Elthion - campaign 1
A young man traveling from distant lands stops for a time in Berryshire Town, and stays at the Ocean View Lodge. After an enjoyable evening he turns in for the night. When we wakes the next morning, an interesting medallion has been placed across his armor. The medallion is gold, with a green emerald on a disk that runs around an etching of two willow trees framing a slain dragon, two slain men and a third man standing tall above the others.
He is sent to the library in the Mayheart Sanctuary and taken deep into the dungeons of the library and shown a map of the world. He is directed to an island of four nations. The map has a circle on each nation, one of which is already filled in with a similar design as the etching on the medallion. The librarian instructs him to place his medallion in the corresponding nation’s circle, and magic happens! An imprint of the etching is left on the map.
The librarian instructs him to join up with a group of adventurers and set off to find the other two medallions and return them with their owners to the Library.
The first scheduled stop is Quagloria, to charter an airship to take them to the coast. But adventure and complications befall them along the way.
The world is Elthion, it is a world inside of a shell. The night sky doesn’t hold stars, it holds the other side of the world.
Time and Calendar:
1 Game (G) second = .6 Real® seconds (one round = 10G seconds)
1G minute = 100G seconds
1G hour = 100G minutes
1G day = 20G hours (10 daylight, 10 night)
1G week = 10G days
1G year = 100G days
1G minute = 1R minute
1G Hour = 140R minutes
There is a small sun in the center, and under a previous age of the world, a specially designed shield was placed around half of the sun to block the light and create a difference between night and day.
The year is 2645, of the fifth age.
The third age was an age of technology and industry, however wars destroyed much that was, and now only few ruins remain. Nearly all had perished in the wars prior, and all technology, and ability to create technology was lost. The sun shield was part of this old technology, one of the extremely few things that survived. It is best guessed that the fourth age lasted for six thousand years, and during that time intelligent races were just beginning to re-emerge from the death that had been. The advent of the fifth age was marked by an ability to once again mine, and forge metals from the earth, and the discovery of magic, which had apparently been lost since the middle of the second age. It was through the rediscovery of magic that the history of the world became fully known. There had been evidence of bizarre buildings, metals, and contraptions, but it wasn’t until magic was discovered that the many books found were understood, at least partially. The language was finally able to be translated, but much of the details on the workings of the inventions the third age had created were far beyond the understanding of the people that existed. Many hundreds of years have been spend trying to learn these things, but with little success for recreating.
Many cults exist of people who disbelieve the books from the third age, and believe that they are only the second age of the world, the first being the age of cave dwellings and wood tools/weapons. Though most people have trouble believing the Old World stories, not everyone will go so far as to join the cults which try to silence those researching the Old World. The cults also disapprove of the beliefs that there is any sort of civilization on the outer side of the world. What is seen in the sphere is all that exists, the gods created this place, and nothing more. No passages have yet been discovered to lead deep enough through the ground to find anything on the other side.
There are many races in the world: humans, elves, gnomes, halflings, dwarfs, orc, ogre, goblins, and many other creatures that are even less intelligent. The Humans, gnomes, halflings and dwarves often live harmoniously. The dwarves and gnomes are often in their mountains, but often visit, and are welcome among the humans and halflings. The halflings mix well with humans and dwarfs and gnomes, often keep their own private communities in the hilly plains. Many of the cities welcome these races, including elves (though very, very, very rare), but do have difficulty with the more barbaric races like the orc, ogres, goblins, etc. There are few areas of truly civilized groups of these races.
The elves, having realized their extended life spans, have gone into hiding from the rest of the world. There are many elven communities, but they are solely elven, and the elves rarely venture to non-elven communities. Even the few that do leave their own towns and cities to visit other elven communities will very rarely stay in a community that has other races. This has led to some distrust between Elves and the other races.
