Tuesday, November 25, 2008

Campaign Sign Up Information

Website: DNDAlliances Website

Game times are TBD
Server is OpenRPG "Veav I"
The Current Starting Character Level is 6
This is a custom setting. We are using 4th Edition.

CONTACT INFORMATION:
Contact me by mail through
Starvosk2(AT)yahoo(DOT)com

my ORPG nick of course, is Tarl.
Please visit us at the room gametime if you are interested.

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In Alliances, three factions vie for supremacy and survival. Centuries ago, the alien Neogi crash landed upon the planet Talus, and began and invasion in an attempt to subjugate the natives. They failed. Banding toghether, the nomadic Meshket Clans and the Celestial Empire beat back the invaders to the jungles of the south, where they now reside today, attempting to rebuild their civilization in a half hearted Confederacy.

Meanwhile, Imperial intrigues threaten the throne of the Celestial Empire, while the Sultan of the City of Glass attempts to unify the Meshket people again against the growing threat of the Neogi Confederation.

No one can stand alone.

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Alliances is a setting which incorporates Oriental Adventures. The Meshket are a people based off of ancient Persians and Arabic culture, and the Celestial Empire is based off of medieval China. The Neogi Confederracy is a tangled web of alien alliances.


This is a typical D&D game. Mostly serious, with some humor here and there, action and roleplaying at a good medium. There will be a good amount of both, so you will be bored if you don't care for one or the other.
Mature situations won't incorporate anything more than an R rating, although I tend to do PG-13 myself.

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Skills and other checks: 1 is not a failure, 20 is not a critical success. This is RAW, I realize, but many people don't use this.
Of course in combat, 1s and 20s have their standard effect. We will not be using 'critical fumbles' unless ridiculously appropriate.

Relative Morality: As in Eberron, we are using relative morality. Dragons can be any alignment, etc. Alignment serves only as a rules mechanism for the purpose of magic, not as a behavioral restriction.

Technology:
Alliances is not a 'pure' medieval setting with magic and wizards. Many technologies are available.
A signature of the Meshket clans is their prism technology, which uses glass, magic and crystal to harness the power of the sun and use it as a heating/energy source for various purposes. The Sultan's troops and some other clans may be armed with 'Firelances' which fire superheated beams of light, ala Stargate. These are not available as starting equipment.
Other prismatic items are available in game.
Blackpowder technology, guns and rocketry are available in small quantity, not for starting equipment
Alien technology such as aircraft, lasers, scanners, and the like are also present in the world.

Magic:
Magic is available in slightly higher than standard quantities, with magickers being more or less available in certain parts of the world.
Distribution, is as usual, up to the DM. Expect to face regiments composed of wizards, soldiers trained in magical items, and other things like that.

Languages:
Standard racial languages (PHB racial languages excepted), along with different dialects according to nations and the like. The primary language of the Meshket is Meshketi, and the Celestial Empire is Imperial. The Nezumi speak..Nezumi. There are different Imperial dialects, including Northern and Southern, corresponding to that particular region of the Empire.

Religion: Gods are not active. Much like this world, no one knows if they exist. The clerics of the Celestial Empire worship causes, ideals, dragons and the Emperor. The clerics of the Meshketi worship Shar'ia exclusively.

World in Progress: I would like you to contribute to the setting of this world. Much of it isn't fleshed out, such as religion. Feel free to come up with your own faiths/towns/etc. If you step on my toes, I will let you know, but you are given free reign otherwise.

4th Edition Races and Classes

Some Revisions on Races. Since there are no Demi-Humans in Alliances, I've revised the 4e Races to fit. These are essentially flavor/name changes. Racial specific abilities/fits still apply

Other available races include:
Dragonborn, Tieflings, Minotaur, Gnolls, Kobolds, Shifters, and Warforged

Classes:
Wizards must be Imperial, Paladins must be Meshketi.

Commoner(Human): Your parents were farmers, or low tradesmen. You are no stranger to hardship.

Scholar(Eladrin): You studied at the Imperial Academy, introduced at a young age by privilege or talent. If you are a wizard or other arcane caster, congratulations. You are part of an established order thousands of years old. Otherwise, you failed out or chose another path, perhaps to the disgrace of your family. You are closely monitored to ensure you do not abuse your powers.

Gentleman(Half-Elf): You are the son of daughter of a noble, or perhaps successful merchants. You show talent in many areas, and have a natural tendency towards leadership

Barbarian(Elf): You were born or choose to live of the fringes of civilized society. You know how to hunt, whether it may beast, or man. You are free spirited, and care little for the established order

Nezumi Samurai(Dwarf): You were born in the warrens, and chosen to fight from birth. Day after day you weather the waves of Neogi attack, protecting the frontiers of the Empire from the encroaching menace. You are grim and determined, finding comfort in the trenches and fortresses of your underground homelands.

Nezumi Sneak(Halfling): You were born in the warrens, but never as a warrior. Rather, you've fallen back on the more naturalistic tendencies of your people, that of sneaking and scavenging. You live life day by day, taking in what you need to surprise, fighting against the looming prospect of all out disaster.

Nezumi Warmage(Gnome): You have a natural aptitude for magic, whether by clan or inclination. You were indoctrinated to fight and learn. Most likely your trials as a magister were conducted on the battlefield, hinging more on the success of your mission than the opinions of bookish scholars.

4th Edition Items

Glass Lance

Superior two handed weapon
Cost: 100 gp
Damage: d8
Proficient: +4
Range25/50
Weight: 5 lb.

Properties:
Load Free
High Crit
Unlimited Ammunition: Powered by the sun or light when underground, the glass lance effectively never runs out of energy.

Group:
Glass Weapon
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Musket

Superior two handed weapon
Cost: 75 gp
Damage: d10
Proficient: +2
Range:15/30
Weight: 5 lb.

Properties:
Load Minor
High Crit
Brutal 2

Group:
Firearm

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Pistol

Superior one handed weapon
Cost: 75 gp
Damage: d8
Proficient: +2
Range:10/20
Weight: 5 lb.

Properties:
Load Minor
High Crit
Brutal 2

Group:
Firearm

4th Edition Feats

Martial Artist

Prerequisite: Martial Class
Benefit: If you are medium or smaller, your unarmed attacks deal 1d6 damage.

Whenever you make a critical hit, you can make an unarmed attack as a free action.
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Musketeer
Benefit:You are proficient with all Firearms

For the purpose of feats, powers and abilities, firearms count as crossbows. A one handed firearm counts as a hand crossbow.
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Imperial Magister

Prerequisite: Trained in KN: Arcana, Ritual Casting,
Special: You must be a recognized Imperial Magister by the Celestial Empire

Benefit: Once per day, you can cast a ritual of your level or lower for free. This cannot be a ritual of the Creation category.

The benefits of this feat can be revoked by the Celestial Empire. If it is revoked, it can be restored on attaining good status.
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Master of the Book
You have memorized the laws and teachings of the Shar'ia

Prerequisite: Trained in KN:Religion, Ritual Casting
Special: You must be a clergyman in Shar'ia of good standing

Benefit: Once per day you can cast a ritual instantly outside of combat. This cannot be a ritual of the Travel category.

The benefits of this feat can be revoked should you violate the Shar'ia. If it is revoked, you may attempt to attone for your sins.
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Ritual Specialist

Prerequisite: Ritual Casting

Choose a ritual. You may cast it for free once per day, or cast it instantly once per day. This choice is permanent. You may not choose a ritual of the Creation or Travel categories.

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Flying Kick
Paragon Tier

Once per round, if you critically hit with a ranged or area attack, you may charge that target and make an unarmed attack as a free action.