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Jan 17th, 2017
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  1.  
  2. STORY: A mass exodus of magical talent and natural philosophers from every city across all nations causes a vast imbalance of resources and military power on the continent of Isora. Looking to consolidate their power and to reacquire various artifacts, the Church of Eitranis of Ashfelt enlists a group of talented devout to carry out their will, off the record.
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  4. THE CHURCH AND THE CITY: You are a very devout worshipper of Eitranis, a human-turned-god who is presumed to have lived 4,000 years ago. The Church of Eitranis follows these tenants: ORDER, PERSEVERANCE, PUNISHMENT, and DESTINY. The Church controls the Pratemm Mire, a coastal-marsh territory that borders the countries Ter’Floran, Destsheer, and the Nucleus Exclusion Zone (NEZ). There are currently two large cities within the Mire, Ashfelt and Folerus, with a number of small hamlets and towns surrounding the large ponds of the mire. Eitranis is only religion publically practiced within the Pratemm Mire.
  5. Nonhuman races are few and sparse. Most are heavily discriminated against and are unprotected by the Church’s law.
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  7. TECHNOLOGY AND TIME: This story will take place about 1500 years before the destruction of Rogueport. As far as guns go this continent is currently developing firearms, meaning that many guns types will be accessible (within reason). Various steam powered technology was in a research stage prior to the exodus, since then much of the research has been left in less capable hands or has completely stalled. Though arcane-enchanted weapons exist, many are in the hands of the noble and powerful.
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  9. THE RULES:
  10. 1. You must either be a devout follower of the Church of Eitranis or at least be willing to work closely with the Church for the sake of your country.
  11. 2. Stats will be rolled with 5d6, take the highest 3 numbers and add them together for the score. If any ability scores rolled end up lower than a 6 you are eligible for a reroll. Exceptions will be made to this rule based on your overall stats.
  12. 3. Absolutely no magical weapons, enchanted armor, or magical items. Some potions may be an exception.
  13. 4. Absolutely no arcane casters, psions, or magical archetypes.
  14. 5. Refrain from putting points into “Use Magical Device”, unless you have a very good story reason for it.
  15. 6. Occult classes are limited to Spiritualist, Oracle, and Medium.
  16. 7. You may pick only 1 trait, family traits and the regional traits are not allowed.
  17. 8. You must pack at least 10 standard rations; any other equipment is completely up to you.
  18. 9. You must keep track of your current encumbrance and weight, if something cannot possibly be carried on you, let your group know.
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