Click here for regional map
Click here for zoomed in northern region
- The Ocean is patrolled by a surly seafaring folk of mixed backgrounds, and they're strong enough to have forced a treaty with Valacia to dismantle any navy beyond simple fishing boats.
- The mountains to the east, known as the Esterwall Range, is home to several dwarf clans. Historically, there have been several pitched battles and open wars with these clans, but for now there is a tense sort of peace.
- The western mountains, appropriately called the Sinster Range (meaning Sinister, but lingual shifts over the centuries cause small changes to words, not names) are haunted, plagued by the undead and the unliving. It is said that no one living could survive there long, but there are reports of small tribes of orcs, or others, living in animalistic communities.
- As mentioned, there is a wasteland to the north, known as the Har Wastes, named for being in the shadow of Mount Hargast. Mount Hargast, in turn, is named for Maekrix Hargast, an enormous fire-breathing dragon with a very wide hunting range.
- North of the wastelands is the Sylvia Wood, in which is a nation of elves who call their land "Vaedijhal". Valacia is in peace with them, and both nations are eager for more contact-- Valacia because the elves know how to make enchanted artifacts and magical weapons which would be very useful in the next conflict against the dwarves, and the elves because... well, it's not entirely certain why they like Valacia all that much. But they do. If only the Har Wastes weren't in the way...
In recent years, there have been extended efforts to establish a firm trading route between Valacia and Vaedijhal, and there has been some success. By skirting the Har Wastes in small caravans, it is possible, more often than not, to send riverboats to the edge of Sylvia woods and back without attracting draconic attention-- if lucky, and if threatening enough, and if small enough. From there, it is a long journey by foot through the forest before one can reach Vaedjhar proper, but trails never seem to stay put, making it easy to get lost without elven guides. But it's worth it. A single mule that returns to Valacia loaded with enchanted items and magical weapons can make you fabulously wealthy.
Character Creation Rules
- Races allowed: Any you can justifiably fit into the setting. You MUST have a backstory of where you came from, and why you would be in a party crossing the Har Wastes with a merchant caravan.
- Level: 1
- Classes: Lets try to fill the four roles. Any book is okay, but I maintain veto power. Note: FLAVOR IS MUTABLE. Classes are for dice mechanics only. YOU ARE ENCOURAGED to "reskin" any class in any way that is thematically viable. Call yourself and describe yourself how you want, the system is just for the dice.
- Stats: 32 point buy. If you don't know what this means, use a point buy calculator on the net.
- Alignment: Classic 3x3 grid style alignment. NO ANTISOCIAL ALIGNMENTS. This means your character must play well with your fellow players. If you can roleplay an evil, or chaotic neutral, or lawful good character and NOT be an ***hole to your team, you can play it. If choosing one of those alignments will cause to you get a "does not play well with others" on your elementary school reportcard, don't do it. Please note that evil, chaotic neutral, and lawful good characters tend to be... troublesome, if you allow them to be. Thus, if you choose one of those, you MUST detail EXACTLY what your alignment means to your character, and why it won't be a problem.
- Backstory: As has been noted, at least a little backstory is mandatory. I don't need a novel, but I would appreciate anything you give me-- particularly potential plot hooks for the future. Feel free to make up cities within the kingdom, organisations, historical events, and whatnot (subject to modification by the DM).
- Equipment: 400 gp (yes, I know that's quadruple standard).
House Rules
- The DM is always right, and there WILL be changes. Rules are up for discussion. If something about 4e is unfun, we will try to change it.
- Numerous behind the scene changes, particularly in how skill challenges work. You shouldn't even notice these.
- 3.5e style diagonal movement--Movement Costs are 1,2,1,2,etc. Meaning, if you're moving diagonally in a straight line, you count "1,3,4,6,7,9,10..." and so on.
- Allies provide cover in battle (meaning ranged attacks that go past an ally have a chance to hit said ally).
- If you have multiple items with daily powers, you can use each item once per day (instead of only using one "item daily" per day).
- Bonus "Expertise" feat at level 5 (see PHB2, Weapon Expertise or Implement Expertise)
When do we meet?
First game should be Monday, October 24th, 6pm, subject to change according to what people want.