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Current Date: April 4, A.A. 326



Player Characters


Aleksandros Cyaxaridos
Imperial (Magus) Human Male

Carlyle
Exile Human Male

Elyaizar of the Sacred Dance
Imperial (Eques Sanctus) Human Male

Arrain
Imperial (Sacerdos) Human Male

Lucia Tullia Aqualina
Imperial (Maga Militiaris) Human Female

Krikshank
Exile Goblin Male

Jonas Cyaxaridos
Imperial (Magus) Human Male


Satin
Imperial (Cives) Human Female

Torn
Exile Human Male


Non-Player Characters
in order of appearance


The Mysterious Benefactor
He wants those bones for some reason.

Ambrus
Chief of an Exile village said to be close to the lizardmen's lair. He's a kindly old follower of Gaia.


Zalmo
Nephew and lieutenant of Gathalarik. He carries two falcatae, wears a tigerskin sash, and has a bad attitude, as well as a complex about his height.

Gathalarik
An Exile warlord who seems to be gathering forces against the Empire.

Vilmos
Ambrus' son and a hunter. He's been to the lizardmen's lair, but -- like the rest of his people -- he's no cartographer.


Rules


Characters start at level 1.

No evil alignments.

You must select either Imperial or Exile as your character type: as an Imperial, you will have access to the races and classes on the Imperial list, and you will additionally receive support and acceptance within the Empire of Midia, though you will be disliked and/or feared by Exiles; as an Exile, you will have access to the races and classes on the Exile list, and you will be granted a leadership role in your Exile tribe, though you will be shunned within the Empire of Midia. The party will (provided nobody who has thus far spoken with me changes their mind) contain both Imperials and Exiles, so don't make your character fanatically opposed to the other side, though, as always, I recommend some degree of friction -- in fact, if Imperial and Exile characters fail utterly to manifest their cultural opposition, I will consider it bad roleplaying.

Characters will be built on our usual 36 point buy system, and starting gold will be assigned as per class averages.

Lack of iron resources will prevent the mundane manufacture of longswords, bastard swords, greatswords, two-bladed swords, scimitars, falchions, and comparably sized bladed weapons. All metal weapons (i.e. everything but the club, quarterstaff, greatclub, whip, sap, sling, and perhaps a number of more obscure exotic weapons such as the tigerskull club) will be typically made of bronze, but without the typical -1 penalty to attack and damage rolls. Bronze armor, in the form of shields, scale mail, and breastplates, will work as normal. Any heavier metal armor requires a magical enhancement or superior material in order to function. Due to period restrictions, rapiers and any form of chainmail will be wholly unavailable. However, magically enhanced bronze as well as mithril and adamantine (which will become available) can be used to produce longswords, bastard swords, greatswords, two-bladed swords, scimitars, falchions, splint mail, banded mail, half plate, and full plate armor, as well as more obscure comparable items. Normally, the lack of iron in any form would render damage reduction x/cold iron tantamount to x/--, so in all instances DR x/cold iron is to be replaced by DR x/red bronze (an alloy created with a sprinkling of ruby dust, otherwise functioning and costing the same as cold iron).

