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The World of Aeryis: Setting Info & Character Generation.

Posted by DMFor group 0
DM
GM, 1 post
Narrator
Destroyer of Worlds
Thu 29 Aug 2013
at 14:05
  • msg #1

The World of Aeryis: Setting Information

This is a reader's digest version. The full version can be found here: https://docs.google.com/docume...uglNt02NTiyA82YQXlyY

Races
All standard races exist, with the following exceptions:

Humans are rare.  At least, pure-blooded humans.  Almost all "humans" are actually half elves by blood, due to centuries of interbreeding and mingling with a race that lives much longer than they do.  Pure-blooded humans are treated as "humans" for stats, but cannot cast innately.  This means Sorcerers, Bards, and other classes that do not need to prepare their spells ahead of time are not available to pure-blooded humans.

Half-elves are not outcasts here.  They are the norm.

Elves do not live in the woods and pick berries and befriend animals.  Well, not proper elves.  There are three sects: high elves, wood elves, and dark elves.  High elves are aristocratic snobs and paladins, and are the most common.  Wood elves are what's left of the original elven people before they became "corrupted by humans" or "civilized", depending on who you ask.  Dark elves were actually corrupted by humans or "were awakened to their true calling".  Again, depends who you ask.

Minotaur are medium creatures, not large, and have a natural Gore attack.  If you want to play one, let me know - they have special stats.

There are no halflings in Aeryis.  There are gnomes, however, so that's pretty close.

All other races (dwarves, orcs, gnomes, etc.) are as normal.

Traditional Geography
There are four main continents in Aeryis, each nominally ruled by a major power.

The western continent is a temperate paradise filled with forests, mountains, and valleys.  Mainly inhabited by humans, dwarves, and high elves, this is the continent least likely to erupt into absolute chaos.

Part of this stability is the lack of a central government.  Instead, a federation exists that governs the various people at a more localized level than is found elsewhere in Aeyris.  This federation is known as The Shining Empire, and is made up of three major powers: Tris, Haedriel, and Telsid Fas.

Tris is the capital of the federation, and - if you ask its residents - the capital of the world itself.  It is populated by every race except minotaur, who are summarily banned from Imperial territory.

Haedriel is the seat of power for the high elves, a pretentious order of artisans and paladins that value the laws of their god above the laws of man.  It is not coincidental that most of the Empire's laws mirror those of the order.

Telsid Fas is the mountain fortress of the dwarven kingdoms.  Set in the northernmost section of the continent, it has borne the brunt of the tide of gnomish refugees from the north. These mountains are almost set on an island, which is connected to the mainland of the continent by only a narrow bridge of stone; it is said that the land was once fully connected, but ancient dwarves dug a trench into the sea itself in order to isolate themselves from their louder, occasionally obnoxious neighbors.

Notably, the southernmost city of the Empire was recently captured by the Drynnian Dominion, then razed to the ground during the battle to reclaim it.  The site remains abandoned, tainted by the dark energies involved in the struggle.  The Haedriel Order has been frustrated in their attempts to purify the land time and time again, but vows to keep trying.  The city is currently occupied by the exiled Drynnian government.

The Shining Empire is currently allied with Lodestone, has signed a cease-fire with Drynn, and is in a state of de-facto war with Grelkic - a "nation" whose authority they do not recognize as a political entity.  You'll read more about all nations below.

The southern continent is a humid land filled with jungles, marshes, and swamps.  Called Drynn, it is ruled by an organization known as the Dominion.  It is an odd government, in that the ruling Tyrant (yes, that is the title they use) commands side-by-side with the High Priest of Kazul.  Generally, the Tyrant handles military and diplomatic affairs while the High Priest handles economic affairs.

Drynn is a nasty land filled with nasty people.  Drow, druegar, orcs, and humans make up the bulk of the population.  The laws are as horribly unfair as they are strictly enforced, and non-citizens are typically treated little better than slaves.

