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Barudak
May 7, 2007



Welcome to the continent of Field, where immortality can be earned. Here 32 great realms vye for glory against one another, bound by the Covenant of the Peerless Vessel, to wage a war that none of them can ever truly lose. In these endless seasons of strife those who are brave, bold, and adventurous will find themselves in great demand and perhaps in their efforts, be enshrined in a life everlasting.

What is Stadiums and Safeties?
Stadiums and Safeties is total conversion for the Dungeons and Dragons 5th Edition ruleset, presenting an alternate world based on American Football. For the previous thread see here click any of this text

What is Different About this Thread?
Following on last year’s thread, we’ll be returning to Field but with a twist. Instead of just listing the various realms, heroes, monsters, and gods we’ll be going on an adventure together in the world of Stadiums and Safeties

How does this Work?
I’ll run us through a single dungeon at the "Camp Body" tier of difficulty (level 1-3) as a dungeon master would in Dungeons and Dragons, but I’ll be handling combat on my side as well. What I will need from the thread is help building our team of characters, choosing our adventure, and using Stadium and Safeties’ Four Down System to guide the team through the brief adventure.

The Four Down System
The Four Down System is simple; each time we enter into a new room (one we’ve never been to before) we start at first down. Each action taken in the room takes a down. If we take more than four downs in a dungeon I roll on the random monster chart and, after resolving the results of that roll, give the team a fresh set of downs in that room.

What actions count against the four downs?
Any skill check, even if a character would automatically succeed (including search checks)
Any interaction with the room beyond looking (i.e., pushing a statue around, sorting through vials of potions on a wall, reading books, prying at tiles)
Moving to another room

What actions don’t count against the four downs?
Moving equipment or gear around between characters
Checking inventory or notes
Asking questions/talking between characters
Asking me a question about a game mechanic, rule, etc.

Getting Started
So to get started I need your help picking the following things in order
  • Pick our four character’s classes (one from each of the following: Arms, Armor, Special Tactics, and Support Staff character archetypes)
  • Pick what realm each character comes from
  • Pick names for each of our characters (submit your own and include what class or archetype they are for)
  • Choose the adventure module we’ll be playing

We’ll start in the next post with character classes.

Barudak fucked around with this message at 00:30 on Nov 30, 2019

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Barudak
May 7, 2007

Character classes in Stadiums and Safeties are split into four primary archetypes: Arms, Armors, Special Tactics, and Support Staff. Each archetype has a different purpose in battle, but most classes in Stadiums and Safeties are blend of a primary archetype and a bit of a secondary archetype. There are no other classes in the core rulebook for Stadiums and Safeties, these are all replacements for the standard 5th Edition Classes, and while the game will reference other classes (like soldiers) the game assumes the PCs are special and so no modeling a dirt farmer or other background NPC.

In terms of team composition, it can technically be made up of any mix of archetypes, but the recommended structure is to have one class from each of the four archetypes. Below we’ll go through each archetypes summary as well as the three classes to choose from each archetype.

To build our team, vote for your favorite classes by replying in the thread in bold with your selection of four classes. I’ll keep the voting open for about two days give or take from this post going up before closing the vote. I’ll then follow up with a summary of the various realms people can hail from and what taking a realm means. In addition, if you have any questions about these classes or whatnot feel free to ask and I can provide more details and information.



Arms
These warriors know a simple truth, the arrow must be loosed and the sword unsheathed. Glory is found in bringing the fight to your foes and never shying away from it. A charge must be established, and it requires warriors taking the spear and sword to the foe. Warriors who select this archetype wish to destroy their foes directly and swiftly.

Field Commander
Since ages long past The Field Commander has been the cornerstone around which the armies of the Realms of Field are built. Prized not just for their combat prowess, Field Commanders must be able to rally the armies, stabilize morale, direct the troops, and if necessary be at the front of the charge. A Field Commander’s greatest strength is making the team better by passing their aura of calm leadership, called the rock, onto their fellow warriors.

Field Commanders excel most when supporting the composition of the warriors they fight alongside.

Wide Sniper
The Sainted Coast lays claim to being the true birthplace of the free-ranging, deep incursion archer known as the Wide Sniper. In Yelamu, a test of true courage and skill is firing an arrow through the highest notch of Spear Ruler Grain’s shrine for a miss is sure to bring the enshrined’s ire. The Wide Sniper is a specialist in ranged combat focused on picking apart enemy defensive formations. Unlike other offense classes a Wide Sniper rarely works alongside others, asked to get alone across the empty space on the battlefield to make the most devastating shots they can. In one battle they be tasked with leading enemies into traps and in another simply eliminating a single soldier too far out of position.

Wide Snipers excel most when tasked with dealing damage from a distance while other warriors hold the battle in place for them.

Iron Back
A very unique warrior looks upon the great teaming armies of the enemy and, without fear or hesitation, launches themselves directly into it them at their toughest point. Those who survive this rush at their foes come to be called Iron Backs, for they know no fear. For the Realms of Field, Iron Backs are an invaluable asset as without them enemy formations would remain impenetrable and their assault creates opportunities for other soldiers to exploit the battle field. Not all Iron Backs have the same skills, some dance around enemy spears to find the gaps in the line, others ruthlessly shove their foes into the dirt to create their own paths, and still others like Franc Cruor simply have it within themselves to run at the enemy as many times as it takes to succeed.

Iron Backs excel most when they can get into melee with their foes and grind them out until their destroy of disrupt their ranks.



Armors
Armor Claims the Peerless Vessel is an oft repeated saying in Field. From Maari to Chigagou to Anvers, great warmasters have supped from the Peereless Vessel and become enshrined not because of their great Field Commanders but because their shield walls never buckled. Warriors called to this archetype defend their brethren and give time for the battle plans to unfold.

Acies
When humans first came to Field from across the Burden Sea, long before Camp descended from the heavens and the words of the Elay were written, there was already the Acies and it was the only warrior that there was. In this ancient age great armies met and slowly but surely collided, rebuffed, and rebounded at one another over and over as the slow grim push of the battleline followed. War in Field has changed dramatically since then, but Acies remain utterly invaluable directing the flow of battle and protecting their more valuable allies.

Acies excel most when the enemy’s focus is on them so that their allies can act unhindered

Tract Defender
With the advent of ranged weaponry, a new kind of defender was needed. The Tract Defender is a warrior specializing in helping to control a specific section of the battle field, reducing the effectiveness of assaults within that area, especially of ranged weaponry and magic. These tireless warriors run across the length of the battlefield as needed and often try to place themselves where the opposing Field Commander is moving their focus to.

