNOMES- ONLY FOLLOWING CLASSES FIGHTER, RANGER, CLERIC, WIZARD, BARD, ROGUE, SPELLTHIEF, GUTTERMAGE
HALFLINGS- ONLY FOLLOWING CLASSES FIGHTER, RANGER, CLERIC, ROGUE, SWASHBUCKLER, SPELLTHIEF, WIZARD, GUTTERMAGE
1/2 ORCS- ONLY FOLLOWING CLASSES BARBARIAN,FIGHTER, CLERIC, SORCERER, ROGUE, WIZARD
CENTAUR- ONLY FOLLOWING CLASSES FIGHTER, RANGER, CLERIC, BARD, DRUID, SPIRIT SHAMAN, KNIGHT
LIZARDMAN ONLY FOLLOWING CLASSES-FIGHTER, BARBARIAN, CLERIC, SORCERER
EAST COAST GAMES ONLY
I ALSO WILL GIVE AN EXTRA FEAT FOR THE CHARACTER DEPENDING ON THE BACKGROUND OF THE CHARACTER. FOR EXAMPLE A CHARACTER THAT COMES FROM THE HORSE KINGDOMS MAY GET A RIDING FEAT IN ADDITION TO THE OTHER FEATS THAT THEY ARE ENTITLED TO.


The campaign is D&D 3.5 with the following changes.
All Arcane, psionics spells are cast as if the caster were one level lower than normal. If this lowers the caster level so much the characters can no longer acess the spell, then he cannot cast it.
Change May 27 Undead will make a will save vs DC of cleric dc=10+wisdom bonus+1/2 character level for purposes of turning.
New feats from libris mortis. Because of the increased incidence of undead the following feats from the book will be allowed
Daunting presence-overawe enemy to make it shaken Divine accuracy-ignore miss chance of incorporealness Empower turning- turn more undead Enduring life-ignore penalties from level drain Energize spell-deal 50% more damage to undead Ghost scarred-+2 vs undead Heighten Turning-turn more powerful undead Improved toughness-gain hp equal to current HD Lasting life-purge negative levels with will save-requires enduring life Quicken Turning-turn undead as a free action Requeim-Bardic music affects undead Sacred Vengance-+2d6 damage vs undead Sacred Vitality-immunity to energy drain, ability damage and drain Vampire Hunter-detect Vampires, immune to dominating gaze
Divine feats Metamagic feat
Clerical- All cures cause 2 point per level to the caster invoking the spell. Example cure light 2 hp damage, cure moderate 4 points. Heal-12 points
Raise dead, resurrection, greater resurrection , reincarnation will cause an experience point loss. Raise dead and Reincarnate-500ep, resurrection 1,000 ep and greater resurrection 3,000ep
From Unearthed Arcana-paying more for spells to get metamagic without buying the feat.
May 31 change hps to start- all will gain the following:Instead of hit dice at first level, you will start with your con plus your con modifier in hp . If you have a con of 15 (+2) you have 17 hp
For Cures spells if you are not a follower of the religion you will healed normally. If you are a follower of the religion curing becomes a d6+2 per die.
From 4th edition at levels 4,8,12,16,20 you gain 1 point in two different stats.
NEW MARCH 27
Gain a new feat every two levels instead of three. If you are eligible for a bonus you also will get that feat.