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Player's Guide.

Posted by GMFor group 0
GM
GM, 1 post
The Narrator
Tide of Mercurial Fate
Sat 3 Oct 2015
at 15:25
  • msg #1

Intro

Hi all,

I'm going to use this board to share info about the Empire of the West games I'm running.
GM
GM, 4 posts
The Narrator
Tide of Mercurial Fate
Sat 3 Oct 2015
at 15:51
  • msg #2

Commonly Known History

Here is some historical information that just about every person knows.  This common knowledge may have some local variations, but the core ideas are considered true history.  That said, this information is in broad strokes, and the details of the events could have surprising implications.

Approximately 1500 years ago, humankind lost a bitter war that spanned centuries against an implacable, half-demonic horde.  The survivors escaped by ship, sailing for over a year across rough seas to reach the Western Lands.  The escape by sea is called the Long Passage.  All the humans in the Western Lands are descended from the Long Passage survivors.  The humans restarted their calendar the day they stepped ashore, The First of Landing, 1 EW (Empire of the West).

Humans weren’t well received in the West at first.  The pre-empire races (the Alepharzurai, Duratem, Ghenem, Kinot, and Venustre) were loath to let the newcomers cut down or dig up any natural resources, and there was tension.  However, in 112 EW, the allied races each sent representatives to a convocation to settle the matter once and for all.  Each signed the Stone Table Concord and pledged that “none shall raise hand against one of us and not be held to account by the rest, so we swear.”

The oaths of the Stone Table Concord were put to the test as wave after wave of terrible marauders, collectively known as Dark Ones, poured over the North Charcoal Mountains in 441 EW, and started what at the time was known as the Dark War, but would later become known as The First Dark War.  The war lasted 17 years, and only the combined military and magical might of all the allied races defeated the Dark Ones and their Ozarian Priest Kings.

In 802 EW, the Mer King of Sansal, along with mercenaries from across the distant south sea, mounted an invasion of the Empire.  While the war only lasted a few years, it happened during a time of chivalry and romance, and became a popular backdrop for the adventurous tales of the Bards.  So much so that the original name for the war has been lost—it is now referred to as The Ribbon War, named for a famous courtly epic.

1071 EW marked the beginning of the era known as the Golden Years. Emperor Lucien III, Scion of Sanclare, was only 19 when he took the throne in 1071 and reigned for over 110 years.  Lucien’s natural leadership and vision guided the Empire to new heights in art, poetry, and architecture.  He invested heavily in magical societies that made significant breakthroughs in what became known as the arcane arts, and especially its application in public works.

In the spring of 1368 EW the line of Sanclare was lost and the Empire fell into civil war.  It was in that year when Emperor Rhiullo disappeared into the Sea of Sand, never to be heard from again.  It was an era riddled with secret societies, complex plots, magical experimentation gone awry, and terrible hidden agendas. The Empire aligned itself into two camps: those who favored Duke Khelim of Calperes, the new Scion of Sanclare, and those who favored Boalinger Stermast, the Imperial Regent.  The Succession War lasted 15 years and only ended when Duke Khelim died of natural causes.

A mere 13 years after the end of The Succession War, in 1396 EW, a massive wave of Dark Ones poured out of the frozen wasteland north of the Sky Steps. The Dwarves of the Sky Steps, although largely unaffected by recent Empire travails, were no match for the sheer numbers of the marauding horde. Over the next 12 years the Empire was split in half, east and west, and the western most cities were abandoned and destroyed. This tragedy is called the Second Dark War.

After a battle along the Quiet River in the spring of 1408 EW, scouts in the service of Duke Tohik of Galway found an open pit filled with decaying Orc corpses, dead not from battle, but bloated and white from The Pestilence. Soon Orc bodies were found strewn across the countryside as the Orc armies retreated, leaving their dead where they fell. And then The Pestilence reared its head among the human troops, then the Kinot, then all the allied races. Within weeks The Pestilence made its way into the cities in spite of efforts to prevent its spread. By the end of 1415 EW, The Pestilence was gone, though only a handful of people in the Empire had survived.

It is now 1480 EW.  The decades after The Pestilence have been filled with quiet determination. The survivors took care of each other as best as they could. Slowly the commerce, the creativity, and the vigor that characterized The Empire began to return. The cities replenished their armies, and with protection in place the farmers and shepherds took to the countryside.
This message was last edited by the GM at 02:21, Wed 07 Oct 2015.
GM
GM, 14 posts
The Narrator
Tide of Mercurial Fate
Wed 7 Oct 2015
at 02:20
  • msg #3

Races

The races are identified here with their Imperial names. The descriptions also identify the best way to reflect each race’s characteristics in basic Pathfinder race templates.  Please be aware that races in the Empire of the West do not have the absurdly long life spans associated with most RPG tropes.  In the Empire, people over 70 begin losing their physical, and sometimes mental, capacities.  If they don’t encounter a disease or ailment, or are not treated magically, people typically die before 90, though a small handful may survive a few years past 100.