The situation in recent history, however, is different.  The current Tyrant is a reform-minded individual who has issued sweeping changes that have improved the lives of most citizens in dramatic ways.  The current High Priest, appalled, openly resisted these changes, and was relieved of his duties as a result.  The High Priest fled to the Temple of Kazul, which is located in Drynn's capital (imaginatively named Drynn) and is considered nigh-impenetrable -- both due to its zealous defenders and due to the fact that the Tyrant's troops are loathe to piss off their patron deity by assaulting his priest and defiling his cathedral.

As you might imagine, this has caused so much stress that a stiff sneeze could topple the entire continent into civil war.  And it did.

The specifics are unclear, but somehow the Tyrant and his armies arrived on the southern shores of the Western Continent not 50 years ago, founding a new capital-in-exile in the ruins of Loe'driel.  The Highborn attempted to purge them from their fallen city, but the rest of the Empire did not join them for fear of unifying the warring splinters of Drynn under a fresh enemy.

The Emerald Flame was ultimately repelled, leaving Loe'driel in Dominion hands.  For now.

Drynn (both the Tyrant's government and the one run by the church of Kazul) is allied with Grelklic and maintains an uneasy ceasefire with the Shining Empire.

The northern continent is a frozen tundra that was once ruled by the eccentric gnomish civilization with an even (if unpredictable) hand. Their three massive cities spanned above and below the ground, and were interconnected beneath the surface using an ingenious series of transportation tubes.

The gnomes control over the territory was not absolute; they were constantly fending off the advances of a rapidly growing, increasingly more sophisticated threat: roaming tribes of minotaur.  These creatures eventually banded together under a great warlord, who united the tribes and laid siege to the gnomish cities.  Minotaur in Aeryis are a naval power, and successfully blockaded Gnomish efforts to request aid from their allies across the sea.

By the time support finally arrived, the Shining Empire's armies of humans, dwarves, and high elves found all three cities razed to rubble, occupied by the minotaur.  The gnomish people are still alive, however, sealed in the subterranean portion of their cities even as the minotaur tribes have constructed cities of their on the ground above them.

The northern continent is current considered contested territory, ruled by the minotaur from their capital of Grelklic and by the gnomes from their sunken capital of Lodestone.  Grelklic is allied with the Drynnian Dominion.  Lodestone is allied with the Shining Empire.

The eastern continent is an arid land dotted with oasises and sand dunes.  It's a merchantile power, where commerce is king.  Ruled by the Sultan and his Janissaries, all are welcome in its cities.  Decorum is generally kept, as there are swift and savage penalties for an activities (tavern brawls, etc.) that could disrupt the flow of business.  Minotaurs and gnomes, drow and high elves, humans and orcs -- you can find all races shopping, drinking, and bantering (if uneasily) side-by-side in the East.

The Sultanate is the only organization with political ties to every other political entity in Aeryis, and maintains a vastly powerful navy to escort its merchant fleets around the world.  It has never declared war on another nation, though it has attempted to end them through tariffs.  It does, however, maintain an aggressive campaign against pirates.
This message was last edited by the GM at 15:34, Wed 18 Sept 2013.
DM
GM, 9 posts
Narrator
Destroyer of Worlds
Tue 10 Sep 2013
at 14:36
  • msg #2

Re: The World of Aeryis: Setting Information

In reply to DM (msg # 1):

This is a basic of house rules. I'll add more as needed.

* Missing an attack against someone with Cover has a chance to strike the
Cover instead.

* Critical Miss (natural 1) on attack rolls requires a DC 10 Reflex
save or you will fumble in some embarrassing way, costing you a Move
action.  Save negates this penalty.

* Surprise Rounds are Standard Actions only.  No movement action can be
taken prior to normal Initiative rolls.

* Skill checks cannot Crit or Fumble.

* Spell components are not needed except in very rare cases.

* Spot, Search, and Listen do not exist in Aeryis.  Replace these with "Perception (Wis)".  Any feats, spells, items, etc. that would have affected Spot, Search, or Listen now affect Perception in the same way.