Tract Defenders excel most when able to create safe sections of the battlefield from which and into which allies can attack the enemy

Harrier
The most effective way to protect allies is sometimes not with a shield but rather a well-time counter-blow. For the Realms of Field the importance of elite soldiers who target the enemies elite soldiers and take them out of the fight has grown in importance as armies grow ever more specialized. A Harrier often is tasked with bypassing enemy Acies and shield formations themselves to try and directly bring the Field Commander down before the enemies plan can come to fruition. A truly skilled Harrier can often disrupt the enemy setup merely by their presence allowing less skilled allies to deal the decisive blow after more elite soldiers were pulled out of position to deal with the Harrier.

Harriers excel most when their allies can decisively take out the enemy while they keep the most dangerous foes in check



Special Tactics
A victory is often in the little details, in the few enemy picked off early or the one line of warriors out of formation. Warriors of Special Tactics look to make the fight easier by applying decisive and disruptive damage to the enemy while staying directly out of the fray and they have the longest lives of any archetype to show for it. Warriors select this archetype because they want to hinder their enemy in a myriad of ways to make the fight easier for their allies.

Hunters
The Realms of Field team with wildlife and game, some far more dangerous than others. To truly master the art of hunting is to not only know your weapons but to know your quarry and how to lead them to where you need them to be. In times of peace elite hunters fill out many an Owner’s retinue and in times of War they apply their skills on the battlefield. With a combination of traps, poisons, smokes, and signals Hunters can direct enemies to the last place they should be on the battlefield to make them easy prey.

Hunters excel when they can move the enemy into a dangerous position their allies can take advantage of

Barrager
In Indus is buried the greatest of the Barragers and upon their cist, under the earth where now only wine grapes grow is written in holy steel the Barrager’s creed: “A three inch arrowhead kills better than a seven inch blade”. A Barrager is a warrior that specializes in hitting as much of the battlefield, from whatever distance needed, as absolutely often as they are called on to do so. While some deride them as often taking chip shots and hopeless too far to hit attempts, a Barrager knows if you take enough shots, sooner or later they start landing.

Barragers excel when they can diminish the capabilities of their enemy while whitling down their health over time

Jammers
The best way to guarantee victory in battle is to never fight your foe one on one. While often derided as a dishonorable type of soldier, the Jammer will point out they’re alive still to be insulted. Jammers criss cross battles to help out allies either take down foes more quickly or help support struggling allies from getting overwhelmed. With knowledge of a variety of weapons and often alchemy and magic, Jammers will do whatever it takes to make sure they get the upper hand before going onto the next battle.

Jammers excel when they can take on an enemy with another ally at their side



Support Staff
What separates the armies of Realms from those of their vassal states and the independent cities is their ability to bring more than just footsoldiers and warriors to bear in an engagement. Great strategists, magics, and oath-bound keepers of the law are all on retainer to the Owners, and all but assures them victory against any opponent except another realm. In turn though, each Owner pays a heavy price to maintain these services and is always hunting for new replacements when their loyalty can not be maintained. Warriors called to this archetype seek to bolster their allies in combat and keep them in the fight longer.

Warmaster
A Grand Warmaster, head of all Field Commanders and all Warmasters of Arms, Armor, and Special Tactics, is considered the most important role in any Owners court behind the Logistician. Warmasters oversee the movement of battle, and apply their skills and knowledge to train their allies and help execute tactics that will assure victory. Despite their lack of direct combat skills, Warmasters of every level can be seen standing alongside and fighting with their allies.

Warmasters excel when their allies can take advantage of the tactics the Warmaster lays out for them

Referrer
For most people, the Referrers are foundational to the function of the faith and ways of Field, as they are the holy knights sworn and oath bound to uphold the Rulebook. Not all Referrers remain in the sole employ of the Commissioned King, however, and very often they are contracted out to Owners, and some are allowed to leave the order amicably. Rare, but not without precedent, some individuals have the skills and talents of a Referrer but without ever being initiated. What unites all Referrers though, is how they are able to manipulate the very conditions of the battle itself. Where once a warrior held a sword, with a movement of the referrer’s hand all they grasp is air.

Referrers excel when their allies and enemies setup situations for the referrer to use their abilities

Earth Shaper
Once considered a peaceful art, fit only for improving the harvest of crops and making flat land for construction, the management and keeping of the ground of battle has been recognized as a powerful tool for any army. With battles in Miyami where siege weapon launched stones simply struck the earth and moved no further and great cold wind called forth in Baie Vert froze soldiers in their armor no army can be without. Never one to fight on an even field, the Earth Shapers use their powers to help augment their allies and change the scope of the battlefield.

Earth Shapers excel when they can create the conditions of their enemies misery for allies to exploit

Barudak fucked around with this message at 17:15 on Nov 29, 2019

Barudak
May 7, 2007

So as a quick update which I added to the OP; these adventures are for characters at the Camp Body tier of strength (Levels 1-3) so while we can try and emulate your favorite heroes you may find them a bit underpowered in this adventure.

As for the party, you won't be playing each character individually, your vote is what the team should be doing on any given set of downs so try to think of the best combination of classes you'd enjoy most for now. I'll make sure we get a good spread of abilities but their final list of skills won't be done until we're satisified with their classes, origins, and names.

Once we all vote on the four classes we like I'll put the information up on each of the realms which should help flavor this.

Barudak
May 7, 2007

CannonFodder posted:

Edit: I wish for a clarification. Is Devin Most Ridiculous from Chigagou a Hunter or a Jammer?

While Devin is lore popular, hes tricky to emulate properly in game for a variety of reasons. The first is because unfortunately in the original wargame Stadiums and Safeties is based on, Padding, there arent any similar units and so the base rulebook for Stadiums and Safeties doesnt include multi-classing. The Revenger class that Devin is most known for in the lore is part of the supplemental splatbook Expanded Roster but isnt in the base game that were using.

If I were to emulate Devin in this ruleset Id probably go with Wide Sniper or Iron Back, the Jammer class is geared towards more defensive play.

Barudak fucked around with this message at 02:12 on Nov 30, 2019

Barudak
May 7, 2007

Ches Neckbeard posted:

Earth Shaper Gillan aka The Scottish Hammer Jamie Gillan. How do I cram a scottish rugby player into this setting?

