Technology is relatively low to middling, as refugees don't typically have access to necessary infrastructure, materials, etc. It is interesting that few things have been rediscovered since... In any case, magic is fairly common today, but most folks who have access to it don't have more than a cantrip, or sometimes they would mechanically have the Magic Initiate feat. If you have the ability to be a full caster, you can write your own ticket. It's worth noting that you shouldn't feel pressured to not take magic classes; Potter's Field seems to be pretty skewed in that area, for some reason. Warlocks are people who can't learn traditional magic, but do have a very specific innate talent: summoning. Given the fear of the infernal, warlocks who are caught are branded and banished. Provided they are caught, of course.
Magical/exotic creatures (dwarves, elves, goblins, centaur, etc) are products of genetic manipulation pre-apocalypse. After a while, researchers trying to unlock new secrets of the universe just... did. Dr. Aino Taika, the lead geneticist on the team who developed the elven species, stated in an interview that it was as if these creatures "wanted to exist." Fun fact: Doc Moribund not only claims to have been alive in this period, but claims responsibility for the creation of ghouls. It was a major news event as it posited to have scientifically proven the existence of souls by creating creatures that can't have one. Further details on this sort of knowledge don't travel much outside of Potter's Field.
Magic and science were coming together, complementing each other, in ways the world hadn't seen before. Aether, essentially the Weave, flowed freely in the hands of new wizards. Untrained, unregulated wizards. There were accidents. The landscape is... a little different. The aether also flowed naturally through the atmosphere, through the oceans, and strongest in the earth. Biological organisms seeped in eitr, aether's liquid state, have a tendency to change. This saw the rise of the first liches.
Post-apocalypse, society in the region has collected into a collection of city-states born from various strongholds and fortifications against zombies. John Moribund (aka the Guildmaster and local cult figure), allowed humanity to survive as long as it did through Turning the zombies away from settlements en masse. His power is maintained through maneuvering, strong-arming, and a monopoly on necromantic magic. When someone is found to have aptitude for it, they are quickly convinced to come to Potter's Field to... encourage their growth. For the Guild.
[Name:]
[Race:]
[Class:]
[Subclass:]
[Background:]
[Writing Sample:] (about a paragraph)
[Secret:] (Remember to make out your secret tag to me.)
As of this writing, all sourcebooks are permitted with the following exceptions:
*If you have wings, your wings are vestigial. However, they can slow falling speed, halving fall damage.
*A warforged can be reskinned as an olio (flesh golem), but keep in mind that roleplaying as an olio means that you have limited free will. Maybe unnecessarily challenging, but don't let me get in the way of your creativity. Limit one per party.
*Vampires' CHA cannot exceed 8 at creation. If you're rolling, use the lowest stat and allocate the remainder (e.g. if my lowest roll is 10, I can add 2 to STR and CHA will remain 8). I'll have a reskin finished and up before too long. Dhampir weren't available when I put this up. Charisma is your dump stat, but you get Intimidation expertise for free. Limit one per party.
*Reborn- in this setting you are a Revenant. Like a Reborn, you don't require traditional rations, but you do need to consume liquid aether once a day during your 4 hr rest. Be advised that aether can be volatile.
*For tieflings, a warlock with a fiendish patron may be required to have a baby tiefling as part of their pact, or they could be required to become a Horse (a vessel for their patron to possess), in which case any children they'd have as a Horse would be tieflings. It's generally considered smart for them to file their horns and hide their tails. There is another option in the form of a back alley alterist, but they're only a bit less illegal than being a warlock and their prices are unregulated.
*Aasimar would result from one of the captive gods offering the honor of having a baby aasimar to one of their female clerics or warlocks. Their guide would likely be an ancestral spirit. Since Chernobog could easily be considered an infernal god, his children can be tieflings or fallen aasimar. Your choice.
*The Artificer class is restricted to gnomes and humans. Limit one per party.
*The Blood Hunter is limited one per party.
*The following cleric domains are permitted: Arcana, Death, Forge, Grave, Knowledge, Life, Light, Nature, Order, Protection, Tempest, Trickery, Twilight, and War. Clerics can claim any god they can justify, and those native to Potter's Field can claim any the local deities (the Three Captive Gods):
*Thanatos (Grave). Thanatos, in his sable robes, comes gentle upon the dying and brings some small comfort to the living.