Also due to restrictions on metallurgical technology, I'm using the weapon group rules from Unearthed Arcana, with one major addition: light and heavy bladed weapons are to be consolidated into a single group; I do this because not only have I eliminated entirely the single best light blade, I have severely restricted access to all heavy blades. Essentially, I'm allowing you now to apply your specialized training with a shortsword to anything up to a greatsword, if and when you get it. They work as follows: your class has a selection of weapon groups, listed next to the class name below (a number indicates a number of freely selected groups; only groups whose prerequisites you meet may be taken here). This replaces normal class proficiencies, and a weapon group grants proficiency in the appropriate weapons as any other proficiency feat. Aside from granted class proficiencies, weapon groups can be taken as feats; they have no prerequisites with three exceptions: Monk weapons require improved unarmed strike (or the monk's unarmed strike ability) and the two exotic groups require a base attack bonus of +1 and proficiency in the appropriate weapon group (when selecting Weapon Group (Exotic Double Weapons) or (Exotic Weapons), you must specify a non-exotic weapon group with which to associate it). In addition, feats that specify a weapon, such as Weapon Focus, Weapon Specialization, etc., apply now to an entire weapon group. If you want to use a weapon not included on this list (which includes the Player's Handbook, Arms and Equipment Guide, and Complete Warrior), let me know and I'll assign it to a group.
Weapon Groups
Axes (A): handaxe, battleaxe, greataxe, dwarven waraxe (two-handed)
Basic weapons (Ba): club, dagger, quarterstaff
Blades (Bl): dagger, punching dagger, short sword, falcata (stats as kukri), longsword, greatsword, falchion, scimitar, bastard sword (two-handed)
Bows (Bo): shortbow, longbow (plus composite versions)
Claw weapons (Cl): punching dagger, spiked gauntlet
Crossbows (Cr): heavy crossbow, light crossbow (plus repeating versions)
Druid weapons (D): club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, spear
Flails and Chains (F): light flail, heavy flail
Maces and Clubs (MC): club, light mace, heavy mace, greatclub, quarterstaff, sap, warmace (two-handed)
Monk weapons (Mo) [prerequisite: Improved Unarmed Strike]: kama, nunchaku, quarterstaff, sai, shuriken, siangham
Picks and Hammers (PH): light pick, heavy pick, light hammer, warhammer, scythe, maul
Polearms (Po): glaive, guisarme, halberd, ranseur
Slings and Thrown weapons (ST): dart, sling
Spears and Lances (SL): javelin, lance, longspear, shortspear, trident
Exotic Double Weapons: A [orc double axe, dwarven urgrosh (requires SL)], F [dire flail, gyrspike (requires Bl)], Bl [double scimitar, gyrspike (requires F), two-bladed sword], MC [double mace], PH [double hammer, gnome hooked hammer], SL [dwarven urgrosh (requires A)]
Exotic Weapons: A [dwarven waraxe (one-handed)], Bo [elven double bow, greatbow, composite greatbow], Bl [sapara, triple dagger, war fan, bastard sword (one-handed), khopesh, mercurial longsword, mercurial greatsword], Cl [bladed gauntlet, claw bracer, panther claw, stump knife, tiger claws, ward cestus], MC [warmace (one-handed), tonfa], Cr [great crossbow, hand crossbow], D [greatspear], F [chain-and-dagger, scourge, spiked chain, three-section staff, whip, whip-dagger], Mo [butterfly sword, tonfa], PH [dire pick, gnome battlepick, maul (one-handed)], Po [heavy poleaxe], ST [bolas, chakram, gnome calculus, halfling skiprock, orc shotput, shuriken, throwing iron], SL [duom, greatspear, harpoon, manti, spinning javelin]

If you should desire to play a divine mind, I will decide then which mantles will be available to you; considering the unlikelihood of anybody playing a divine mind, I opted against going to the trouble of selecting mantles beforehand.

If you have a good idea for a character that does not fit within the race and class options listed below, discuss it with me and I might allow it. A notable exception to this is favored souls: there are three gods, and none of them are lowly enough to spawn with mortals.

Prestige classes will be allowed, but discuss your intents with me before commencement of the campaign so that I can adapt anything that needs adaptation: exalted prestige classes, for example, that refer to specific celestial paragons will have to be modified as such, since the cosmology lacks a class of beings between the three major deities and typical monster-level outsiders.

It is my intent that this campaign runs until approximately level 15. This gives the players a chance to realize the full abilities of most prestige classes while maintaining a fairly even balance of power -- there will be no omnipotent wizards or invincible berserkers, but each character's unique ability set will be able to be displayed.

