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Post by WildKnight on May 30, 2014 13:01:39 GMT -5
Religion in Fairhaven It is believed that the world was created by Ossani, "The Mother of All", a distant and uncaring deity who observes the world she created but never interferes. Ossani is generally not worshiped as such, though the sacred rituals of most races acknowledge her in some way. The primary religion of Fairhaven (and of the now lost Empire it once belonged to) is the worship of the Ascended Powers; once mortal beings who obtained so much power that the physical world could no longer contain them. Different groups interpret these beings differently. The Elves believe that Ascension is a natural law created by the first fey in the time when the physical world was just forming, preventing mortals from obtaining so much power that they might dominate the world around them. They see the Ascended more as imprisoned than enshrined, but nonetheless acknowledge their power and status. Elves rarely wield divine power, and when they do it is usually derived from the fey, rather than the Ascended.
Dwarves engage in a form of ancestor worship. Each Dwarf that Ascends has a Clan named after them, and each Clan worships only it's own Ascended ancestor. Since Gnomes belong to no Clans, they are free to choose, but typically focus on The Creator, the only known Gnome to have Ascended. Humans and halflings take a polytheistic approach to worship, believing that it is probably best to acknowledge all of the Ascended and avoid hurting the feelings of any particular one.
Whether or not the Ascended can actually effect the physical world is a metaphysical question of much debate. Certainly, divine magic is very real, but some question whether it is channeled from "beyond" or merely existent in the world and focused by the belief of the one wielding it. The Ascended themselves are silent; they answer auguries through proxies (such as cards, dice, and the like) if at all.
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Post by takewithfood on May 30, 2014 14:57:48 GMT -5
Oh man, idea overload. I think I'd like to start by rolling my stats now, so that I can use that to narrow down or enrich these concepts. Wish me luck:
1: bp67Otay1d61d61d61d6 = 11
2: 1d61d61d61d6 = 9
3: 1d61d61d61d6 = 11
4: 1d61d61d61d6 = 15
5: 1d61d61d61d6 = 13
6: 1d61d61d61d6 = 11
Wow, super boring. But nothing awful, I can work with that.
~TWF 1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6
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Post by Gris on May 30, 2014 15:06:55 GMT -5
Yep, gonna do the rolls too: 1: tBRRCaag1-61-61-61-6 = 12 2: 1-61-61-61-6 = 16 3: 1-61-61-61-6 = 13 4: 1-61-61-61-6 = 16 5: 1-61-61-61-6 = 06 6: 1-61-61-61-6 = 15
Pretty crazy rolls there... 1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6
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Post by takewithfood on May 30, 2014 15:08:06 GMT -5
Damn, those are awesome, Gris! Even the 6 will be fun. So jealous!
I think I'm probably going to have to go with a spellcaster, probably a wizard. Or maybe a druid and just wildshape my crappier stats away. lol
~TWF
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Post by WildKnight on May 30, 2014 15:29:29 GMT -5
... when I see a 6 like that, I can only think one thing... "old school Paladin"
(Because the very first character I ever played in D&D was a legitimately rolled Paladin using the old "3d6" method. Int was the only stat that wasn't a requisite for them... and my Pally had a 5)
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Post by dorkknight23 on May 30, 2014 15:34:26 GMT -5
Room for one more, or do you want to stick to three?
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Post by takewithfood on May 30, 2014 15:51:54 GMT -5
Ha ha, a friend of mine played a very memorable low-int paladin who was an enormous ham. Irritating in the moment, hilarious in retrospect.
I'm taking a liking to the idea of a Circle of the Moon druid, maybe a dwarf (also considering a human or halfling). Wildshape for combat, and utilitiy spells out of combat. I still have a lot of reading to catch up on the rules, though.
Edit: It occurs to me that with six odd stats I would be a colossal fool to be anything but a human, but I still like the flavour of a dwarf better. Maybe a very dwarfish human. lol Pretty sure about the druid part, though. Going to take a better look at the mage, too, though. (man, after over a decade of 3rd ed, its nice to see fighters and rogues that don't suck!)
