Heroes of the Dawn - Doombringer

wyck

Personae Dramatis Wyck

Talisen – young, harp bearing blonde man with startling green eyes. Thaemoria – gorgeous young dark haired beauty from Syrmor who has come to share her ways and learn from the conclave of Wyck. Sandor – wiry willowwalker, human mostly, but showing obvious signs of connection to the wild.

Sholham – ancient old coot who lives in a pig farm at the edge of a small lake. Tallos – young boy who is Sholham’s ward Boron – older barrel chested blacksmith

Druids Leashy – fey seeming woman with golden hair and a gown made of flowers Huron – strongly built older man who favors dark leather and is always armed Ren Folcom – wild eyed and dirty, he seems less interested in people than the dirt he tends to. Luko – Dark skinned white haired old man, apparently blind, attended by nude bodyguards Tarman the Bard – mail girt, steel short sword, harp and bow.

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Great Houses

The Great Houses of Domani derive their power and prestige in a variety of means, bound together only in fealty to the Crown of Corrin and the Seat of the Domani. Of the twelve Great Houses recognized as royal by the Line of Corrin the Houses trace their lineage to the kin of Thorvald First Father, two Houses are of foreign birth, bound by compacts ancient and arcane, and near legendary in their origin, and the remaining Houses are the native peoples of Terene conquered by the advancing forces of Corrin.

Thorvson – Tracing their line directly to Thorvald First Father the House of Thorvson, founder of the Eisenhar and the grandfather of Corrin I. The Thorvson claim no lands as their own, instead they administer the lands of Calorst and the Vale of Law. The Thorvson are very active in the military matters of the Domani and are most often encountered as Legates when not in their home lands.

Rosehelm of Thornvald – Of the surviving Eisenhar, the Rosehelm took the lessons of the Doom of Haardval to heart. They have wed the stoicism of their legendary past with the Faith of Ertu, and are renowned and infamous for their religious fervor, their military might, and the many who have Fallen. Most infamous is the mythical Guttot Rosehelm, dark scion of their House, Betrayer of his Hands and the Forsaken Lord of Xaxmoth. The Rosehelm rarely serve the Empire directly in military service, instead maintaining their own levies in the fortified regions of Haardstadt, Thiekal and Courhash, the latter being a port shared by the al’Phoenix. The Rosehelm maintain a strong naval tradition, though unlike their cousins the Rheinvoss prefer the sleek dragonboats of their forefathers. The Dead’s Honor, the Duke’s flagship is the one war galleon in their armada. Their naval partners the al’Phoenix maintain a flotilla of more modern heavy vessels and the two combined are a significant deterrent to any naval invasion.

Rheinvoss of Chevarest – The Rhienvoss have embraced the union of the Domani and the Eisenhar fully. Education and leisure are valued pursuits among both the House and their vassals, and to their credit they do not deny their people the same aspirations. Chevarest is the first Duchy to follow Calorst’s lead and provide for the education of the masses and the establishment of formal education centers for those able to afford the tuition. Chevarest is blessed with several excellent ports, good access to river and overland travel and numerous natural resources, such as shipbuilding materials and iron. As a result Chevarest has become the principal naval and merchant power of the Domani Empire, with established trade agreements with numerous foreign powers. The Rheinvoss themselves do little to administer the Duchy themselves, having appointed numerous minsters to handle the responsiblitis of their House.

Cearsain of Carador – The Cearsain are the native Kings of Carador deriving their power from the Ancient Dimuviel and the Druid-Priests that serve the Goddess. When the Domani had conquered their neighbors the Cearsain held the Domani at the Pass of Hroth, and dwindled the invaders numbers fighting in the Marsh of Chorrush. Corrin II offered Sackhove Cearsain peace, in return for loyalty, coming himself and in stealth before the pagan king. Cearsain married Corrins second daughter Martienne and became the prinicipal cadet House of the south. The Cearsain and their people retain much of their ancient relgion, much to the ire of the Temple. Shrines to Dimuviel and spirits of the Earth remain well tended and sought by both Caradain and Domani alike in those lands. The Bards of Wyth come from these lands, the college where they learn the acient arts from Druids and revered lore masters lies hidden in the Drythwin Mountains, the first test of admission finding the sacred site.

House of Macay – Once kings, the Macay now rule the lands of Breac, the barrier islands off the western coast of Domani. They are not known for their shipbuilding, but are renowned for their tenacity in battle. The Macay are the last House to join their banner to Corrin, and did so after long years of war ended only when a greater threat was defeated by their combined forces. Lord Macay still bears the title King in his petance, King of Breac, Lord of the Westmarches, Duke of Graystone and Protector of the Criestwold. The people of Breac tend towards ruddy skin, hair ranging from dark to red, withe eyes ranging from gray to green.