*Dondo (Order). Father Dondo and his Huntsmen seek out the wicked and unworthy, meting out justice and punishment.
*Chernobog (Death). Warden of the Damned, Chernobog sits in darkness with his collection. He will share the knowledge and power he's gained from his doings, but he must be appeased.
Keep in mind that these are suggestions; if you can make it work, we'll talk.
*Great Old One Warlocks have the following changes to their features:
*Entropic Ward: as an action you enter a psychic state to read your enemies next moves that lasts for 1 minute, or until you decide to end it as a free action. While in this state, you are blinded, defeaned, and your speed becomes 0. Choose one creature within 30ft. Any creatures of your choice within 30ft have advantage on attack rolls against the chosen creature.
*Thought Shield: starting at 10th level, your thoughts cannot be read by telepathy or other means unless you allow it. You also have immunity to psychic damage, and whenever a creature deals psychic damage to you, they instead take the damage that would have damaged you.
*Warlocks should hide their class or risk being branded as a criminal. They can choose to claim one of the Three Captive Gods as their patron, which might afford some degree of protection from the church, so far as their reach may go. Just as a god can be worshiped in different ways (Dondo could be treated as a War god, or Chernobog as Knowledge), a warlock can receive different gifts from their patron, based on their contract: Thanatos (Celestial or The Undying), Chernobog (Fiend or Archfey), and Father Dondo (Raven Queen or The Seeker). There are rumors of two other patrons in the area outside the environs of Potter's Field: an archfiend (Hyperion), whispered in the dark corners of Rema, and a mysterious being in the woods (The Navky), a spirit of the river and plants beside it. The Navky would operate as the Kraken patron, but swap tentacles for water tendrils or roots. Hyperion plays nice with Doc Moribund, but he resents this symbiosis, and has been known to tweak Moribund's nose so long as it can't be traced back to him. He's typically concerned with power and influence, and will typically ask for money and luxury items instead of your soul, but many of those who accept him damn themselves through the tasks he asks for if they can't make their monthly payment. A navky is a child spirit who drowns people in rivers; this Navky has become old and powerful enough that she manifests as a young woman rather than a child, but retains her naivety. She's a smart, CG entity but poorly socialized and unable to leave her home.
The College of Ink is a comfortable home for bards who have a lack of interest or no knowledge in the playing on instrument, instead having chosen to weave their performances and abilities through their painting and artwork.
Bards who are of this college and generally thought to be a lower form of bard due to their rejection of the other colleges and methods that their fellow bards employ. They are more antisocial and are more ragged and rough in terms of their appearances, their clothes, skin and hair generally stained with their constant use of paints and inks. It is told and rumored that through practice and determination, these bards can actually bring their artwork to life to serve them as familiars and followers.
Bonus Proficiencies 3rd-level College of Ink feature
When you join the College of Ink at 3rd level, you gain proficiency with the Painter's Supplies. If you are already proficient with painter’s supplies choose another skill proficiency for the proficiency you already have.
You may then use your Painter's Supplies as a spellcasting focus for your bard spells.
Living Artwork 3rd-level College of Ink feature
Also at 3rd level, you have gained the ability to channel your magic into a piece of artwork you have created. As a Bonus Action and once per Short Rest you can with blinding fast speed, paint a creature with a CR of 1/4 or lower that you have seen in your adventurers.
On your next turn that creature appears anywhere within 20ft of you and is under your control for 1 minute or until dismissed, killed, or knocked unconscious. After the duration the creature is reduced into a puddle of paint.
At Higher Levels, you can paint more powerful creatures. At 6th Level you can paint up to CR 1 creatures. At 10th Level you paint up to CR 2 creatures. At 13th Level you can paint up to CR 3 creatures, and at 18th Level you can paint up to CR 4 creatures.
Painted Armor 6th-level College of Ink feature
At 6th level, you can paint a thick layer of paint on a willing creature that you can touch with your Painter's Supplies as a Bonus Action. Upon doing this, the creature you've painted on gets a +2 bonus to its AC for 1 minute. You may only do this once per Short rest.