* House Rule concerning Dodge, just assume you're always dodging whoever is attacking you unless you've lost your dex bonus due to being flatfooted or ensnared.  It's much easier.  The Feat Dodge essentially grants +1AC unless disabled.
This message was last edited by the GM at 18:19, Tue 01 Oct 2013.
DM
GM, 14 posts
Narrator
Destroyer of Worlds
Wed 11 Sep 2013
at 16:27
  • msg #3

Re: The World of Aeryis: Setting Information

In reply to DM (msg # 2):

As a general rule, use this site as your guide to playing this game: http://www.d20srd.org/.

Specific information on races and background elements is available here: https://docs.google.com/docume...02NTiyA82YQXlyY/edit

Generating Your Character

Races: As listed online, except nearly all "humans" also gain the stats listed for "half-elves."  There are no "half-elves" in this world; nearly all humans have diluted blood.  If you'd like to play a pureblooded human, there are special rules -- PM me for details.  You may also choose to play as a minotaur; send me a PM before doing so to go over the stats and limitations.  See the Setting post for more details.

Classes: As listed online, with the limitation that pure-blooded humans cannot spontaneously cast spells.  This makes them pretty bad at being a Sorcerer, Bard, Ranger, Paladin, or the like.  The trade-off is an incredibly wealthy family, an impressive lineage, and generations of simmering hatred built into your upbringing.  Just a friendly tip.

Attributes: Use a 32-point build.  You may also roll 4d6 (keep the best 3d6) and assign those values out non-randomly, if you prefer.

Health: Start with (maximum hitdie + CON modifier).  Each time you level up, you can gain either (1/2 hitdie + CON modifier) OR (random hitdie roll + CON modifier), your choice.

Skills: Spot, Search, and Listen do not exist in Aeryis.  Replace these with "Perception (Wis)".  Any feats, spells, items, etc. that would have affected Spot, Search, or Listen now affect Perception in the same way.  This should give you more interesting things to spend your skill points on.  In addition, each player may take one rank in any Knowledge (Subject) skill that fits their back story free of cost.

Spells: School specialization is not optional for Wizards.  Also, the knowledge of how to cast Wish, Limited Wish, Miracle, and True Resurrection has been lost to time.  These spells cannot be cast.

Equipment: Any basic layout that fits your back story is likely to be approved.  If you want something specific, let me know and we'll try to work something out.
DM
GM, 15 posts
Narrator
Destroyer of Worlds
Wed 11 Sep 2013
at 16:28
  • msg #4

Re: The World of Aeryis: Setting Information

In reply to DM (msg # 3):

In reply to DM (msg # 1):

Sample Character Sheet
(Numeric values are arbitrary; this is a sample for format)

Name: Kyria
Race: Human (Pure)
Class: Fighter (1)

STR: 18 (+4)            HP: 10
DEX: 14 (+2)             AC (Flat): 18 (16)
CON: 12 (+1)           Save (F/R/W): +1/+3/-2
INT: 10                    Initiative: -2
WIS: 9 (-1)
CHR: 18 (+4)

Armament
Base Attack Bonus: -1

Scythe of Elven Demolition
Hit (Crit Target): -1 (20)
Damage (Crit Multiplier): 1d4 (x4)

Skills (omit unranked)
+8Climb (4)
+1Perception (1)
+1Knowledge: Rats (1)

Feats
Persuasive (http://www.d20srd.org/srd/feats.htm#persuasive)
Nimble Fingers (http://www.d20srd.org/srd/feats.htm#nimbleFingers)

Abilities & Class Features
Proficiency: Simple Weapons, Martial Weapons, All Armor, and All Shields

Spells/Day (prepared caster): 4,2,-,-,-,-,-,-,-
Spell LevelSpell Name (# memorized)
Spell LevelSpell Name (# memorized)