Alepharzurai

Alepharzurai (Al-ef-AR-zu-rye), or Aleph, are a race of humanoid mortal fey.  As individuals, there are few physical variations between one Aleph and another. Aleph are fair haired and pale skinned, with light colored eyes, high cheekbones, and noticeably pointed ears. Physically they are graceful and slender, generally taller and lighter than their human counterparts, and somewhat fragile like most Fey. Aleph generally give a first impression of inner strength and competence, but should they come under observation for a long period of time, they can appear self-absorbed, melancholy, and remote.
The Aleph in the Empire are mortal Fey, and like other Fey, such as pixies and dryads, they have an affinity with nature and a significant distrust of organized civilization. Because of this distrust, and their tendencies toward individualism, there can be significant cultural differences between Aleph Clans. Aleph generally trace their Clan affiliation and home forest back to the time before the founding of the Empire of the West, although currently only the Horn Wood is Aleph territory, all other true forests being captured or abandoned. The Aleph share a deep sense of near-permanency. This makes Aleph seem genuinely unconcerned with the affairs of the Empire.

In Pathfinder, the basic race template for any Elf can be used for Aleph. For determination of effects, all Aleph have the Fey type in addition to the Humanoid type. Aleph have strong tendencies toward neutral and good behavior.

Duratem

Duratem (DUR-ah-tehm) are a race of humanoid mortals with bloodlines derived from earth elementals. The typical Duratem is broad of shoulder and hip, somewhat shorter than their human counterparts, and swarthy and ruddy in complexion. Hair and eye color also tends to be dark.

Unfortunately, there are few Duratem left in the Empire. The Second Dark War claimed most of them, and those few who survived the war were either adults away from the mountain holds on business, or children sent away from the front lines as refugees. The heavy casualties of the war have bred a sense of loss among the surviving Duratem, who cling to their proud history, and strive to keep their tattered culture alive.

However, the anguish felt by the survivors has not made them bitter. Since the Second Dark War, Duratem have done their best to integrate into the Empire. Just as their forefathers, modern Duratem are social, preferring large gatherings, full taverns, and tall tales spun in good company, making the typical Duratem a welcome companion.

In Pathfinder, the basic race template for any Dwarf can be used for Duratem. For determination of effects, all Duratem have the Earth subtype in addition to the Humanoid type. Duratem have strong tendencies toward lawful behavior.

Fesk

Fesk (FESK) are a race of NPC humanoids who, when encountered within the Empire, typically function as servants or simple craftsmen.  Fesk are uniform in appearance—genderless, hairless, 4 feet tall with slight frames, a chitinous pale yellow exoskeleton, solid black eyes, and small mouths.  In natural conditions, wild Fesk grow bulbous stalks from their temples, which they use for a rudimentary sign language.  Removing the stalks from an infant Fesk, however, functionally domesticates them, and allows them to learn a small number of languages and skills. In addition, by some unknown process, removing the stalks also makes a Fesk sterile.

A domesticated Fesk is not intelligent, or wise, or particularly capable by Empire standards, and does not have much personality. Early on, a domesticated Fesk will grow attached to a particular person, and will work for/serve that person for life, as long as the person provides for the Fesk.  Wild Fesk, by comparison, are akin to wild animals in spite of their humanoid appearance, and spend their days rooting in river mud for salt grubs.

The first instances of domesticated Fesk caused some concern.  Did removing the stalks blind the domesticated Fesk to the comraderie and traditions of its people?  The domesticated Fesk have always answered the same way—they are neuters, no longer wild, and they prefer the people to whom they’ve grown attached.

In Pathfinder, the basic race template for Human can be used for Fesk. Fesk can gain at maximum three levels of the Commoner NPC class and may not buy Knowledge skills. Fesk are passive and cannot fight. A Fesk NPC starts play with Str 8 Dex 10 Con 10 Int 7 Wis 7 Cha 8 and 8 character points to spend.

Ghenem

Ghenem (Geh-nem) are a small race with slight, wiry builds and over-large hands, feet, ears, and noses. A typical Ghenem has an unruly shock of hair and a wild gleam in his eye. These physical features, along with their mercurial natures, have given Ghenem a reputation for unpredictable behavior and indifference to the consequences of their actions. In spite of these perceptions, Ghenem are generally held to be talented critical thinkers and adept problem solvers if they maintain their concentration on the task at hand.