Faux Appearance 6th-level College of Ink feature
Also at 6th level, you can paint features on yourself and change your appearance. Using your Painter's Supplies you can now cast the Alter Self spell at will and as many times as your Charisma modifier per rest.
Artistic Spray 14th-level College of Ink feature
Starting at 14th level you have now gained the ability to spray thick, blinding colourful paint and ink at up to three creatures in a 25ft cone. Any creature caught within the cone must make a Dexterity Saving Throw against your Spell DC. On a fail, a creature is Blinded for 1 minute.
As an Action, you can cause the paint and ink to start to boil violently on one of the creature's skin. Doing so causes the mixture to evaporate and remove the creature's Blindness, but deals 5d8 acid damage. You may do this as much as your Proficiency modifier per Long Rest.
Nearly all clerics pray to a god, and their belief in them is what gives them their power. However, some clerics worship dead powers, or gods that prefer not to give powers to the unworthy, or the unproven. And some have lost their god's trust, leaving them without their power. These are the clerics of the Abandoned Domain.
Spell Collection 1st-level Abandoned Domain feature
You have an empty place in your soul where domain spells would usually reside (ignore the Domain spells this class gives you; they are placeholders). Thankfully for you, that space can be filled. At level 1, when you successfully save against a spell that is 5th level or lower, you can use a reaction to add that spell to your list of prepared spells the next time you finish a long rest if you can use that level spell slot. For the first two spells per spell level you use this ability with, they are added to your list of Domain spells, even if you cannot yet cast at that level. During a long rest, you can also use a spell scroll to add the spell to your list of prepared spells if you can cast it, adding it to your Domain spells if it is of an appropriate level which is not filled yet.
Empty Soul 1st-level Abandoned Domain feature
At 1st level, your soul feels empty, and it craves any kind of healing. Whenever you are healed, you are healed for the maximum amount of hit points possible from the source of healing.
Channel Divinity: Healing Pool 2nd-level Abandoned Domain feature
At 2nd level, you can expend one use of Channel Divinity as an action to make a melee spell attack against one creature. On a hit, the creature takes poison damage equal to 1d10 + your Cleric level. Then, you can add an amount of hit points into a Healing Pool equal to the damage done, separate from your health. As a bonus action, you can add any amount of hit points to a creature you can touch, including yourself, by spending an equal amount of hit points from your Healing Pool.
Divine Resistance 6th-level Abandoned Domain feature
At 6th level, your distance from divinity has made you resistant to the effects of certain extraplanar beings. You are resistant to radiant damage, as well any other damage types ONLY when it is dealt by any creature considered "fiend" or "celestial." You also have Advantage on saving throws to resist non-damaging effects by fiends or celestials if the effect is magical or inflicted by magical means, unless you choose otherwise. Any effects paired with damage are not resisted.
Agnostic Strike 8th-level Abandoned Domain feature
At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
Divine Rejection 17th-level Abandoned Domain feature
At 17th level, you have built up even more barriers from divine and demonic forces. You now have immunity to radiant damage. Additionally, you are now immune to any non-damaging effects that a creature considered a "fiend" or "celestial" might inflict on you, unless you wish it to be inflicted, as long as the effect is magical or is inflicted by magical means. Any effects paired with damage are not resisted.
Druids of the Occult have delved into the strange aspects of the world and have learned rites and rituals to contact trickster nature spirits. These Druids are studiers of forgotten dark magic that, to some, serves an evil purpose in the world. Occult Druids harness this power for other motives and use it to protect and help nature by learning it. This does not necessarily imply nefarious intent, but they recognize the darker aspects of the natural world.
Voodoo Magic 2nd-level Circle of the Occult feature
You have performed a rite to derive power from a Loa spirit, an intermediary being between the planes. Your link with this spirit grants you access to certain spells. At 2nd level, you learn the vicious mockery cantrip.