Spells/Day (spontaneous caster): 5,3,-,-,-,-,-,-,-
Spell LevelSpell Name
Spell LevelSpell Name

Misc Equipment
Backpack of crap
Potion of Inebriation x3
5,000 in promissory notes
This message was last edited by the GM at 16:33, Thu 12 Sept 2013.
DM
GM, 822 posts
Narrator
Destroyer of Worlds
Wed 22 Jan 2014
at 17:29
  • msg #5

Re: The World of Aeryis: Setting Information

In reply to DM (msg # 4):

Effective Immediately:

Climb, Jump, and Swim are all combined into Athletics
Hide and Move Silently are both combined into Stealth

Reallocate any affected points accordingly.
DM
GM, 856 posts
Narrator
Destroyer of Worlds
Sat 25 Jan 2014
at 23:21
  • msg #6

Re: The World of Aeryis: Setting Information

In reply to DM (msg # 5):

Effective immediately, the following house rules are to be observed:

1) Critical hits only multiply the weapon's base damage, not the modifiers attached to it.

2) Massive Damage Insta-Death Rule is ignored.
DM
GM, 992 posts
Narrator
Destroyer of Worlds
Wed 5 Feb 2014
at 19:41
  • msg #7

Re: The World of Aeryis: Setting Information

In reply to DM (msg # 6):

New House Rule

1) Magic items now function even while unidentified.  This allows for some trial-and-error when ID spells/money is tight, but you're not guaranteed positive (or even noticeable) effects.
Keef
player, 501 posts
Hero in training
Wed 5 Feb 2014
at 19:42
  • msg #8

Re: The World of Aeryis: Setting Information

In reply to DM (msg # 7):

NOW we're talking!
DM
GM, 2002 posts
Narrator
Destroyer of Worlds
Mon 14 Jul 2014
at 15:54
  • msg #9

Re: The World of Aeryis: Setting Information

In reply to Keef (msg # 8):

Relative Lifespans

Pure humans live 75 years, on average.
Half-elven humans (that is, most humans) live 120 years, on average.
Dark and High elves live 150 years, on average.
Wild elves can live up to 500 years, on average -- and even longer, in Feydriel
Dwarves live 100 years, on average.
Gnomes live 75 years on average.
Minotaur live 70 years, on average.
Angels live “until their duty is complete”.
Demons and devils live “until their usefulness is at an end”.
Tieflings and asimar live an unknown number of years.

Important Dates in History

• Before recorded history: The Shards of Time are locked into the Heavens
• 10000 years ago: Shogunate ruled Gaelia; the Old Gods were worshiped
• 7000 years ago: the First Sultanate began in Gaelia
• 6000 years ago: Elves split into dark, high, and wild varieties
• 4000 years ago: The Second Sultanate conquers Gaelia
• 2000 years ago: Modern pantheon developed and promoted
• 1000 years ago: The Shining Empire conquers Aestria
• 800 years ago: The Third Sultanate conquers Gaelia
• 500 years ago: The Triumvirate Order is founded (OSA, Inquisitors, Pellinore)
• 400 years ago: The Iron Dominion conquers Drynn
• 300 years ago: The Gnomish capital of Lodestone falls
• 280 years ago: The Minotaur captial of Greklic founded on Lodestone's ruins
• 250 years ago: The Order moves to Astria
• 100 years ago: the Cult of the Damned wars occurred
• 60 years ago: OSA breaks free from the Order; Diumvriate Order created
• 50 years ago: the Glass Tyrant was exiled
• 10 years ago: Baldwin sent the first P.A.R.T.Y. on its quest
• < 1 years ago: Baldwin sent the latest P.A.R.T.Y. on its quest
This message was last edited by the GM at 16:02, Mon 14 July 2014.
DM
GM, 2205 posts
Narrator
Destroyer of Worlds
Fri 22 Aug 2014
at 15:36
  • msg #10

Re: The World of Aeryis: Setting Information

In reply to DM (msg # 9):

Since Sazed is down for the count, here's the customized class we developed for him. I did my best to match the style used in the sourcebooks for other classes, and I'm pretty happy with it. Enjoy!

quote:
Concept: Arcane Bolsterer

Hit Dice: d6

Skill Points per Level: 4+INT

Class Skills
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).