Like the Duratem and Aleph, the Ghenem of the Empire were nearly wiped out in the Second Dark War. The Ghenem Homelands in the Ballad Hills, and its capital of Umbol, were overrun in the first wave of attacks. The following spring most of the remaining Ghenem forces were lost at the battle of Rothe Bondril. After the Second Dark War, and The Pestilence, the surviving Ghenem non-combatants (the unfit, children, and the elderly) were transplanted to the Aleph lands along the eastern edge of the Horn Wood. This newfound proximity to the Aleph, plus the overwhelming support given to the Ghenem expatriates by the Empire, has guided the Ghenem community opinion toward staunch support of mutual defense among the Allied races.

In Pathfinder, the basic race template for any Gnome can be used for Ghenem. For determination of effects, all Ghenem have the Magical Beast type in addition to the Humanoid type. Ghenem have almost insurmountable tendencies toward chaotic behavior.

Humans

Ialan (YAH-len) – Of the 136 ships in the Long Passage fleet, 92 carried Ialan families and crews. The Ialan are an even-tempered, light-haired, dark eyed, fair-skinned race of farmers, craftsmen, and merchants. Their culture and temperament puts peaceful negotiation before warcraft, but given their drive to succeed they can make formidable warriors and leaders. The majority of human citizens in the Empire of the West are from Ialan stock, and their language is the one commonly used by all citizens in modern times. Most of the Noble House of the Empire can trace their lines back to the Ialan leaders of the Long Passage

Kroshki (KRAWSH-key) – Some 15 centuries ago when the Soot Horde began their assault on Hauchalte Bay, where the soon-to-depart Long Passage fleet was moored, the leaders of the local population asked Duke Maro to save what civilians he could. These are the Kroshki, a race of dark-haired, pale-skinned people who traditionally favored trading, shipbuilding, and the occasional raid for their livelihoods. Kroshki culture is generally suspicious of outsiders, and has few protections for the individual that can’t protect himself. Subsequently, modern Kroshki have a reputation for shiftiness, criminal behavior, and trickery that may or may not be warranted. Kroshki Noble Houses are few, but they are respected, and sometimes feared, throughout the Empire.

Maevara (may-VAR-ah) – As the forces that expelled the humans from the Eastern Lands grew strong, the first people to rise up against them were the Maevara.  They are a ruddy-to-umber skinned people, favoring dark brown or red hair, with light colored eyes. Before the Long Passage they were a loose collection of nomadic tribes from south of the Ialan homelands. By the time the Long Passage fleet sailed west the only Maevara survivors of the war were onboard.  In modern times the Maevara, for the most part, keep to themselves, and there are pockets of Maevara settlements in remote areas throughout the Empire.

Thariot (THAR-ee-aht) – When the Long Passage fleet arrived in the West, the Therial island chain off the southeast coast of the mainland was unoccupied.  The few families who settled there adopted a life of fishing, herding and subsistence farming, and are now known as Thariots. Typically tan skinned, brown eyed and sturdy, they a mix of Ialan, Kroshki and Maevra, and are infrequent visitors to the mainland since The Pestilence.
Humans are quite fecund, and can reproduce with many other races, including but not limited to, Aleph, Orcs, and planar entities.

Humans have no type or subtype other than Humanoid. Humans have no tendencies toward any behavior other than self-preservation.

Kinot

Kinot (KYE-not) are a race of diminutive humans with large hairy feet, pointed ears, and blonde to light brown hair who are native to the Western lands.  Because of their small size, when the humans arrived they nicknamed the Kinot ‘halflings’, and over the centuries the name has stuck. The typical Kinot is more concerned with friends, family and subsistence farming than any of the affairs of the Empire. In general, the majority of Kinot are charming, affable and pleasant.

Unlike the other Pre-Empire race, the Kinot did not suffer greatly from the Second Dark War.  Their ancestral homes in the Bright Hills were far from the majority of the battles.  As is typical for Kinot, they carried on as if nothing had happened.  With the Second Dark War some 70 years in the past now, some less educated Kinot already consider the war and the collapse of the Empire to be a mere myth.

In Pathfinder, the basic race template for any Halfling can be used for Kinot. For determination of effects, Kinot have the Humanoid type. Kinot tend to unambitiousness bordering on lazy.  Kinot (or Halflings if you prefer) almost uniformly worship Flara of the Hearth, a cultural tendency most people consider selfish.

Venustre

Venustre (veh-NUST-reh) are proud reptilian tribesmen that make their homes in scattered villages among mountain foothills. Prior to the Second Dark War, Venustre were uninterested in cities and civilization, instead content with the simple semi-nomadic that served them well for millennia.  Some view Venustre as remote savages, but within their isolated communities they are actually a culturally vibrant people filled with mythologic tradition and an oral history stretching back to the dawns of time.

Most Venustre stand around 4 feet tall, covered in scales of gray, green, or brown. Some tribes can be identified by unique dorsal spikes or brightly colored frills. Surprisingly to some, Venustre are warm-blooded, and while at home in icy mountain rivers and lakes, they breathe air and return to their clustered tents and shacks to eat and sleep.