~TWF
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Post by WildKnight on May 30, 2014 23:28:38 GMT -5
Room for one more, or do you want to stick to three? I would actually prefer 4 to 5, so we've got room for at least one more
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Post by dorkknight23 on May 31, 2014 0:00:21 GMT -5
Rollan: 1: dMhBsUCw1d61d61d61d6 = 13 2: 1d61d61d61d6 = 10 3: 1d61d61d61d6 = 13 4: 1d61d61d61d6 = 12 5: 1d61d61d61d6 = 9 6: 1d61d61d61d6 = 8
A little anemic, but I think I could make a cool High Elf Mage out of this, but I'd also be fine rerolling if given the option.1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6�1d6
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Post by shenron on May 31, 2014 0:29:51 GMT -5
Lets see what I get....
1: yQr_XZeZ1-61-61-61-6 = 12
2: 1-61-61-61-6 = 12
3: 1-61-61-61-6 = 17
4: 1-61-61-61-6 = 14
5: 1-61-61-61-6 = 15
6: 1-61-61-61-6 = 11
Not bad at all. I little in the same range with that nice 17 for the core stat. Can't complain. 1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6�1-6
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Post by dorkknight23 on May 31, 2014 2:13:31 GMT -5
Draft sheet, will probably edit this wildly as I fix mistakes and tweak, just to give everybody a sense of what I'm working towards. Taerin High Elf Mage 1 CG Age: 97 Gender: Male Size: Medium Height: 5'8 Weight: 120 lbs. Eye Color: Green Hair Color: Blonde Str 9 (-1) Dex 14 (+2) Con 10 (0) Int 14 (+2) Wis 12 (+1) Cha 8 (-1) Proficiency Bonus: +1 Melee Combat Bonus: +0 Ranged Combat Bonus: +3 AC: 12 Spells Per Day: 2 HP: 6 HD: 1d6 Proficiencies: Armor: None; Weapons: Daggers, Darts, Light Crossbows, Longswords, Longbows, Quarterstaves, Slings, Short Swords, Shortbows; Tools: None Saving Throws: Intelligence, Wisdom Skills: Arcana, History, Religion, Search Traits: Racial: Medium Size, Speed 30', Low Light Vision, Keen Senses (advantage on Wisdom (perception) checks,) Fey Ancestry (advantage on saving throws against charm, cannot be put to sleep magically,) Class: Mage: Wizardry: Spellbook: Cantrips: Read Magic, Light, Mage Hand, Minor Illusion Level 1: Magic Missile, Find Familiar, Detect Magic, Disguise Self Languages: Common, Elvish, Giant, Gnome, Halfling, Orcish Background: Sage Trait: Researcher When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the universe can require an adventure or even a whole campaign. Equipment Long sword (1d8 slashing, 4 lbs., Versatile (1d10 slashing)), Shortbow (1d6 piercing, 2 lbs., Ammunition (Range 80/320,) two-handed), 20 arrows, Spellbook, Adventurer's Kit, Robes, 5 flasks, 10 pieces of chalk, Wand 13 gp Background: The second son of one of the Elven noble houses, Taerin was a sickly child, so he spent his childhood holed up in the towers, learning the magical arts and spurning opportunities to be social. He did spend a few years learning how to use the sword and bow, and that kept him from being completely out of shape, but he's still on the frail side. He's a decent shot with a bow, though. Before taking his adult name and his place in elven society, Taerin's decided to go adventure and explore the outside world, hoping to find out more about himself in the process. While extremely well-read, he's arrogant and tends to accidentally piss people off by saying the wrong thing at the wrong time.
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Post by WildKnight on May 31, 2014 8:19:06 GMT -5
Some organizations I came up with because I couldn't sleep last night...
The Wartorn In a place as dangerous as Fairhaven, orphans are an inevitability. When there is no extended family to take young children, they are typically sent to join the Wartorn.
No one is certain of the original purpose of the small collection of rooms inside the eastern section of the wall, but it was co-opted decades ago by a holy order dedicated to perfection of the physical self and unity of mind, body, and spirit. Those who survive training in what is commonly known as The Monastery grow to become Monks of the Order of the Wartorn. The Wartorn undergo a ritual upon graduation in which they permanently lose all body hair, and give up their personal name, forever only to be known as "Brother" or "Sister" (though Wartorn are often given, and accept though do not use themselves, nicknames from non Wartorn companions). From that moment, they venture into the world seeking ways to serve an ideal that they call "The Balance," which is essentially obtaining equilibrium in all things. A Wartorn who achieves Equilibrium returns to The Monastery to care for and train young would-be monks.