This House has not yet been formed as of this time.

Gwyneth – House Gwyneth, Lord Gwyneth and the land are one and the same. The house and their vassals retain many of the same traditions as the Cearsain, who while not orginally related by blood have become strong allies, and many marriages between the two are arranged. The progenitor of House Gwyneth was the Sorceress Gwynn Wyth, some say the daughter of gods, feared and loved by her people. She sought out the burgeoning empire, aiding the warrior king with counsel and prophesy. Her children, mortal and loyal to the crown, were given rank and title, things she despised. The people of Gwyneth produce some of the finest textile goods, woven goods, and leathers of the empire. They are similar in stature to the domani, and similarly colored, but culturally very different. The Gwyneth still speak their native language Cwyl amongst themselves, but they do speak the Domani tongue among outsiders.

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Foundation Period

If we are playing in the Foundation period there are some things you all need to be aware of.

It will be assumed that almost every person is illiterate. They may know the meaning of individual runes or symbols but few are literate. I may decide to make literacy something bought with skill points unless the background calls for it.

Steel is a relatively new substance to those not of Thorvalds blood or their closest allies. This only changes one stat, hardness, and I dont even know if thats used in this system.

Baths if they happen at all are normally done in streams, rivers and lakes. Boiled water is not a common thing, and plumbing does not exist outside of ditches.

This is NOT earths middle ages not does it represent in whole cloth any period of earth history.

As a result remember these things:

Women are not mere chattel. Due in large part to the Daen regard for wise women and the Eisenhar belief that women defend the village and have accounted for some of their fiercest heroes the people of the burgeoning empire do not regard women as subservient. Some of the houses are patriarchal, but others base their succession on mere age and birth, not sex. None are matriachal however. This is not to say that women are equals in this society, and like all things is greatly dependant on the person in question.

The only equivalence to the Roman empire or other great civilzations did not merely collapse, they were cast down by gods and destroyed. Little survives of them.

Wizards are rare and feared. Magic comes from the gift of Ankhel the Vagabond, a demon. The difference between a witch and a wizard is entirely social. A learned man who has mastered magic is a wizard, a person who works in secret and learned from someone other than a wizard is a witch. Both have been burned or stoned before.

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Rewards

For those players who have signed up for this, you get a bonus of 4 hero points. You may use these as get out of jail free cards as you deem fit.

For those of you who have not accepted your invitation by game time Saturday, consider your character FUBAR.

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The Ainglemach

Ainglemach

The Storm Hag.

In the lands of the Ceasairn there are creatures of vast magical power in the shape of women, though what they truly are is a mystery to all but the wisest of sages. It is claimed that some were once mortal women, cursed to exist forever in a form of hideous puissance, doomed to enact vengeance and cruelty upon all they cross. These hags, as they are collectively called, each take upon themselves a different aspect of nature. Storm, Sea, Mire, Mountain, and Forest are known to exist, each with differing motives and powers.

continued

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second assault

Second Assault on the Keep of the Ainglemach

Outline Only:

Characters realize that they are no longer in the Seeming of Grief’s past, but are in fact in the wide open causeway extending from Grief to the Crystal Keep. While they have all returned to who they were, what they were doing has no changed, and so Eurwen still straddles Carl in an embrace fervent enough to make even Iskadi turn a shade pink. When she realizes what she is about, she bounces up and immediately speaks to the situation at hand, preferring to ignore her indiscretion.

The decision is made to assault the tower again, preferring stealth and caution to a frontal assualt. After the last effort it is decided that while formiddable it is likely that the other forces involved here have weakened the castle’s defenses to a degree that swift action and stealth may be possible.

Iskadi bids her spirit companion to scout about, and from their observations choose to scale the castles western wall, where the mountain comes closest to the structure and make as swift an entrance as possible, using magic and stealth to avoid as much bloodshed as possible.

Nonetheless as they attempt to sneak past the front gates, now gaurded not by brutish ogres, but by elder trolls, they are spotted and combat is joined. The trolls rush headlong down the field, ignoring arrows and magical energy flung at them. Combat is swift and brutal. As one charges he lets loose javellins, as the second runs he crushes stones to his chest and seems to take their strength unto his skin. Iskadi lets loose Eldritch darts of fire, while Sasha summons down bolts of flame from the cloudy sky.