When you reach certain levels in this class, you gain access to the spells listed for that level in the Circle of the Occult table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
Druid of the Occult Spells
Druid Level
Spells
3th
Augury, Crown of Madness
5th
Bestow Curse, Spirit Guardians
7th
Phantasmal Killer, Compulsion
9th
Danse Macabre, Dominate Person
Cursed Transformation 2nd-level Circle of the Occult feature
Also at 2nd level, you gain the ability to share your Druidic powers with others. Your Wild Shape can be used to transform creatures other than yourself. Choose one humanoid creature within touch range of you. If they are willing, you can transform them using the same rules and statistics as your Wild Shape.
Rite of the Dark Spirits 6th-level Circle of the Occult feature
At 6th level, you can converse directly with the whimsical Loa spirits. After finishing a Long Rest, choose one spirit to attune to. You can only be attuned to one spirit at a time. Spirit of Healing
While attuned to this spirit, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended. Spirit of Charm
While attuned to this spirit, you gain advantage on all Charisma ability checks and saving throws. Additionally, creatures have disadvantage on charisma checks against you. Spirit of Reflection
While attuned to this spirit, you gain +2 to AC and advantage on dexterity saving throws. Spirit of Creation
While attuned to this spirit, you can utilize the spirit's love of rum to touch a creature and cause them to become intoxicated, and thus Poisoned, Incapacitated, and Prone. You can use this a number of times per day equal to your wisdom modifier.
Improved Cursed Transformation 10th-level Circle of the Occult feature
At 10th level, your Wild Shape can be used on humanoids who are not willing. The target must succeed a Wisdom save with the DC being equal to your spell save. The target transforms into a creature of your choosing and cannot transform back into their original state unless you choose so, or by any other reasons detailed in the Wild Shape feature rules.
Friends of the Other Side 14th-level Circle of the Occult feature
You have now earned the respect of the spirits, and they grant you a gift for your fealty. Once every 30 days, you can cast the Wish spell. The spirits are the bringers of this wish, and the results may not be exactly as you expect. The DM is the final arbiter in the terms of the granted wish.
*Thanatos (Celestial): you're obligated to heal any wounded you find who don't oppose you, including surrendered enemies, but you cannot heal with his powers if you've demanded payment for the service.
*Thanatos (Undying): when called upon, you will act as a psychopomp, a ferryman of souls. You will be given an enchanted flask in which you will collect lost souls.
*Dondo (Raven Queen): when called upon, seek out an individual and bring them justice, be it executing a wanted criminal or destroying a lich.
*Dondo (Seeker): every month, you will find an ancient artifact or object of the old world, such as the diary of a specific historical figure, and send it to Dondo.
*Chernobog (Fiend): when called upon, perform the kidnapping or murder of a specific person.
*Chernobog (Archfey): once a month, the warlock would be required to perform a service, usually a "prank," of the patron's choosing for his entertainment.
*Hyperion (fiend): send Hyperion x-amount of gold per spell level every month, or a magical or luxury item of equal or greater value. Failure to do so requires you to do a job for the Ressurection Men.
*The Navky (kraken): tell her tales of the outside, and demands tributes of souvenirs, books, and hobby activities. Appeasing her is easy so long as you ply her with gifts and convince her you're a good person worthy of her help.
Potter's Field: The people of Potter's Field wear masks as items of practical use that evolved into religious use. Townsfolk will wear cloth masks, apprentices/acolytes wear wooden masks, journeymen/deacons wear steel, masters/priests wear silver, and the Guildmaster wears a gold mask. Cloth & wooden masks offer resistance to gas-based effects. Whether used as the basis for background or just alliance, citizenship allows you to use a mask and to seek aide from other citizens or allies. All Guild members, at apprentice level, also receive the feat Detect Nominal Inscription.
Scarf worn around the nose & mouth for commoners, or a wooden mask that straps over the face for Guild apprentices. The wearer takes half damage from poison, and makes saving rolls with advantage against gas-based effects.
This feat allows you to detect and read the effects of the spell Nominal Inscription. You can cast this as a wizard spell a number of times equal to your proficiency plus your intelligence modifier per long rest. Roll arcana to detect up to ten targets within 30', DC 15 to read it. Roll with disadvantage when in combat, or if any target is flying, levitating, climbing, or swimming. Targets who are using a movement speed of 30+ (e.g. dashing) or are actively affected by a conjuration spell (e.g. misty step, teleportation, etc) then Nominal Inscription can't be detected on that target.