In lore, people in the lands beyond the Burdened Sea are almost uniformly Acies. Thats not a mandate, since there are lore justifications for other classes and in game any gender or realm can be any class.

Right now all we need is for everyone to pick their favorite classes so I can tally up the votes and then in a day or so Ill start posting all 34 realm options (32 Covenant Realms + Undrafted + Lands Beyond the Sea). Its only once we've got the classes and realms chosen that ill task you with giving some character names and concepts since youll probably want some base details.

On the note of realms since there are 34 of them Ill be posting half a list a day and leaving the voting up for that a little longer than classes. Let me tell you, Stadiums and Safeties is a thick book so transcribing it takes longer than you'd think.

Barudak
May 7, 2007

Flyin Jim Elbows posted:

Wide Sniper / Iron Back / Acies / Warmaster

You've got two Arms archetype classes, sadly you'll only be able to pick one for this and I'll need you to pick one from the Special Tactics archetype.

Barudak
May 7, 2007

Classes Voting Closed
Winners - Iron Back / Acies / Barrager / Warmaster

You all surprised me a little for picking Barrager over Jammer and going for the classic “Ground and Pound” squad of melee martial warriors but this is still a good combination. Basically the Warmaster supports the Acies and Iron Back to help them work in tandem to handle the toughest parts of the fight while the Barrager helps put it away. It might be a bit of a grind of attrition in some fights since our offense won’t have the same burst, but as long as we control the field the enemy won’t have a chance to really get back into the fight.

Regions Discussion and Voting Open

With our starting classes for our team chosen, it is time to start giving them some flavor and personality. So you all have something more to read and chew on before we go hogwild with character concepts, lets pick out the realms we want them to come from. We aren’t using the optional rules regarding regional feats I transcribed last time as I feel that hampers character flavor with trying to min-max. Do be aware that even without that rule by default characters from a realm have a bonus to all knowledge skill checks for that realm, speak any additional languages of that realm, and are assumed to automatically pass any skill check regarding that realm below DC12.

I’ll be posting these in blocks since its a ton of text to get through at once, and I won’t close voting until I’ve posted every region. All we need for this section is to provide your list of favorite four realms in bold so I can count them, and ask any questions or requests you have about them. It is also probably a good time to start advocating your choices so your pet character concept can really take off.

For each region I’ve tried to summarize what the book has written so if you have more questions about any region or what it is like I can give you some more information, especially if I need to pull from the other later books in the line.

Regions Part 1

Glass Lake
The northernmost edge of the realms, this region is the area clustering around the massive freshwater lake, Mishigamaa. Nearly encircling it, these souls have only known a harsh existence with short summers and often brutal infighting that travels over the lake back and forth endlessly. Due to the cruel weather and lawlessness past the northern edge of the lake, this region historically prides itself on strange armies that pair stout defenses with wild, unpredictable offenses. Warriors from this region are resilient to a level unheard of in other regions, often shrugging off multiple injuries, poor tactics, and dire weather that would fell others.




Baie Vert
Nestled on the western edge of the lake where the warmer winds blow in before cooling over the lake’s water, Baie Very is the most hospitable of the great realms of the Glass Lake. It remains, however, bitterly cold in the long winters that mark the region, but does lend the people of this realm a bit more cheer than their other neighbors. The people of Baie Vert are traditionally farmers, specializing in hardy fat-rich foodstuffs most especially cheeses which remains one of their primary exports. Baie Vert attitudes are somewhat different from those of all other as the realm’s relatively small size means they handle most issues with various small committees rather than organized power structures and clear heirarchy. This extends to their pact with the Council of the Peerless Vessel itself, where all those of Baie Vert blood who live within the hearthhome of the city maintain the covenant rather than a single Owner.

Despite their pleasant disposition and lack of Owner, the people of Baie Vert have had many fearsome Field Commanders and Warmasters in their time and were the first to ever drink of the Peerless Vessel.

Suggested Adventure Hook: The local council for animal management is at their wits end dealing with a Loupfromage that is attacking the local livestock. Of course, there is a possibility no Loupfromage exists and its all the work of the neighborhood committee for the oversight of livestock attempting to sabotage them.



Chigagou
The oldest of the realms alongside its descendents the Ali Sonac, Chigagou is a testament to the defense power not of mountains and gorges but of ice and stone. Here ancient walls have been built and built upon again only to be frozen together with ice older than most realms of field. Despite their location on the southern end of the Glass Lake, the cold winds that cross the lake stop here upon the city giving it an endless windswept chill. The kingdom’s long history and safety have made it of considerable size, but for generations it has grown little larger and instead the space inside its walls grows more dense. Like the city itself, the army of Chigagou prides itself on fighting in the old ways, before a Field Commander or Wide Sniper were something every army needed, and simply works to smother the foes under the weight of their shield wall.

The people here are usually completely out of step with the fashions and popular culture of the rest of Field, most especially cuisine. Perhaps because of this, the people of Chigagou tend to be somewhat oblivious of insults and put downs, and have a somewhat dogged friendly demeanor.

Suggested Adventure Hook: Material to repair a section of the wall has not arrived on time, and with the dangerous effects of lake Mishigaama in full bore the realm wants to use someone more expendable to determine what has happened to the delivery.



Northmen
The Northmen live on the northern stretch of the lake between where the waters recede and the dense quiet forests begin to grow. With short summers, freezing winters, and little in the way of mineral resources it can seem that Northmen thrive on the inhospitality of this place. In order to supplement their meagre resources and difficulty producing food is a tradition of plunder. Constantly raiding the other realms in the region, they feel confident knowing that so long as they do not become overly bloodthirsty few will want to waste the resources destroying what little the Northmen have. In more recent generations Northmen have become common all over Field plying their trade as mercenaries to be paid twice for their expertise.

To outsiders the Northmen are uncouth, wild, and recklessly vivacious. This external persona though elides the truth that most Northmen, especially those who sojurn outside the realm, do so entirely to support their kin in the bitter lands back home. Despite appearances, Northmen have a quiet resignation to duty in their attitudes, and many a commander is often surprised just how readily a Northmen will sober up and follow orders if asked.

Suggested Adventure Hook: Something has begun leaving wounded or half-flayed game in the woods. The local chief asks you to investigate, but there are concerns it may not be a normal beast of the woods and instead a person whose Mde Wakan is dangerously empty and at risk of turning into an Aubergine Homme Mangeur.