As the battle continues the trolls recognize him for what he is, and call him out for battle “Einherar, do not worry, your head will be sent to your mother for her garden!” Carl recieves his charge by thrusting his glaive through the creatures chest, while it, grinning madly swings axes of ice into the warriors steel clad chest. Meanwhile the second troll summoned the power of the earth to destroy the heroes, creating spikes of stone and shockwaves to distract and wound the casters. The axe wielding troll is felled by Carl, as he spins out of his reach and lops off his head with a backward swing of his greatsword. The second now surrounded by the heroes cannot hope to survive, and is felled by Sasha’s magic.

Having defeated the gaurds at the door, and managing \

continued…

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Design Journal: Trolls

Trolls in this campaign are not merely the scaly skinned regenerative monsters of the Monster Manual, lacking intelligence and relying merely on their prodigious strength and regenerative qualities for victory. The Trolls of the North are intelligent, well trained, skilled combatants, who walk erect like men, with dark blue skin and short, conical horns of various colors. They are descended from a fae race of warriors, whose battle prowess is legendary. It is they who brought the secret of steel to the Giants, and to many of the fel races of the north, just as the dwarfs of the north gave the same secret to the gods, and their human followers the Einherar. Trolls and dwarfs are inimical to one another for this feud and many others. Though both have lost much of their fae heritage their ancient enmity has not been lost.

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languages

Languages High Tongue, or tellurian, commonly used in most provinces of Dolmani, mostly nobility and educated people

Trade Tongue, a mishmash of tongues, created for ease of use among traveling merchants, it is a very pointed language, not for conversation, but it will get you fed and clothed about anywhere.

Old Kings Tongue, primary language of the Dwarves of Karstadt Mts.

Faltandir, language of Faltir

Coramal, language of Anorien

Tongue of Laws, most ancient tongue known to man. In many ancient texts

Shi’ana, used by the few Easterners who come to these shores

Sylosa, language of Syrmor, also spoken sometimes in Delost

Elebandir, ancient Elven language, possibly older than tongue of laws, though certainly more complex

Kantian – il’Quader, and Delost

Dragnae, taught to humans by Ankhel the Vagabond, still spoken in some wizardly, and educated circles.

Iridani, a common tongue spoken among Elven peoples.

Siridani, spoken among the strange elves of the Eastern lands

Created by AisleTen

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Starting Occupations

STARTING OCCUPATION

A hero may hold other jobs as his or her career unfolds, but the benefits of a starting occupation are only applied once, at the time of character creation. Many starting occupations have a prerequisite that the character must meet to qualify for the occupation. Each occupation provides a number of additional permanent class skills that the character can select from a list of choices. Once selected, a permanent class skill is always considered to be a class skill for the character. If the skill selected is already a class skill for the character, he or she also gains a one-time competence bonus for that skill. Some starting occupations provide a bonus feat (in addition to the feat a 1st-level character already receives). A character still must meet any prerequisites for these bonus feats. Finally, a starting occupation increases the character’s starting wealth (You add the die to the normal die normal used and base your calculations on the new die total). Choose one occupation from the available selections and apply the benefits to the character as noted in the occupation’s description.

Adventurer Prerequisite: Age 15+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Balance, Bluff, Climb, Diplomacy, Disable Device, Escape Artist, Heal, Intimidate, Jump, Knowledge (arcane, dungeoneering, local), Move Silently, Perform, Ride, Spot, Survival, Swim. Bonus Feat: Select one of the following: Martial or Exotic Weapon Proficiency, Improved Unarmed Strike, or Point Blank Shot. Wealth Bonus Increase: n/a.

Artisan Prerequisite: Age 23+. Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Appraise, Concentration, Craft (any), Diplomacy, Knowledge (any), Profession, Sense Motive, Use Magic Device. Wealth Bonus Increase: +3d6.

Bounty Hunter Prerequisite: Age 23+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Concentration, Craft (Alchemy or Trapmaking), Decipher Script, Forgery, Gather Information, Knowledge (any), Search, Sense Motive. Bonus Feat: Select Alertness, Investigator, Iron Will, or Track. Wealth Bonus Increase: +1d6.

City Watch Prerequisite: Age 20+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Diplomacy, Disguise, Gather Information, Intimidate, Knowledge (Architecture, local, Nobility), Listen, Search, Spot. Bonus Feat: Select one of the following: Combat Expertise, Armor Proficiency (any), Improved Unarmed Strike, or Power Attack. Wealth Bonus Increase: n/a.

Commoner Prerequisite: Age 18+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Craft (any), Climb, Handle Animal, Jump, Intimidate, Profession, Ride, or Tumble. Bonus Feat: Select either Endurance, Improved Toughness, Iron Will, or Skill Focus. Wealth Bonus Increase: n/a.

