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Eternal Realms: Talmirith, The Golden Coast

Jul 22nd, 2016
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  1. I. INTRODUCTION
  2. This will be a long term campaign that will carry characters to level 20, and perhaps beyond. The campaign will be taking place in the Golden Coast for a period of time, but it is planned for you to leave and adventure in other sections of the world. This campaign is going to be about sending you on an epic and fun adventure. Roleplay is highly encouraged and narrative will be important but not the full focus, however this wont be about just rolling dice.
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  4. The first session will be a character building one. Everyone will get together and figure out what characters they want to play, and form a good party that will work together. You should consider what you'd like to play ahead of time, but don't set it in stone.
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  6. Each session is going to start at 8:00PM EST and will last for 3 hours until 11:00PM EST.
  7.  
  8. The Golden Coast is an ancient desert and jungle region lying on the eastern coast of Kel'Dal within the realm of Talmirith. The Golden Coast is filled with dangerous creatures, lost treasures, ancient ruins, powerful magic, and a diverse culture where any are welcome so long as they bring coin. This place has no central rulers or governments, instead each settlement is ruled independently by merchant guilds and councils who seek to secure trade and wealth. There is no greater crime than interfering with trade, and offences are met with swift and harsh punishment. More often than not the punishment of choice, even for the most trivial theft, is death. You will begin as adventurers for hire who answer a job posting on a notice board within the small swamp village of Stillwater. This notice is posted by a local merchant who seeks individuals to deal with a local tribe of boggen that has been attacking traders.
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  10. II. GROUND RULES
  11. There wont be warnings. It takes a lot of my time and effort running these things and if you want to waste my time then go find another DM.
  12. - First off, no rules arguments. If you believe a mistake was made feel free to ask the DM just in case he overlooked something but, no further than that.
  13. - Second, PAY ATTENTION. Those who don't pay attention will lose XP, and those who continue to offend will be kicked out.
  14. - Third, don't meta-game. It makes things more interesting and fun when you don't.
  15. - Fourth, don't hog the spotlight. You aren't the main character, you are a member of the cast.
  16. - Fifth, keep things in a reasonable time frame. Don't sit there and roleplay with another player for an hour while everyone else sits there bored. Don't take 5 minutes to take your turn.
  17. - Sixth, no trolling the other players and intentionally causing excess trouble for the sake of it.
  18. - Seventh, if you can speak please do so. Try to avoid as much typing as we can, it's far to slow and is a major headache as it jumbles everything up. Typing when you don't need to will be considered non canon 90% of the time, and your actions will be placed lower on the pecking order if the DM even determines it to be canon. When you type, it's also assumed you aren't paying attention.
  19. - Eighth, for the love of god don't play "skyrim". This is an active world, not a video game. Be reasonable, try to imagine how your character would realistically react and behave not how you would behave in a game.
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  21. III. CHARACTER CREATION
  22. Character creation is pretty straight forward, and all rolls must be made with the DM present.
  23. See the DM for relevant links or questions regarding anything that isn't core.
  24. - Start level 1
  25. - Roll starting wealth
  26. - Standard stat array or 4d6 method for abillity scores.
  27. - Roll 1d10 then consult the DM to get your birthsign.
  28. - Roll 1d100 then consult the DM to see if you have a blessed birth.
  29. - Classes: Core, Alchemist, Inquisitor, Ranger rework (replaces core ranger)
  30. - Archetypes: Core, Homebrew may be requested
  31. - Races: Core, Eldarin elf, Goliath, Raten, Boggen, Felen, Minotaur, Earthborn, Lightborn, Aasimar, Sko'Viir, Sylvan, Satyr
  32.  
  33. IV. GUIDELINES, SUGGESTIONS, INFO
  34. Below I will give some suggestions and information which could be useful for this campaign and for the character creation process.
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  36. Some ideas for useful roles you can try to fit outside combat
  37. - The socialite (Good charisma, great at social situations, distractions, etc)
  38. - The trapfinder (Good perception and dexterity, traps are your enemy)
  39. - The sage (Good intelligence, knowledge of any kind is great)
  40. - The sneak (Good dexterity, slip by unnoticed)
  41. - The voice of reason (Good wisdom, tell others they are being stupid)
  42. - The strongarm (Good strength, brute force and heavy lifting)
  43. - The watchman (Good perception, watch for ambushes and traps)
  44. - The skeptic (Good wisdom, catch those lies and know when something is up)
  45. - The investigator (Good intelligence, figure out those puzzles and find what others can't)
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  47. For combat I recommend at least one ranged, one magic, and at least two melee. These are just my suggestions to best handle most combat situations, they are not requirements. Additionally stay away from duplicates, please. Try to diversify. Two path of the berzerker barbarians carrying around greataxes is unnecessary and dull.
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  49. The following are terrains which may be encountered in the region (mostly for rangers)
  50. - Desert
  51. - Jungle
  52. - Mountain
  53. - Underdark
  54. - Coast
  55. - Swamp
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  57. The following are *some* of the creature types known to exist in the region (mostly for rangers)
  58. - Beasts
  59. - Dragons
  60. - Elementals
  61. - Fiends
  62. - Monstrosities
  63. - Undead
  64. - Humanoid (Gnolls)
  65. - Humanoid (Lizardfolk)
  66. - Humanoid (Boggen)
  67. - Humanoid (Bullywug)
  68. - Humanoid (Orcs)
  69. - Humanoid (Goblins)
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