dead_radish
Explorer
Like the title says - I'm starting up a new PbP game in a massively homebrew world, the Narrowlands.
It's an extremely low magic world. Characters will start at 6th level. The game will be a combination of political and hack-n-slash, set somewhat before the orc wars.
A quick summary of the world, and the primary house rules, follows.
The Narrowlands: Heroes and monsters face off in brutal battles to reclaim an ancient golden age.
The Narrowlands is an isolated world, one where magic plays a far less important role. A semi-full history will follow later. Characters may start from any of the three primary human nations (Estolad, Angrenost, or Doriath (the Kingdom of the Wall)). Good to neutral alignments only.
"Official" DM posts will come every other day at the most, sooner if possible. Responses as needed will show up as well.
The relevant House-Rules (Note: This world is still under playtesting).
Classes allowed: Fighter, Paladin, Ranger, Barbarian, Rogue, Bard and Adept.
Races Allowed: Human, Dwarven*, Halfling, Petty-Dwarf, Grey Elf, Fey Elf (*Modified).
Magic use: There are no magic items. None. The only items with magical abilities are Fated items, defined in a moment. Bard, Ranger, Paladin and Adept are the only spellcasting classes. To cast a spell (from a restricted spell list), you must have a primary attribute of 15+spell level (Yes, magic is hard. It's meant to be). Bards gain spells at a slightly faster rate than the PHB.
Modified Races: Dwarves: Stats are the same, history is different - dwarves are made, not born, from the stones deep beneath the earth. New dwarves are created only upon the discovery of a mystical item known as a Dwarf's Heart.
Petty-Dwarf: +2 con, -2 int, -2 wis, -2 cha, +1 hp/lvl. Petty dwarves are hardy, but generally considered a wasted race, somewhat like the Gully Dwarves.
Grey Elf: +2 dex, -2 con, -2 cha. Grey elves are intimately familiar with forests and beasts, attracting animal companions like druids, and having connections to the forests and animals.
Fey Elf: -4 str, +2 cha. Fey Elves still have a bit of the music used to create the world running through their veins, which grants them a small amount of mystical powers, making them an enigmatic race.
Fate points: Starting characters have d4 fate points (+1 if halfling, +2 if human). Fate points may be spent for things such as +30 to a single roll, auto critting for max damage on a roll, imbuing in Fate Oaths (grant bonuses while pursuing the oath), buying Fated feats.
Parry bonus: Characters wielding melee weapons gain a bonus to AC of half their BAB. This is lost when flat-footed.
Familiarity bonus: For every 2 levels you use a particular weapon (aka: The sword your father gave you when you left) as your primary weapon you gain +1 attack/damage with it. Max +3/+3 after 6 levels. If you’re a bard and applying this to your favored musical instrument you increase the DC by 1 for any spells cast using the instrument as well as a +1 familiarity bonus to perform rolls while using your favored instrument.
HP: Full at first level, at least half every level there after (If you roll less than half hp, you get half hp).
Overall, characters are more powerful personally, but less powerful due to items and such. Monsters are correspondingly more powerful in several ways.
If people are interested, general character concepts only for now - if there's enough interest, I can post relevant information.
Cheers!
It's an extremely low magic world. Characters will start at 6th level. The game will be a combination of political and hack-n-slash, set somewhat before the orc wars.
A quick summary of the world, and the primary house rules, follows.
The Narrowlands: Heroes and monsters face off in brutal battles to reclaim an ancient golden age.
The Narrowlands is an isolated world, one where magic plays a far less important role. A semi-full history will follow later. Characters may start from any of the three primary human nations (Estolad, Angrenost, or Doriath (the Kingdom of the Wall)). Good to neutral alignments only.
"Official" DM posts will come every other day at the most, sooner if possible. Responses as needed will show up as well.
The relevant House-Rules (Note: This world is still under playtesting).
Classes allowed: Fighter, Paladin, Ranger, Barbarian, Rogue, Bard and Adept.
Races Allowed: Human, Dwarven*, Halfling, Petty-Dwarf, Grey Elf, Fey Elf (*Modified).
Magic use: There are no magic items. None. The only items with magical abilities are Fated items, defined in a moment. Bard, Ranger, Paladin and Adept are the only spellcasting classes. To cast a spell (from a restricted spell list), you must have a primary attribute of 15+spell level (Yes, magic is hard. It's meant to be). Bards gain spells at a slightly faster rate than the PHB.
Modified Races: Dwarves: Stats are the same, history is different - dwarves are made, not born, from the stones deep beneath the earth. New dwarves are created only upon the discovery of a mystical item known as a Dwarf's Heart.
Petty-Dwarf: +2 con, -2 int, -2 wis, -2 cha, +1 hp/lvl. Petty dwarves are hardy, but generally considered a wasted race, somewhat like the Gully Dwarves.
Grey Elf: +2 dex, -2 con, -2 cha. Grey elves are intimately familiar with forests and beasts, attracting animal companions like druids, and having connections to the forests and animals.
Fey Elf: -4 str, +2 cha. Fey Elves still have a bit of the music used to create the world running through their veins, which grants them a small amount of mystical powers, making them an enigmatic race.
Fate points: Starting characters have d4 fate points (+1 if halfling, +2 if human). Fate points may be spent for things such as +30 to a single roll, auto critting for max damage on a roll, imbuing in Fate Oaths (grant bonuses while pursuing the oath), buying Fated feats.
Parry bonus: Characters wielding melee weapons gain a bonus to AC of half their BAB. This is lost when flat-footed.
Familiarity bonus: For every 2 levels you use a particular weapon (aka: The sword your father gave you when you left) as your primary weapon you gain +1 attack/damage with it. Max +3/+3 after 6 levels. If you’re a bard and applying this to your favored musical instrument you increase the DC by 1 for any spells cast using the instrument as well as a +1 familiarity bonus to perform rolls while using your favored instrument.
HP: Full at first level, at least half every level there after (If you roll less than half hp, you get half hp).
Overall, characters are more powerful personally, but less powerful due to items and such. Monsters are correspondingly more powerful in several ways.
If people are interested, general character concepts only for now - if there's enough interest, I can post relevant information.
Cheers!
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