Level: Base Attack Bonus (F/R/W Save)

1: +0 (0/2/0) - Metamagic Prowess (Choice: Extend, Quicken, Widen, Empower, Maximize)
2: +1 (0/3/0) - Empowered Combatant
3: +2 (1/3/1) - Conduit 1
4: +3 (1/4/1) - Metamagic Prowess (Choice: Extend, Quicken, Widen, Empower, Maximize)
5: +3 (1/4/1) - Refraction
6: +4 (2/5/2) - Conduit 2
7: +5 (2/5/2) - School Mastery 1
8: +6/+1 (2/5/2) - Metamagic Prowess (Choice: Extend, Quicken, Widen, Empower, Maximize)
9: +6/+1 (2/6/2) - Conduit 3
10: +7/+2 (3/7/3) - Arcane Magnet
11: +8/+3 (3/7/3)
12: +9/+4 (4/8/4) - Metamagic Prowess (Choice: Extend, Quicken, Widen, Empower, Maximize)
13: +9/+4 (4/8/4)
14: +10/+5 (4/9/4) School Mastery 2
15: +11/+6/+1 (5/9/5)
16: +12/+7/+2 (5/10/5) - Conduit 4
17: +12/+7/+2 (5/10/5)
18: +13/+8/+3 (6/11/6) - School Mastery 3
19: +14/+9/+4 (6/11/6)
20: +15/+10/+5 (6/12/6) - TBD

Class Features

Weapon and Armor Proficiency
A Bolsterer is proficient with all simple weapons and light armor.  A Bolsterer can cast spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Bolsterer wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass Bolsterer still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Spells
A Bolsterer chooses three schools of magic upon creation, and must consider all other schools prohibited to him.  He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a Bolsterer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Bolsterer’s spell is 10 + the spell level + the Bolsterer’s Intelligence modifier.

The Bolster's spells per day/spells known is similar to the Bard's (http://www.d20srd.org/srd/classes/bard.htm), except the attribute used to decide on bonus spells/level is Intelligence.

Spell Specifics
The Bolsterer begins play knowing three 0-level spells of your choice: one for each of the three schools he specialized in.  These are the only schools from which you can learn new spells upon leveling up.

Upon reaching 5th level, and at every third Bolsterer level after that (8th, 11th, and so on), a Bolsterer can choose to learn a new spell in place of one he already knows. In effect, the Bolsterer "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spell the Bolsterer can cast.

As noted above, a Bolsteer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Other Class Abilities/Powers

Metamagic Prowess: Gain one of the listed metamagic feats as a bonus feat.

Conduit: Beneficial spells cast upon yourself are copied to a number of other targets equal to the rank of Conduit you possess.  Each target must be within 10 feet of yourself to receive this benefit.

Empowered Combatant: Whenever you are the target of a spell from one of your specialty schools, +1 to your next attack roll (stacks).

School Mastery: Choose one of your three schools that has yet to receive this benefit. 1, 2, or 3 times per day (per school, depending on which rank of this ability you have), you may apply a metamagic feat to a spell from that school without increasing the level of the spell slot it requires to cast.

Refraction: You may channel negative spell effects from your three chosen schools to a number of targets equal to your Conduit rank when they are cast upon you (by yourself or others).  These targets must be within 10 feet of you, and they must make their own saves independently.

Arcane Magnet: As a touch attack, you may transfer any ongoing effect from one of your chosen schools that is currently affecting yourself or a target within 10 feet and transfer it to the touched target.  Note: the target will treat the spell as if it had just been cast on them, which means they'll get to make a save if applicable and the duration will reset.

This message was last edited by the GM at 15:37, Fri 22 Aug 2014.
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