Mothe
Out of the eastern edge of the Glass Lake trickles the river Oheeyo that flows its winding route from here through Riversteel and out towards the sea. Along this cold river flow goods built in the furnaces of Mothe, their pride and joy as a people. The inventions of Mothe and their iron worked goods are known far and wide outside the city, and generations past made it rich. With Trimountaine controlling much of the territory down river where materials were once brought to Mothe the city has begun to be choked and large portions of the city lie empty waiting for business to return. Beyond the walls of Mothe, stretching north and north east of the city where verdant fields should be, is a blasted wind-swept snow covered plain called the Great White North and it is always in sight everywhere in Mothe.

The harsh conditions, dwindling industry, and lack of success in pursuit of the Peerless Vessel has made the people of Mothe a bit of a worrisome people. They are often thought to be fretting about this or that problem arising and of overthinking things. They are, however, usually strangely calm in the face of complete failure such as when they famously lost an entire army without killing a single enemy, and their plotting for failure tends to make them very well prepared compared to other realms.

Suggested Adventure Hook: A great silent workshop in an abandoned part of the city has suddenly churned to life, but no one knows who or what is being made there. This would be something odd but to be celebrated, if it were not for the strange fact that the goods being delivered to it seem to be coming from the Great White North.

Barudak fucked around with this message at 08:54 on Dec 1, 2019

Barudak
May 7, 2007

The Dark Lord is displeased you don't know the Special Tactics position of Jammer. You probably never sit awake at night, wondering how to best use your Jammers to counter their Gunners and if you truly need an Upback for this formation or not, which is why his dark forces sweep across Field humiliating armies that do not properly ponder Special Tactics.

Hunter is one letter off from what it is emulating, so I think the authorial idea was avoid naming it like Puntsman or something too on the nose. In later revisions like The Advanced Book of Hunters they make it more clear as the idea is to use their movement abilities to reposition your enemies into more advantageous positions from a distance.

Barudak
May 7, 2007



Pei Ma Ning (Indus) - CR 18

Attributes
HP: 180
AC: 18
Saving Throws: Dex +5, Con +3, Wis +6, Cha +2, Str +4, Int +8
Spell Attack Bonus: none
Spell Save: none
Intangibles Dice: d10
Number of Intangibles Dice: 3
Number of Hit Die: 18
Type: Humanoid
Condition Immunities: Stun, Charm
Damage Immunities: Psychic
Languages: Common
Skills: Perception +15
Speed: 20ft
Size: Medium
Alignment: True Neutral
Appearance: Pei Ma Ning appeared in his time in Indus as a tall, humanoid with a gently enlongated features, especially the crown of his head. He was never seen outside of his Field Commander garb, and although he adopted the customs and culture of Indus he never fully let go his heritage from Xin Ao Er Liang. His face bears the appearance of perpetual focus as though nothing but what he looks at matters. Situated on his right arm was a unique magic gauntlet crafted just for him that he used in battle, the Scathing Light Ballistae Limb, and he always rides into battle upon the symbol of the realm of Indus, a young white horse.

Traits
Draught of the Peerless Vessel - Like all those who have slaked their thirst with the sacred energies contained within the Peerless Vessel, Pei Ma Ning may once per day reroll any failed roll with advantage.

August Collies - Pei Ma Ning raised a back of warhounds to follow him into battle. Masterfully trained, these beasts were loyal only to him and were thought to be nearly as smart, able to look for gaps in armor. The August Collies most notable trait was their absolute obedience, and would go anywhere Pei Ma Ning would point, going as far as to willingly fling themselves to certain death if he asked it of them.

Pei Ma Ning always enters battle with two August Collies as it his side (see pg 385: Warhounds, CR13). In addition to their standard stats, the August Collies have Pei Ma Ning’s traits Unerring Aim, Carving Up the Defense, and Gods Curse You, Domhmnall. As long as at least one August Collie remains alive and within 25 feet of Pei Ma Ning, once per turn Pei Ma Ning may redirect any single target attack or spell onto the August Collie.

Unerring Aim - Pei Ma Ning had an intensity about him unmatched by his bloodline or his peers, and seemed to always be looking through his enemies when he focused upon them. Each time Pei Ma Ning misses making a basic attack in combat he gains an additional +2 to hit against that target until he either hits that opponent or changes targets.

Carving Up the Defense - Pei Ma Ning’s magic item the Scathing Light Ballistae Limb is a unique full-arm gauntlet, creating spears of pure energy that Pei Ma Ning can throw whenever he is in need of one. Pei Ma Ning is so familiar with this weapon and it is so exquistely crafted for him that it is as though it were a natural part of his body. All of Pei Ma Ning’s attacks are considered either magical or martial, whichever more effectively bypasses the enemies resistance. This trait cannot be countered by magic and using it does not count as a magical effect.

Gods Curse You, Dohmnall - The warrior traditions of Indus and the rest of Middlemarche rely on quick skirmishing tactics to cover great distances, not organized defenses. As Field Commander, Pei Ma Ning was expected to do much of the work of battle and risk himself every time. Unlike other commanders of Indus, he did not accept the shirking of duties to protect him or his soldiers lives and his rebuke of the warrior Dohmnall who let an enemy Harrier too close to him still echoes across the plains of Indus. Once per turn Pei Ma Ning can resist any effect that would move him, knock him prone, reduce his armor, reduce his saving throw, taunt him

Attacks
Multiattack - Pei Ma Ning makes three attacks per turn from the list below and may only choose each attack once. All ranged attacks Pei Ma Ning makes use his Scathing Light Ballistae Limb and as such he does not need ammunition for any ranged attack.

Scathing Light Ballistae Limb - Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. Hit: 26 (3d12 + 7) radiant damage. Enemies hit by this attack

Hospital Spear - Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 18 (2d8 + 7) radiant damage. If an August Collie is in attack range of the target hit by this attack, they may take an attack of opportunity as a reaction. If no August Collie is in range to make an attack, they may move 10ft as a reaction.

Safety Valve - Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 26 (3d12 + 7) bludgeoning damage. The target must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from Pei Ma Ning and knocked prone.

Curl - Ranged Weapon Attack - Ranged Weapon Attack: +10 to hit, range 60/240 ft., 20 ft blast. 18 (2d8 + 7) radiant damage. The target/s must succeed a DC 20 Strength Saving throw or be pushed up to 15 feet in any direction.