Midian Caste System
Imperial characters are marked -- branded, even -- with a glyph denoting their caste. The spells for creating and removing these glyphs are closely guarded secrets of the Midian government, so the only possible way for PCs to acquire them is in-game research. So don't go asking me if you can learn them. Caste is a broader distinction than class (which is why I use a different term), but is determined primarily by class. If, by class, you belong to more than one caste, your caste glyph will represent all of them but your status will be that of the highest. Caste glyphs are placed on the forehead, making Imperials easily identifiable; anybody without a caste glyph is thus marked as an Exile. The various castes are listen below in descending order of influence.
Magus (Wizard): Magi are the epitome of Midian nobility. While all arcane magic users automatically hold this status, true wizards hold the highest honors in society.
Eques (Knight): Knights represent officers in the military. Many classes not specified may hold Eques status. A knight enjoys significant influence in Imperial territory, but in turn they are beholden to superior officers and face discipline if they disobey orders.
Sacerdos (Priest): This represents those educated in the doctrines of Helios, including but not limited to those with the ability to cast divine spells.
Cives (Citizen): Citizens are the middle class of Midia. Any citizen who proves his potential is capable of entering one of the upper castes. Citizen is the minimum caste for player characters. Any class with no specified caste defaults to Cives.
Libertus (Freedman): Freedmen have the right to serve in the military as foot soldiers. The children of veteran freedmen gain the status of Cives.
Servus (Slave): A caste established as a result of the Catastrophe. A slave of a righteous master who accomplishes some meritorious deed can be freed and given the status of Libertus.
Multiple Castes:
Magus Adeptus (Adept Wizard): Magus, Eques, and Sacerdos abilities
Magus Militaris (Military Wizard): Magus and Eques abilities
Magus Sanctus (Holy Wizard): Magus and Sacerdos abilities
Eques Sanctus (Holy Knight): Eques and Sacerdos abilities

Races


Imperial
Human
Elf (High, Grey, Half)
Dwarf (Hill)
Halfling
Gnome
Half Orc
*Of all the more monstrous races, only hobgoblins will be commonplace in the Empire; they're still not playable, though. Just thought you'd like to know.


Exile
Human
Neanderthal
Elf (Wood, Wild, Half)
Dwarf (Deep)
Goblin
Orc
Half Orc


Classes


Imperial
Bard [B+2] {Magus}
Cleric [B+2] (Helios) {Sacerdos}
Fighter [B+4]
Monk [B+1] {Sacerdos}
Paladin [B+3] (standard) {Sacerdos}
Rogue [B+2]
Sorceror [B+{SL or Cr}] {Magus}: consider themselves above wizards
Wizard [B or Cr] {Magus}: the most prestigious class of Imperials
Shugenja [B+1]: at odds with both arcanists and orthodox priests
Samurai [B+3] {Eques}
Warmage [B+1] {Magus, Eques}
Scout [B+2]
Healer [B+1] {Sacerdos}
Marshal [B+3] {Eques}
Psion [B or Cr]
Psychic Warrior [B+3]
Soulknife [B+2]
Wilder [B+{SL or Cr}]
Ardent [B+2]
Divine Mind [B+3] (Helios) {Sacerdos}
Lurk [B+3]
Incarnate [B+1]
Soulborn [B+3]
Beguiler [B+2] {Magus}
Dragon Shaman [B+2]
Duskblade [B+3] {Magus, Eques}: Imperial templar warriors
Knight [B+3] {Eques}
Crusader [B+3] {Sacerdos}
Swordsage [B+3]
Warblade [B+3]