Der Ritter Hospitaler An order of Paladins dedicated to healing the sick and defending the helpless, Der Ritter Hospitaler were one of the first organizations created by humans once they began to gather and create societies of their own. Accordingly, they still use an ancient human tongue known as High Rusch in all of their formal rituals, greetings, and paperwork, although they began accepting members of all races centuries ago. The Ritter ("knight" in the common tongue) are known for their compassion for all beings, and occasionally for falling into conflict (though usually non-violent) with even other good beings because of their policy of doing their best to offer succor to any living thing, good or evil. They also have strict rules against torture or any other harm inflicted on captured enemies.
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Post by WildKnight on May 31, 2014 8:21:58 GMT -5
I just realized that DK's background used the word "scriptorium." I love that
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Post by Gris on May 31, 2014 8:51:54 GMT -5
A draft of my character, I almost go crazy finding what was the Proficiency Bonus until I saw that it was the character level. Alis Human Paladin 1, Lawful Good Gender: Female ; Size: Medium ; Height: 5'7 Weight: 155 lbs. Eye Color: Blue Hair Color: Black Abilities:STRength 17 (+3) DEXterity 13 (+1) CONstitution 16 (+3) INTelligence 7 (-2) WISdom 14 (+2) CHArisma 17 (+3) Hit Points: 13 ; Hit Dice: 1d10 Racial Features: Ability Modifier (Already Applied), Medium Size, Speed of 30 feet. Languages: Common, Dwarven and Orcish. Class Features (Paladin): Divine Sense; Lay on Hands Background (Thug): Trait - Bad Reputation Proficiencies: Armor: All, Shields ; Weapons: Simple, Martial Tools: Mount (Land), Gaming Set Saving Throws: Constitution, Charisma Skills: Persuasion, Athletics, Deception, Intimidation Equipment: Ring Mail (30gp), Shield (10gp), Longsword (15gp), Adventurer's Kit (9gp), 11gp Growing up as an orphan in Fairhaven gets you into a monastery if you are lucky and into all sorts of trouble if you aren't. Alis seemed cut for what the destiny had given her, being strong enough to brave her way in the slums, with her charm to compensate for a complete lack of wits and formal education. But even then, she really wasn't where she was meant to be. Alis always dreamed of a better life, away from bullying others, where one could use her gifts to protect others, to make them safe from people like... well, herself. Such a chance came the day an old knight, one who anyone would call venerable due to his age, stumbled upon her, wandering aimlessly in the wrong neighborhood. He seemed quite unaware of his surroundings, the cause of that being his advanced age or the bleeding wound in his forehead. It seemed that she wasn't the first thug he had encountered around, as he was wearing little more than his armor. "My beloved, I've found home..." he mumbled, stumbling in her arms, his eyes full of joy. "Daughter of mine, bandits stole my sword, your sword" said afterwards, weighted by shame, making little to no sense. He was clearly confused about who Alis could be, putting her in different places along the old knight's long and eventful history. "I'm here to serve you, my queen" announced once with utter devotion, "this is our last stand, we can't stop the orcs no more..." added then, with a hint of desperate bravado. While his last moments ended, as suddenly as he has appeared, Alis didn't even flinch, looking at his eyes, nodding to every otherworldly situation the knight narrated. Maybe it was the way the knight had talked her a life full of heroic deeds, maybe it was the way he was attacked when he couldn't really defend himself. Alis decided that she had to do something. She found and fought the thieves that attacked the knight, recovering his belongings after taking a wound or three, and took his remains to a temple, thinking that they could honor him there. But then, nobody seemed to know the old knight, or even the emblem on his shield, but the head cleric saw something in Alis. "We can't do much more than offer proper burial" he said, "But you... you can do much more. You can honor the memory of a man nobody seem to remember" added, putting a hand in her shoulder. With her wounds tended, Alis left the temple as a new girl. She was still dimwitted, and her reputation would precede her, but now her strength and her heart were in the right place. Portrait:
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Post by WildKnight on May 31, 2014 9:08:07 GMT -5
Proficiency Bonus is based on character level, but it's not the same as your character level. Each class has it's own chart, but I think all of the Prof. Bonuses progressions are the same... +1 at 1st level to +6 at 20th.
Also; I can't see your picture for whatever reason
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