Description
Generations ago, when the Ma Ning clan still ruled in Xin Ao Er Liang, the respected ruler and Field Commander Er Chie Ma Ning had three sons. Each had great talents and was admired for their skills, but none of the brothers skills were like the others. Er Chie saw in his sons different paths, and for the youngest two Pei and Yi Lai he saw no future in Xin Ao Er Liang.

The two brothers, denied ascendency to the throne, took different paths. Yi Lai, of noble but perhaps naive disposition, saw it as an opportunity to live the life he had always wanted, fighting with chivalry against evils in the world. Pei did not see it that way, he saw himself snubbed in favor of his eldest brother, Ku Pa, and vowed to prove his father’s mistake.

Apprenticing himself to a roving bands of mercenaries in Bald Hills, he quickly made a name for himself. His focus in battle was inimitable, and the rush of battle seemed to not distract him even for an instant. Unlike other men who become frenzied and swept up in the fighting, Pei never lost his vision in battle. In short time stories grew of the young man who rose to Field Commander of an entire company whose gaze of steel sent his enemies scattering before blows could be exchanged.

Word of this Undrafted Field Commander echoed in the halls of every realm and every Owner sought to add Pei to their armies. His mind ever focused on his father’s choice, Pei chose to swear fealty to Indus, hoping to both prove his worth in the endless skirmishes of Middlemarche as well as remain close enough to the Southern Lowlands that his exploits would carry back to his father’s ears. In the halls of Indus there was celebration at his choice, and in the barracks of the realm weeping.

Upon entering Indus, Pei began to change the entirety of the army. A realm far from its height of glory, reduced to small bands of warriors, there was little hierarchy in place to stop someone as dedicated and talented as Pei. Day in and day out Pei trained the armies and demanded more of them. If one was slow, or weak, or foolish they trained until they were worthy to ride with Pei or they were left behind in the towns and denied the glory of battle that Pei earned again and again.

In time, faith in Pei was so deep and so great that the Owner of Indus appointed Warmasters and Logisticians who did little more than do what Pei told them, and Pei’s heart burned with pride that there was no Field Commander more trusted or higher ranked than he in all of Field. He ordered the creation of the Scathing Light Ballistae Limb at staggering cost to Indus’s coffers and none questioned it, for after all, all of Middlemarche quaked in fear at Pei Ma Ning. All this though, was not enough.

Pei then turned his eyes upon the Peerless Vessel and began chasing victories beyond Middlemarche and after seasons of campaigning held it aloft after crushing the first great army Chigagou had sent beyond its lands in a generation. He drank deep and happily, content believing that he had proven he was worthier of the seat of Xin Ao Er Liang; he was undisputed master of war in Middlemarche, drinker of the Peerless Vessel, and he felt certain he would be enshrined. Surely now his revenge was complete?

It was then, they say, a letter came for him from Xin Ao Er Liang. It is not known what it said, and perhaps it is sometimes admitted that it is possible no letter came at all. What is for certain is Pei Ma Ning felt that despite all his accomplishments, despite the proof he truly was the greatest of the Ma Ning clan and mightiest warrior Xin Ao Er Liang had ever produced, he was denied what he was owed. He changed in this moment: he no longer yearned to be recognized freely, but sought to make Xin Ao Er Liang and his family kneel before him.

Pei Ma Ning then assembled the largest force of soldiers Middlemarche had ever seen and called to his side Farve the Hurler with promises of treasure and glory in the swamps of the great Hekou. This force marched with a singular purpose; not to expand Indus territory, not to win the Peerless Vessle, but to humiliate Xin Ao Er Liang and place Pei upon its throne. It is a testament to the victories and loyalty Pei commanded in Indus that this mad request was not stopped, but rather the whole realm put its entire riches and worth into Pei’s request.

The revenge would not, however, come to be. As the people of Xin Ao Er Liang retreated into the swamp unable to stop the might army of Pei, something strange happened. The gentle breeze that blows through the swamp suddenly halted. For a moment there was no sound through the great swamp and then suddenly a horrific gale storm poured through the trees. Each blast of pushing aside the great unmoving waters and dredging up the sacred dead, The Venerated (see page 245).

Here in the dismal swamp, in the moment Pei had looked forward to every day since he had been passed over to rule, the heroic dead of Pei’s own people rose up to fight him. The battle was horrific and fierce, the muddy animated armors and skeletons fighting and dragging soldiers of Pei’s army under the Hekou’s waters. Even Farve the Hurler, he of unmatchable vigor, was broken and left to die shattered in the swamp.

Panicking, Pei ignored the strange and twisted magic being blown by the great wind and when he attempted to use the power of the Scathing Light Ballistae Limb it betrayed him. His back broken by his own weapon, the wind howling, the waters rising, and the black muddy armor of the Venerated approaching Pei Ma Ning died for the first time.

Personality
Pei Ma Ning was nothing if not driven. He has no tolerance for people who do not give everything in battle or its preparation and has little understanding of personal boundaries. Having been raised in the ways of courtly life from youth he has a practiced humor about himself, but it is a facade he will not bother to maintain if irritated. While he is proud of the distinctive Ma Ning look marking him as a member of its house, he is still vulnerable to negative remarks about it.

Pei Ma Ning bore many titles in Indus in life, keeping him busy and managing too many tasks, so he always sought out those who were dependable first and foremost. Adventurers will need to prove themselves to him through his lieutenants before Pei will have time to meet them, but any task proving their ability to uphold their promises will earn considerable favor. With numerous enemies in Middlemarche, Pei is always willing to pay to have his lesser enemies disrupted so that he can focus on the greater ones. Pei will not set out to betray adventurers, but he is not particularly concerned if the tasks he gives are reasonable.

Barudak
May 7, 2007

Symphoric posted:

I feel like we have to know more about the tortured existence of those cursed to being a Barrager from Chigagou.

For the most part the Lore for Chigagou isn't so much that they're cursed as the wind of their realm makes them not great at ranged classes and their stubborn cling to traditional warfare makes them slightly too prideful to do it. That said one of the fluff passages I've always liked is this poem by an unknown Chigagou poet

He takes my arrows when I'm in need
Oh he's a trifling friend indeed
Chigagou Barrager
Way over here, still can't hit me



A.o.D. posted:

Pictured:


The Wind Warrior of Xin Ao Er Liang flanked by two of his Venerated body guard on the eve of his victory over the traitorous son Pei Ma Ning.



This picture in the core book (and the tie-in Hekou Patrol novels) totally convinced kid me to roll up a Xin Ao Er Liang Harrier as my first character. Thanks for sharing the awesome art with the thread and bringing back some memories for me!