Criminal Prerequisite: Age 15+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Appraise, Disable Device, Disguise, Forgery, Gather Information, Hide, Knowledge (dungeoneering, local), Move Silent¬ly, Sleight of Hand. Bonus Feat: Select either Blind-Fight, Quick Draw, or Weapon Finesse. Wealth Bonus Increase: n/a.

Gifted Prerequisite:Age 25+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Concentration, Craft (alchemy), Decipher Script, Knowledge (arcana), Profession, Speak Language, Spellcraft, Use Magic Device. Bonus Feats: Select one of the following feats: Metamagic (any), Extra spell, Extra slot, Practiced Spellcaster. Wealth Bonus Increase: +1d6.

Herbalist Prerequisite: Age 25+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Craft (Alchemy), Concentration, Heal, Knowledge (nature), Profession (Herbalist), Search. Bonus Feat: Brew Potion, Skill Focus (Heal), or Surgery Wealth Bonus Increase: +2d6.

Hunter Prerequisite: Age 15+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Balance, Climb, Handle Animal, Hide, Jump, Listen, Move Silently, Ride, Spot, Survival, Swim. Bonus Feat: Select either Point Blank Shot, Rapid Reload, Self-Sufficient, Stealthy, or Track. Wealth Bonus Increase: n/a.

Merchant Prerequisite: Age 18+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Appraise, Bluff, Diplomacy, Forgery, Gather Information, Knowledge (any), Open Lock, Ride, Sense Motive, or Speak Language. Wealth Bonus Increase: +4d6.

Noble Prerequisite: Age 15+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Bluff, Craft (any), Diplomacy, Disguise, Intimidate, Knowledge (any), Listen, Perform (any), Ride, Sense Motive, Speak Language. Wealth Bonus Increase: +5d6.

Religious Prerequisite: Age 23+. Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Diplomacy, Decipher Script, Heal, Knowledge (any), Listen, Sense Motive, or Speak Language. Wealth Bonus Increase: +2d6.

Sailor Prerequisite: Age 12+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Balance, Climb, Craft, Disable Device, Jump, Knowledge (Navigation), Listen, Profession (Sailor), Spot, Swim, Tumble, Use Rope. Bonus Feat: Select one of the following: Endurance, Point Blank Shot, Power Attack, or Weapon Focus. Wealth Bonus Increase: n/a.

Scholar Prerequisite: Age 23+. Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Concentration, Craft (writing), Decipher Script, Gather Information, Knowledge (any), Profession, Speak Language, Spellcraft, Use Magic Device. Wealth Bonus Increase: +3d6.

Servant Prerequisite: Age 15+. Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Bluff, Concentration, Diplomacy, Gather Information, Handle Animal, Hide, Intimidate, Knowledge (local), Listen, Move Silently, Ride, Search, Sense Motive, or Spot. Wealth Bonus Increase: +2d6.

Soldier Prerequisite: Age 18+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Climb, Jump, Handle Animal, Intimidate, Hide, Knowledge (local, tactics, dungeoneering, nobility), Move Silently, Ride, Survival, Swim, Use Rope. Bonus Feat: Select one of the following: Endurance, Combat Reflexes, Armor Proficiency (any), or Point Blank Shot, Power Attack, or Weapon Focus. Wealth Bonus Increase: n/a.

Tribal Prerequisite: Age 15+. Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Balance, Climb, Handle Animal, Hide, Intimidate, Jump, Listen, Move Silently, Ride, Search, Spot, Survival or Swim. Bonus Feat: Select either Blind-Fight, Exotic Weapon Proficiency, Improved Unarmed Strike, Point Blank Shot, Power Attack, or Weapon Focus Wealth Bonus Increase: n/a.

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Character Creation

Character Creation

All characters are human, but may choose other lineages.

Ablities: Generate ability scores with high powered option, 4d6 8 times, reroll ones a single time, keep the best scores.

Cultural/Occupation Bonus: The character may choose to define their character based on their culture or ethnicity. If so they will note the mechanical differences between these. Alternatively they may choose an occupation and gain the benefits of thereof.

Backgrounds: All players may choose 2 backgrounds from the categories of mental physical, social, and lineage categories. They may choose from those present in the Iron Heroes book, the Iron Heroes Companion and those developed specifically for the campaign.

Classes: All Classes from Iron Heroes, Iron Heroes Companion, new Arcanist Class, new Channeler class, new Noble class, new Willowwalker class.

Feats: All feats available from Iron Heroes, Iron Heroes Companion, True Sorcery, D20 Core Rule Books, D20 Complete Class books, and selected OGL feats.

Skills: Use a modified skill group set from the Iron Heroes books, as well skills specifically developed for this campaign.

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