For the duration, you sense the presence of Nominal Inscription within 30 feet of you. If you sense a truename or a symbol inscribed in this way, you can use your action to see them glowing faintly around the hearts of relevant targets. Any text or symbols are clearly legible on a DC 15 arcana check.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Light conditions have no effect on the visibility of this spell effect.
Resurrection Men: Rema is Potter's Field's closest neighbor and trading partner. It is also the home of the Resurrection Men, graverobbers who supply the Necromancers' Guild with spare parts (sometimes suspiciously fresh). Using them as a background gives you proficiency in stealth, thieves' tools, and poisoners' kits, as well as the criminal contact feature. Resurrection Men also receive the uncommon, wondrous item Sack of Troubled Repose and the Night Watcher feat.
Night Watcher: You are accustomed to the darkness, having spent enough time conducting questionable activities in darkness and low-light conditions:
* You become proficient in the Perception skill
* You have advantage on Perception checks to spot creatures shrouded in darkness.
* You have advantage on Stealth checks when you are in an area of dim or darker light.
Requires attunement. Dead bodies or body parts placed inside of the sack are prevented from decomposing by flooding them biomantic magic, keeping them biologically alive and capable of independent movement until spending ten rounds outside of the sack. Creatures capable of speech, provided that their brains and the mechanical means by which they speak, are able to mumble but are incapable of communicating more than rudimentary expressions. Said bodies/body parts are reduced in weight, as with a Bag of Holding, so long as they are completely enclosed within the sack. Inorganic material placed in the sack (armor, weapons, etc.) are not reduced in weight. Living creatures put in the bag are not effected and are not reduced in weight. It is not recommended to store food in the sack, as dead organic material that has been stored in the bag is no longer edible and may lead to sickness or death.
Reclamation: or HRP (the Housing Reclamation Project, militant arm of habitat for humanity). They have an intense disdain for Potter's Field, and want to take over protection of humanity and reclaim lost towns and cities. They wouldn't accept any nonhuman members, or at least members who aren't passably close. Their background gives proficiency in carpentry or masonry, athletics or intimidation, and a gaming set. You may also get aid from other members, and the feat Erratic Hammering.
This feat gives you the Level 1 spell Erratic Hammering and the Mage Hand cantrip.
Casting time: 1 action. Range: Self (1,000 ft radius). Duration: 3 hr (concentration). School: Abjuration. Components: Somatic, Material (hammer, 120 nails, a quantity of wood). Description: A loud hammering sound pervades the air within range. For the duration, all ritual spells within range are disrupted & cannot be cast. Should you concentrate on the spell for the full duration, you make a DC 10 CON check. On a success: nothing happens; on a failure, you create one piece of medium furniture of your choice & take 1 level of exhaustion.
Non-casters can use this spell as a feat a number of times equal to their proficiency per long rest. Casters & Half-casters can cast this as an action, but can use Mage Hand to maintain the spell as a bonus action.
* Using healing potions on yourself is a bonus action. Using them on someone else is an action. Features that would normally allow a character to use healing potions on yourself as a bonus action (i.e. Arcane Trickster) will now allow you to use healing potions on others as a bonus action as well.
* Dropping to zero HP earns one level of exhaustion, and you can get rid of one level per short rest.
* You can use Help on a skill check if you have the relevant proficiency (e.g. Bob can help Jim push a boulder if Bob is proficient in athletics).
* Cantrip Versatility is legal.
* The Flanking Rule is legal.
* True Strike is a bonus action.
* When making checks, please specify what you mean to roll for (I want to do a perception check to listen for enemies, I want to roll Insight to see if this person is lying to me, etc).
* If you want to make a roll like perception or insight spontaneously, that's fine, but don't make a chain of checks.
* Rests: 2 SR's and 1 LR are allowed per day.