Realms Part 2

Sainted Coast
In days long past, great teeming multitudes of pilgrims journeyed across the continent here to the western coast, believing that as they moved to these new lands and brought their faith and teachings of Camp with them, in their suffering they may be rewarded with an expansion into Canton. At great holy places along the journey grew grew cities and realms adorned with shrines and temples in the exertii faith, these markers of faith giving the region its name. As these great cities rose, so did their warmasters, and in time the Exertii proved their ferocity on the fields of battle. Their way of fighting soon became so dangerous and effective that all other realms had to learn to master this style to stand any chance. Time has passed since those long ages past, and the style is no longer unique, but the warriors of this region still know they carry sacred and important traditions of both sacrifice and glory with them into battle.

Sealth
Buried deep in the forests on the northern edge of the coast, Sealth is a quiet reprieve to an already often introspective region. Here shrines to exertii and other heroes past are placed in the woods, not intended to be found and seen like in more southern realms of the region, but rather happened upon during the hunt. With cool temperature and a pervasive rain and fog, Sealth is a realm that is said to slowly make hermits of even the most outgoing. In battle, Sealth prides itself on having warriors trained by the trees; when hunting fast prey in these woods young Sealth must learn to either be nimble enough weave between the trees or studier than the trunks they run into.

Generally, the people of Sealth are thought of as inwardly focused and contemplative, almost offput by having to speak with others. In the culture of Sealth to help overcome this, they have many traditions of forced exhortation to celebrate victories and hunts that they are trained to do reflexively and can catch outsiders unaware to suddenly have a Sealth deafening their ears.

Suggested Adventure Hook: The heroes are tasked with clearing out a nest for a local lord’s Ocean Kite, the sacred symbol of Sealth, to roost in. Unfortunately, the location in question is a damaged ancient shrine of Kenneth Facile that has been leaking magic into the forest for several years since being improperly repaired.

Yelamu
The peak of the Sainted Coast’s art and style, this realm overflows with shrines, mausoleums, and tombs that its many citizens can often be seen offering quick prayers to. For a citizen of this realm it is no oddity to live next to a shrine, pass another on the way to work, and see a few more before one has even had a meal. This has given the people of this realm a sense of the past and their connection to it, especially ranged battle and the Wide Sniper class of warrior who they helped establish. Located south of Sealth, it maintains a steady temperature throughout the year requiring only thin outergarments to be comfortable year round. With easy access to the sea, Yelamu is rich in fish and shipping, although the citizens tend to think of their numerous theological treatises and silicon filigree to be their true industry.

Like their weather, the people of Telamu tend to be even tempered. While open to new experiences and ideas, they are also deeply religious. Most perplexingly to outsiders, they often seem slightly oblivious that other people do not have the same base level veneration or participation in the exertii faith that they do.

Suggested Adventure Hook: A crowd has been seen gathering around different shrines in Yelamu at night following no particular pattern and participating in rituals not seen in Yelamu before. The local constabulatory has concerns and wants them found and investigated, but can’t be seen as directly interacting in case it is just another harmless exertii cult trying something new.

Almalayika - Armies of the Ram
A realm of many Owners and no masters, this fiercely independent realm has asked for and disposed of owners more times than any other realm. A sprawling, beautiful countryside of independent cities loosely united under a single banner, Almalayika has been a crown jewel refusing to be set into a crown for generations. Recently, the tumultous relationship between the realm and Owners has become an ongoing and bloodly war being fought across it, after two opposing factions vying for control of the realm invited different Owners to help give them backing. Now the Armies of the Ram, lead by Owner Kronos Enkelos, and his opponent Owner Sparse’s and his Bolt Cavalry wage bloody war in the realm, each trying to claim it for themselves. Both of these owners have fully committed to this battle, abandoning their previous realms for the chance to take Almalayika, and there is no end in sight yet for the struggle.

Due to the influence of Crossmount culture, the people of Almalayika are much less religious than the rest of the region and are fiercely independent. Inhabitants of other realms view Almalayika people as having no problem switching allegiances or opinions as it suits them personally, but to the people of Almalayika, shrewdness is a virtue.

The Armies of the Ram offer the people pageantry, gala, excellent military history, and a tie to the region as they once came from Almalayika before being exiled across crossmount generations ago. Currently, their forces have the overall upperhand in the conflict as Sparse moved slowly thinking that Kronos Enkelos could not cross the Tumbled mountains with his army as swiftly as he did. Those citizens who hail with the Armies of the Ram, are excellent at presenting themselves and nearly every other realm is envious of their fashion and taste.

Suggested Adventure Hook: A local drinking establishment has become a flashpoint between different factions in the civil war despite its owner having been promised it would stay neutral ground. The scales may be tipped to favor one side or the other, or perhaps both sides could be gotten rid of.

Ali Sonac
Birthed from the same ancient blood as Chigagou, Ali Sonac is a smaller realm inland from the Sainted Coast. Despite its location, it is culturally deeply connected to its fellow realms in the region, rather than the much closer realms of Crossmount. The people of this realm almost all come from the Glass Lake region originally, and made their pilgrimage in the age of the exertii tent preaching. After years of turmoil and arduous crossing and wandering through the desert lands they came here to the great spring that provides cool water. It was seen as a holy sign to the people of Ali Sonac, that great rewards required great sacrifice and that this was where a realm should be founded. Due either to the rumored healing property of their water or their known excellent medical care, Ali Sonac’s smaller armies are able to work harder than other realms and often find their ranks filled with old warriors looking to find a place to comfortably end their days of war making.

The people of Ali Sonac are thought sometimes of being almost dried out; they are resolute and not overly verbose and waste little time. Despite the perpetual grimace they seem to have, Ali Sonac have a joy of living and pleasure in difficulties placed before them, and a seeming imperviousness to heat.

Suggested Adventure Hook: The deserts surrounding Ali Sonac are filled with caravans and outposts set around natural springs. A local lord has commissioned the creation of one in their territory, but the workers keep being run off. Is it something monstrous in the desert or simply the work of a rival lord?

Barudak
May 7, 2007

I've got the second half of Pei Ma Ning queued up, look for that later as well. In the meantime, if anybody wants me to pull out more characters from the Squad Manual let me know and I'll see if I can't transcribe it. We're also approaching the half-way mark on these realms. If these are too wordy I'm happy to cut them down to get through this faster so we can get to building our character concepts.