Exile
Bard [B+2]: tribal nobles
Barbarian [B+3]: tribal nobles
Cleric [B+2] (Gaia)
Druid [B+{D or SL}]: associated with the Temple of Gaia
Fighter [B+4]
Paladin [B+3] (freedom): associated with the Temple of Gaia
Rogue [B+2]
Ranger [B+3]: associated with the Temple of Gaia
Sorceror [B+{SL or Cr}]
Spirit Shaman [B+{D or SL}]: tribal nobles
Shugenja [B+1]: tribal nobles
Hexblade [B+3]: "dark side" counterpart to duskblades
Warlock [B+2]: "dark side" counterpart to wizards
Scout [B+2]
Healer [B+1]
Marshal [B+3]: tribal nobles
Psion [B or Cr]
Psychic Warrior [B+3]
Soulknife [B+2]
Wilder [B+{SL or Cr}]
Ardent [B+2]
Divine Mind [B+3] (Gaia)
Lurk [B+3]
Incarnate [B+1]
Soulborn [B+3]
Totemist [B+2]
Beguiler [B+2]
Dragon Shaman [B+2]
Crusader [B+3]: associated with the Temple of Gaia
Swordsage [B+3]
Warblade [B+3]


Religion


Helios (NG)*
Fire
Knowledge
Magic
Good
Healing
Sun
Luck
Summer
Glory
Nobility
Oracle
Trade
Purification
Pact


Gaia (TN)
Strength
Animal
Healing
Plant
Protection
Earth
Air
Balance
Cavern
Metal
Renewal
Time
Weather
Creation


Astros (NE)*: naturally, clerics of Astros are not playable, but these domains are ascribed to him in theology
Destruction
Evil
Trickery
Death
Travel
War
Water
Winter
Darkness
Hatred
Storm
Suffering
Cold
Madness


*Clerics of these gods can take alignment domains as long as they possess the corresponding alignment.

Story

Three centuries ago, the magocratic empire of Midia, the only well-established civilization of the planet Gaia, was raised in an uproar. For the empire’s diviners had foreseen a terrible tragedy, that a great object from the heavens would strike the planet, wiping out all humanity. So great was the magic of Midia that they were able even to pinpoint the day of the disaster, and they began to forge elaborate defenses against it.

Having deduced even the point of impact, they abandoned any hope of destroying or diverting the deadly object, now referred to as Astros, in favor of plans to shield themselves from the effects of the impact, for it was prophesied that Astros would not wholly destroy the planet. The people of Midia, having constructed their defense, then sent word to the other tribes of the world who, free though they were, could not hope to match the technological or magical abilities of the Midians. A simple deal was proposed: Midia would offer shelter to the other tribes, who would in turn offer themselves as servants. Some of them accepted the offer, while those who were too proud or didn’t believe the prophecies did not.

And so, in due time, Astros impacted Gaia, glancing off the side. The force of the blow fractured about a quarter of the orb, sending it flying off into space and beyond Gaia’s gravitational pull. A vast crater was left on that side of the planet, exposing at its center the molten section of Gaia’s mantle; with so much material removed, the planet’s center of gravity changed so drastically that the vast majority of the water outside the crater drained into a single great ocean on the planet’s opposite side. All the humans who were outside the Midians’ protection quickly perished from the shock wave and series of intense earthquakes that followed. On the far side from the crater, though, much of the plant life and small animal life, including the fish that were relocated in the gravitational shift, managed to survive. Gaia’s new gravitational profile meant that the land close to the edge of the crater would become a high-altitude ridge, almost completely blocking the flow of weather and water, causing the crater itself to become a mostly arid wasteland.

Before long, the Midians emerged from their shelters to survey the new planet, thereafter colonizing much of the rim of the great sea. They immediately set to work rebuilding their shattered empire, mostly on the backs of their newly acquired slave labor: the tribes bound by the covenant. There were many among the tribes who fled to less hospitable regions, particularly the nonhuman races. And since crossing the ridge into the crater had become nearly impossible due to the thin atmosphere and extreme cold, the dwarves who escaped carved their way through the ground into the crater, where legend had it that exotic metals existed – otherwise, the best metal commonly available for manufacture was bronze.



Music is Zeal: Endless Mix from Chrono Trigger by Nobuo Uematsu.