*Luck Rule: Luck will replace Inspiration, and you can keep track of your Luck in that space. Roll 4d6, keep the highest three. The sum is your pool of Luck points. If you want another chance at a roll/check/save, roll a d20. If the number you roll is less than your Luck, you pass. A successful Luck roll can turn failures into successes, and successes into crits. A failed Luck roll can make fails into crit fails, successes into failures. Luck can't be used on Nat 20's, Nat 1's, Death saves, Hit Dice rolls, or Table rolls (i.e. so no Wild Magic manipulation). Every time you use Luck, subtract one Luck point. You may be awarded Luck, or may find Luck-boosting items.
Depending on your situation, I may call for the group to do a Luck check. If it's something that affects everyone at once (e.g. will you run into an encounter with an armed patrol), then I'll roll a DC and average your rolls against it.
DM
Jimmy
Timmy
Bob
15
7
16
1
(7+16+1) / 3 = 8. The group fails, and I'll say that for Bob's Nat 1 he bumps his shin on a coffee table, which not only draws the patrol's attention but puts him at the bottom of the initiative order while he does his best Peter Griffin impression.
Zombie Plague:
Loud noises in areas where zombies are present will attract 1d4 additional zombies. When attacked by a zombie, you must roll DC10 STR or DEX check (to have the zombie's teeth or nails hit armor instead of bare skin) or a CON save (to resist the virus). Infected Condition:
Once infected, you will lose 1 max HP each day until cured or zombified. If you hit 0 HP for any reason while infected, you immediately become a zombie with 22 HP. This can be prevented by amputating the bitten appendage before their next long rest or with Greater Restoration at any time before zombification.
This sounds interesting. I'm curious though, would we be going on this mission for freedom and our lives because of a specific reason or is that something we come up with in our backstories?
Last edited by Vailee; Dec 31st, 2019 at 08:09 AM.
@triedtherest: Yes, you can definitely roll a necromancer. I will say that you will have a different sort of relationship with the rest of the party. Necromancers hold positions of power and prestige, whether wizards or clerics. Cleric classes can, if they wish, choose from the local deities of Thanatos (Grave), Chernobog (Death), and Father Dondo (Order). These are the Three Captive Gods, the pantheon of the Church of Enoch. They can also serve as patrons, but their contracts are distributed by the Church for those faithful who wish to make a high level of commitment but have the right aptitude to be a cleric. It doesn't have quite the same level of respect, though.
Yes, I named myself after a figure from my homebrew. No, I didn't think I would be running my own game of it at the time. This isn't like in Goblins where the cleric prays to Herbert the DM. You can pray to me if you want, but I can't guarantee I'll listen
@Vailee: I don't think it's too much of a spoiler that you start in prison (roughly 75% of d&d campaigns, right?), but there's a specific reason, and it's a bit more than lockup for drunk & disorderly.
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Ok, I realize I've been gone for quite a while. I'm sort of at the point where I'm too embarrassed to come back. Or at least I don't know if I would be welcome to come back.
Last edited by FatherDondo; Jan 11th, 2020 at 09:55 PM.
I'll say if it's in a book, I'll probably allow it. Most humanoids will start at the start. A centaur, on the other hand, would start separately from the party, and then run parallel until the humanoids' inciting incident is over. There would be some other differences on a case by case basis. For example, elves were first developed in an attempt to create humans that were immune to cancer and aged more slowly. Ghouls are human-shaped animals made as servants. Goblins are chemotrophic, basically existing as biological excavation machines. Vampires are all nosferatu, zero sparkle. Charisma will be your dump stat.
They're not so much traditional undead as they are the product of humans mixing with ghouls. When they found out that's how you make vampires, it became even more taboo than it was already. These things are rare.
I will say no fliers or war-forged. I will allow an olio (in-setting flesh golem), but there would be a lot going on with that one. I'd say no more than one in a party (i.e. not every character can be Drizzit).
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Ok, I realize I've been gone for quite a while. I'm sort of at the point where I'm too embarrassed to come back. Or at least I don't know if I would be welcome to come back.
Last edited by FatherDondo; Jan 1st, 2020 at 12:24 PM.
This reminds me a little of the Necromancers of Hollowfaust from the Scarred Lands Campaign (If you're familiar with that) I have some ideas for a Human Wizard (Necromancer) probably with the Noble background based on that type of concept.
Is there any further information for your campaign? I would like to remain as in-canon as possible.