High Coast
The High Coast is the wealthiest region to swear fealty to the Peerless Vessel, with all of its cities resplendent and gleaming. This region is home to the largest, richest, and only realms to have ever thwarted the Dark Lord’s machinations which has earned them praise they are more than happy to have heaped upon them. The wealth, size, and renown of this region have for good or ill put it on the lips of every other nation, and their warriors always march into battle knowing all eyes are upon them. Warriors from this region therefore, know that it is important they be able to take charge and show their worth in any situation, not just on the battlefield, and the grandest royal courts and knightly schools are located in these lands.




Daelhus
Daelhus is a resplendent realm, jeweled and gleaming, its people rich, its lands vast and even for the High Coast, the people and warriors of Daelhus are considered showy and aggrandizing. Located to the south of the region in an arid and dry bowl, the realm is built upon vast mineral wealth that seemingly bubbles up from the land beneath. Upon its highest point a great blue dome guilt in silver, the largest in any realm stands, and inside it the Owern of the realm hosts great court. A saying repeated to the point in Daelhus is “Daelhus is Field’s Heart” and their emissaries repeat it as though it were the name of the realm. The armies of Daelhus have known great victories and mighty Iron Backs, as of late they have mostly been content to simply protect their vast holdings and enjoy illustrious parties.

The people of Daelhus are known to be flashy, wearing festooned garments in their realm’s colors, speaking loudly at any gathering, making things larger to be more visible, and loving bets and challenges. While perhaps not endearing of behaviors to most, the people of Daelhus are also known for being unwaveringly loyal to those they promise friendship to a trait that has earned them allies in every realm across Field.

Suggested Adventure Hook: A man is dead after his chili was poisoned with ingredients from Bergen. Was it a foreign assassination or a local looking for cover for their crime?



Amarte
Gently inland and nestled in between the Alpachen Mountains, Amarte’s isolation secure position and isolation has made its people have the most elaborate social rituals rules and, to outsiders, rather vicious enforcement of it. All of Amarte are obligated to participate, no matter their status, and any who step out of their prescribed roles from lowest peasant to highest noble will be viciously mocked and garbage flung at them. Historically, the Amarte have relied on their natural defenses to help protect them, but in more recent years, especially following their fighting against Trimountaine, Amarte has begun to modernize both militarily and socially.

The people of Amarte tend to be more much more cognizant and intererested in upholding the various hierarchies and ranks in social settings. The love and know a hundred elaborate rituals of polite entreaty, and two hundred ways to slander and demean. While sometimes aggravating to deal with to outsiders, it can not be overlooked that an Amarte will unfailingly speak up to defend the slighted no matter their position.

Suggested Adventure Hook: The party is tasked with helping a local noble suss out who at the local masked ball is their love, but he may be using them for a distraction of bumbling fools for his own ends.



Bergen
Bergen, along with Carteret, are two realms that serve the largest city in all of Field, Canarsie. Situated on the northeastern edge of High Coast and directly on a river and the sea, this sprawling city extends far inland as well and the Owners of Bergen and Carteret are beholden to its ever changing Doge. At the peak of the central island two great towers see over all the land, standing as a gleaming symbol of the cities near unimaginable wealth. Bergen is tasked with maintaining the infrastructure and security of Canarsie itself while Carteret maintains the meadowlands that surround and feed the city. This arrangement has not been the most stable one, with the Doge often playing the two realms against each other to its own benefit and both realms seeking to have all of Canarsie to themselves. Further exacerbating this, a generation ago Carteret aided Trimountaine and when they were twice rebuffed at the gates of the city by Yi Lai Ma Ning, so much of the polite politicking between the two realms often later spills out into blood in the lands and streets of Canarsie.

The people of Bergen have an assured greatness in their attitude due to being both the largest city in Field, having possessed the Peerless Vessel numerous times, and being the realm and resting place of Yi Lai Ma Ning, the Pure. People from Bergen tend to be unflappable as they create new foods, cultural practices, and clothing and tend to inspire citizens of other realms to copy their fashions and mannerism.

Suggested Adventure Hook: The adventurers are hired to recover a shipment that was ambushed on the outskirts of Canarsie. It will quickly dawn on them that the reason they were hired is because more than just the client is interested in owning the shipment, and it may not even be the clients shipment in the first place.



The People’s Free Republic of the Swan River Valley
Typically referred to by outsiders by its much shorter colloquial name of Patawomek, the People’s Free Republic of the Swan River Valley is the furthest east of the realms of the High Coast and sits near the mouth of the Swan River as it opens into the Burdened Sea. Located far enough south that it abuts Southern Lowlands, Patawomek is in a precarious position that requires constant work from its populace to maintain the realms network of irrigation water management and pumping to keep it its fields dry. This is maintained by the ironfisted Tailor dynasty that rules the realm with a powerful personality cult and rigid social stratification and brutal repression tactics. Patawomek was once a fearsome kingdom in battle but in recent years, mostly due to the city’s current Owner and Lord Dawn Tailor mismanaging it, the realm cannot provide the funds and manpower to do much else but maintain its aging infrastructure.

People from Patawomek tend to be exceptionally hard working and dedicated to a task, and despite outsiders thinking of them as a bit dimwitted and slow, they are just as apt as any other citizen. Patawomek tend to be multi-talented and even those from more noble background are expected to know how to do the basics of field work.

Suggested Adventure Hook: An aging section of the levee is under attack by a pack of mothmen and the local constabulary is unable and unwilling to help. Adventurers need to deal with the creatures before they destroy the levee, but also find out what is drawing them to the location

Barudak
May 7, 2007

I agree: Lets keep this moving:

Youve seen how realms are described. Lets just vote for your favorite 4 of the 32 + Undrafted + Overseas Realms, Ill show the winners, and pepper in the losers as we go. Lets take until about tomorrow this time to vote.

In the interim, Ill put up the second Pe Ma Ning piece and if youve any requests let me know.

Barudak
May 7, 2007

Ches Neckbeard posted:

Riversteel
High Coast
Sainted Coast
Glass Lake


I'd still love to see a Joe Thomas write up if you have it laying around.

Lets do the specific realms since what realm someone is from could help during our adventure module. Even if Ive not mentioned them you can use their specific NFL names and Ill include the write ups for the winners.

Barudak
May 7, 2007

420_Power_Rangers posted:

I vote for Smokin' Jay Cutler as the adventures would be greatly improved regardless of where or what is going on

Ive good news, Jay Cutlas is included in the previous thread all stated up.