In Pathfinder, the basic race template for Ratfolk can be used for Venustre. For determination of effects, Venustre have the Reptilian type in addition to the Humanoid type. In spite of their barbaric and reptilian appearance, Venustre are generally thoughtful and calm individuals, and tend to avoid Chaotic behavior.
This message was last edited by the GM at 02:22, Wed 07 Oct 2015.
GM
GM, 15 posts
The Narrator
Tide of Mercurial Fate
Wed 7 Oct 2015
at 02:25
  • msg #4

Magic

The Whelm

The Whelm is the common name for the primordial magical force that empowered the creation of the mortal realm. It is neither positive nor negative, neither good nor evil.  It exists as potential energy, manifests itself in a variety of unusual ways, and can be manipulated for individual purposes.  Deities gain many, though not all, of their abilities and attributes through the flow of The Whelm from their worshippers or the natural phenomenon associated with their portfolios.

With this in mind, spell casters of all stripes innately understand that the more powerful their manipulation of The Whelm, the more attention they will garner from deities and their minions.

Divine Caster

Divine Casters (Clerics, Druids, Paladins, Rangers, etc.) gain access to the power of The Whelm through the will of their deity. Daily, when a divine spell caster prays to his deity for the grant of spells, if the divine spell caster has pleased his deity through appropriate Works, the deity will apportion a part of The Whelm for that spell caster’s use. When petitioning a deity, the supplicant exposes without constraint all of their thoughts, motives, memories, and emotions. Through this exposure the deity, or its agent, will view the sum of the supplicant’s existence and pass judgment upon its value.  A divine spell caster that does not please his God through appropriate Works does not gain the benefit of the grant of spells.

It is important to note that no matter which God a Ranger worships in private, in order to gain Ranger spells the Ranger must petition Eleithiel. She is the patron of The Rangers, and as such is the only God capable of granting their spells.

Sorcerers and Bards

Sorcerers and Bards have the ability to manipulate The Whelm through the force of their will. They come to this ability naturally, though few claim to know precisely why this ability comes naturally to some and not to others. It is this naturally affinity for The Whelm that sets the Sorcerer apart from the Wizard and the Bard apart from the Expert Musician.

Wizards

Wizards, through years of study, instruction, and practice, have learned to use incantations and physical components to trigger effects with The Whelm. The study of wizardly magic is part mysticism and part engineering. Those who master its difficulties are viewed as accomplished, respected professionals by the rest of Empire society.

Power Gems

On rare occasions The Whelm physically manifests itself in the form of the magic mineral Orichalcum, which is found either as an opaque silvery gemstone with a glittering, rainbow film or as a flaky silver powder. The gemstones are commonly known as Power Gems, and can be used to lend enchantments to properly constructed masterwork items. The larger the Power Gem, the larger the enhancement it can receive.  Enchanting Power Gems requires the Create Rod metamagic feat.

Any masterwork item designed to hold a power gem costs an extra masterwork cost per Power Gem ‘slot’, but once created the item can accept any Power Gem. In essence, Power Gems are portable enchantments, and can be moved from item to item as the owner sees fit.
A Power Gem without an enhancement generally costs the same amount as the level of enhancement it could potentially provide. However, the vast majority of those ‘in the know’ would be loath to part with such an important, powerful treasure.

Spell Spheres

The powdered form of Orichalcum also has its uses. If the appropriate amount of Orichalcum is mixed with the physical components, and the remaining incantations are performed in a specific way, a spell can be ‘trapped’ inside a glass bauble. The creation of a Spell Sphere requires the Create Wand metamagic feat. The Spell Sphere, in effect, is a single use spell that simply requires the glass bauble to be broken in order for the spell to take effect. This makes the Spell Sphere usable by anyone. They can be easily broken on a hard surface or object, or for more damaging Spell Spheres, they can be thrown at an enemy or location.
Spell Spheres are potent weapons. As such, and because of the Orichalcum used to create the Spell Sphere, they cost 2 times the amount of a one-charge wondrous item of the same spell. In addition, Spell Spheres that hold Evocation or Transmutation spells require an additional 25 GP per spell level in Orichalcum that must be mixed into the blown glass.

All Spell Spheres have a +4 AC (diminutive) Modifier due to size, a Hardness of 1, 1 HP, and a Break DC of 2. Breaking a Spell Sphere on you is a Standard Action that provokes an Attack of Opportunity. Throwing a Spell Sphere at an enemy, ally, or location is a Ranged Touch Attack.

Certain types of damage (falling, for example) may require Spell Spheres to make Saving Throws or be broken, and therefore triggered. But, like potions, special carrying cases are made to protect Spell Spheres.
This message was last edited by the GM at 03:41, Wed 19 Apr 2017.
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