The orc, and ogres often coexist, but not always harmoniously. These races generally keep to the wild mountains. These mountains are difficult to traverse, but roads and tunnels have been cut. Also in these mountains are various monstrous beats, most of which are believed to be myth by the civilized folk, as few have traversed these mountains and lived to tell the tales, and the creatures are rarely seen outside of the mountains. The orc and ogre that live in these wild lands know these creatures exist, and rarely venture far from their walled communities. Though there are parties that go out and burn vast areas to build small settlements in the larger mountain valleys.
In the early 500s of the fifth age, a noted gnome technomancer of Quagloria, invented a ship that could travel through the air using a giant balloon of heated air. His name was Zepple Lieinne, and is credited with several technological advances.
This air ship allowed the communities of the inner continent to discover the rest of the world, and realize there were far more communities of civilized folk beyond the wild mountains. Some of these areas were far less advanced, others more advanced. Most of these communities were peaceful, but some were not. A large island which contained three nations of men, and one of dragons were long in a deep war.
Shortly after the first adventures of Lieinne, he shared the secrets to building the air ships with the other peaceful cities. A network of cities across the world was created through use of these air ships. Trade, travel, and exploration became a way of life. There was even talk of terming this era as another new age of the world, but ultimately voted against.
This advance gave curiosity to the reclusive elves, who spent a short time exploring, finding other elven communities that had also gone into reclusion. The elves mixed their community members amongst each other to add more variety to their small gene pools, but after a few years went back into hiding. Though every once in a while a group of elven males from a community will venture to the nearest city with air ships, and go to another elven community. At this point a rotation of elves begins throughout the elven communities.
Basics: DnD 3.5. Skill set based on Pathfinder. Classes, feats, etc., can be pulled from 3.0, 3.5, or Pathfinder. Character sheet based on Pathfinder.
All classes receive the following skills as class skills:
Knowledge (any, taken individually)
Use Magic Device (except Barbarian-type classes)
Gain skill points equal to intelligence modifier per level which can be used to increase Knowledge skills, this is in addition to the base skill points amount available. These extra skill points can ONLY be used in Knowledge skills.
Nat 20 is always success, Nat 1 is always fail. Three 20s in a row on attack rolls kills opponent; three 1s in a row kills you; a 1, 20, 1, kills a friendly; a 1, 20, 20, kills a unintended opponent; a 1, 1 deals double crit damage to a friendly; a 1, 1, 20 causes double normal crit damage to yourself; Two 20s does double normal crit damage to opponent, BUT a 20, 20, 1 deals normal crit damage.
Keep close track of ammo, food, water, wood, and other items that are used. I will not generally make you keep track of bladder/bowels. Though doing so may gain you a small number of XP
Keep track of your own XP gains, and when you are supposed to level. You can gain XP through role playing and certain skill uses, as well as by defeating enemies, and accomplishing goals. Level gains will be based on Pathfinder’s Medium speed advancement.
Mulligans/Gimmies: Good role playing, epic actions, and DM bribery, can earn you Action Points which you can use to Mulligan a bad roll, or use a Gimmie on a skill check or some saves (cannot be used for attacks). This is used on a one-to-one basis. Extremely bad actions and role playing may cause you to lose an Action Point (this includes making remarks out of game that may be construed as hurtful or offensive, as well as missing game without a very good excuse like being sick or a death to someone close [vacation, and homework are not good enough excuses to negate losing a single point], no more than one Action Point may be taken away at a time; negative Action Points are possible!!!!)
Reflex Save: can only be made if you can move up to half your movement speed to avoid AoE. Must move.
Role Playing Aspects:
Gaining knowledges, ability points (except Con, Cha), some Feats (weapon feats, etc.), Skills (perform, craft, disable device, linguistics, heal, Disguise, Escape Artist, Profession, Spell craft, Survival, Acrobatics, Swim, Fly, Ride, and Appraise) I would like to be role played. This can be done through reading, exercising, and practicing skills. This is a request, but not required.