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Ok, I realize I've been gone for quite a while. I'm sort of at the point where I'm too embarrassed to come back. Or at least I don't know if I would be welcome to come back.
What are Gnomes like in your setting?
Also, if the technology level is fairly low, then are we limited when it comes to certain types of armor or weapons?
Last edited by girlplay; Jan 1st, 2020 at 12:59 PM.
@girlplay Gnomes, like dwarves and halflings, came from human stock. Magically enhanced medical science allowed them to address the complications of their conditions without changing too much about their general body shape. Between these modifications and the survival advantages of being small (e.g. you require less energy to sustain yourself), they were able to flourish enough to be called their own races. Culturally, gnomes tend to put more stock in the lost technology of the last age, and have of late been making some progress. Higher level technology (i.e. anything you can fry with an EMP), is mostly unrecoverable, but they are beginning to experiment with the applications of steam.
The technology level of society at large is fairly medieval, and there is some surviving tech (if you can get it to work). Artificers do exist, but are rare and isolated. Potter's Field so far has one and his apprentices. I'll say that the artificer class is restricted to gnomes and one of those human apprentices.
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Ok, I realize I've been gone for quite a while. I'm sort of at the point where I'm too embarrassed to come back. Or at least I don't know if I would be welcome to come back.
@HexenArzt (Witch doctor? I haven't spoken German in ages, I'm a little rusty). That depends entirely who you ask. Most of them are just... people. Mostly a mix of good and neutral; strongly devout to the local cult, but good and neutral in spite of that (or in light of that). The followers of Chernobog though... they're a little harder to put in those categories. You know how medical scientists know how to protect people from the cold because they already know the body's tolerance for cold? That came from putting people in the cold and watching with a clipboard and timer. It would be wildly unethical to conduct an experiment like that today... but... someone did it. If you want to find the stereotypical necromancer in Potter's Field, they'll be hard to find... but the closest would be in Chernobog's part of the flock.
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Last edited by FatherDondo; Jan 1st, 2020 at 04:19 PM.
[Name:] Phyrra [Race:] Human [Class:] Rogue [Subclass:] Assassin [Background:] Criminal
Phyrra had a fairly normal life growing up with her mother and father. Her parents were mere farmers. She was faster than most children her age and found herself very good at finding places to hide. When she became an adult Phyrra became well known in her community for her ability to be fast and quiet, capable of sneaking up on people and scaring them. Sometimes just for fun she would pickpocket strangers. The Necromancer's Guild quickly noticed Phyrra's abilities. They recruited her in hopes to train her to assassinate anyone who doubts or tries to go against the Guild and Doc Moribund. Recently, she was sent on a dangerous mission to assassinate a higher ranking official and ended up in prison for the assassination attempt. It had been Phyrra's first major mission for the Necromancer's Guild and only a select few in the Guild new about the plan to assassinate then official. This lead to her arrest after failing the mission. [Writing Sample:] (about a paragraph)
Phyrra took a quiet deep breath, realizing the importance of this mission. She had studied the official's home for days watching for those who came in and out. Making sure that she knew his daily routines. Phyrra was just outside the official's bedroom window. Any moment now he should be fast asleep. Thankfully this window was to a poorly lit alley where no one would see her. Phyrra carefully opened the window and slipped inside the dark bedroom.
At that moment, a light turned on and a deep voice stated "I knew you'd be here tonight. GUARDS!"
A guard rushed into the room and captured Phyrra.
"But, how?" Phyrra stammered.
"That clearly doesn't matter now, does it?" the official replied.
Phyrra tried to release herself from the guards grasp, but he was too strong. [Secret:] (Remember to make out your secret tag to me.)
Let me know if you need anything else
Last edited by HexenArzt; Jan 1st, 2020 at 07:07 PM.
Ah. When I put background there, I just meant the background mechanic with features (urchin, scholar, etc). Telling me more about your character specifically can go in your writing sample. A paragraph should be fine, but I've never been one to stifle the artistic spirit; if you want to do more you can, just so long as it's significantly shorter than a novella
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Ok, I realize I've been gone for quite a while. I'm sort of at the point where I'm too embarrassed to come back. Or at least I don't know if I would be welcome to come back.