Barudak
May 7, 2007

I fully support any and all art anyone wants to come up with!

I will cover all the realms even if they don't win but Ill probably pepper them in as one offs rather than the current block of text format so its easier on everyone.

Barudak
May 7, 2007

Don't forget to get your votes in, as I'll close voting sometime around Thursday Night Football kicking off

A.o.D. posted:

I'm considering illustrate a tableau of Superintendent Sparse visiting the court of Er Chie Ma Ning at his court in Xin Ao Er Liang with a desultory Wind Warrior in tow. He is attempting to negotiate for an arranged marriage with Er Chie's youngest son, Yi Lai in order to seal an alliance between their courts. On the other end Mara and Coughlin (what would their names be?) are also attempting to secure an alliance.

Owner Eoin O'Mara, Third Heir to the Keeping of the Book and Warmaster Tamhas Cochlain, native born and raised in the realm of Bergen.




Pei Ma Ning (Anvers) - CR 9

Attributes
HP: 90 (9d10+45)
AC: 14
Saving Throws: Dex -2, Con -2, Wis +6, Cha +2, Str -2, Int +8
Spell Attack Bonus: none
Spell Save: none
Intangibles Dice: d8
Number of Intangibles Dice: 1
Number of Hit Die: 9
Type: Humanoid
Condition Immunities: Stun, Charm
Damage Immunities: Necrotic
Languages: Common
Skills: Persuasion +6, Performance +6, Survival +10
Speed: 20ft
Size: Medium
Alignment: Neutral Evil
Appearance: The rituals that gave Pei Ma Ning life once again did not peserve his form and figure. After the strange magics, all that can be seen is twisted iron armor fused together, with its gaps filled with bits of Anvers regalia. He is somewhat hunched and seems smaller in stature and frame than he was in life, and moves with an unnatural stiffness. Where on his arm the Scathing Light Ballistae Limb once sat is now only a reminder of its betrayal, shards and pieces of it embedded into the new armor Anvers has crafted for him. Despite being equipped with a variety of weapons, Pei Ma Ning will only use his daggers, The 50, and seems to struggle to wield anything else. He has a disaffected coldness about himself, and when he speaks his voice has a wavering rawness, like hearing a distant scream.

Traits
Draught of the Peerless Vessel - Like all those who have slaked their thirst with the sacred energies contained within the Peerless Vessel, Pei Ma Ning may once per day reroll any failed roll with advantage.

Propped Up - Pei Ma Ning no longer has the vitality that he possessed in life, and relies on his armor and his fellow soldiers in a way he never needed to before. So long as Pei Ma Ning has at least one conscious ally remaining in the battle he gains +2 to his AC as well as +6 to his Dex, Con, and Str saving throws.

Armor Claims the Peerless Vessel - Pei Ma Ning’s magic item is a unique collection of masterwork daggers with a strange residual magic only useable by Pei Ma Ning, and it is the only weapon he will use in battle. Despite this, the collection is large enough to be considered infinite ammunition for a single encounter with Pei Ma Ning. The effect of the magic of the weapons are that until the start of his next turn, Pei Ma Ning gains +1 AC and +1 to all his saves for each attack that successfully hits an enemy.

Attacks
Multiattack - Pei Ma Ning makes two attacks per turn from the list below and may only choose each attack once.

Short Toss: Ranged Weapon Attack: +9 to hit, reach 5ft/60ft, one target. Hit: 3 necrotic damage, add 10 necrotic damage if Pei Ma Ning’s AC is higher than the target’s AC.

Wounded Duck: Ranged Weapon Attack: +9 to hit, reach 5ft/60ft, one target. Hit: 16 (3d6 + 6) necrotic damage

Safety Valve - Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 20 (2d10 + 8) necrotic damage.

Description
When the Da Feng subsided in the Hekou and the skies cleared, revealing the great devastation of the armies of Favre and Pei Ma Ning, Pei Ma Ning was among the dead. In Xin Ao Er Liang tradition, the dead are left undisturbed where they fall in the Hekou. The good who die so that they may become the Venerated and the wicked so that they might feed the soil. But for the proud child of Xin Ao Er Liang, neither was to come to pass.

From the high castle in Anvers, Johann Derweg saw Pei Ma Ning’s death as a great opportunity. Perhaps he admired him for his prowess in battle or perhaps he felt a deep kindred with another who felt the world had snubbed them. He sent out secret searchers deep into the Hekou until what was left of Pei Ma Ning was found. Then, what remained of Pei Ma Ning was gathered up by the Agenti and placed on a plinth to be carried to the Tumbled Mountains.

There, in the deepest halls of Anvers’ Red Stone Keep, a great ritual was performed. For a whole campaign the Agenti used cursed magics brought from the far reaches of the lands across the the Burdened Sea. Here in the lightless heart of the mountain they stitched the flesh and fused the bones of Pei Ma Ning back into the semblance of a man. Then the Agenti took a scrap of his Enshrined and forced it into the body, breathing a scrap of Pei Ma Ning’s into the flesh.

Pei Ma Ning rose from the table knowing, even then as he breathed in the clear air of Anvers, that he was dying again. The ritual that gave him life was already fading, and even know the strength that it gave him was nothing like what he had in Indus. His heart burning and his time short, he sought to have the victories he most desired and to leave the rest to others. Johann Derweg saw the passion and smiled, knowing his plan had worked exactly as he hoped.

To Pei Ma Ning new weapons were forged, more suited to his reduced strength and dexterity. To him was given the finest soldiers of Armor that Anvers could provide, knowing that his mind was still as sharp as it had been in life even if his body could not lead the charge any longer. With these, Pei Ma Ning was content, and with them he wrecked incredible havoc. The rival realms of Crossmount were ground to dust like the armies of Middlemarche had during his life and Pei Ma Ning smiled with joy.

These victories could not halt the fading of the magic. Each day Pei Ma Ning’s limbs moved slower, his dexterity declined, and his strength faltered. But, the armies Pei Ma Ning commanded needed less and less of his strength; so long as he could plan their battle they could not lose. Knowing it would soon be the end, Johann Derweg sent Pei Ma Ning down into the Middlemarche to claim as much land as he could and plunder what they could carry.

Pei Ma Ning, however, did not want to fade simply for some noble’s desire for riches and political strategy. As he devastated Middlemarche he heard of a great Field Commander, a worthy rival just beyond in the Southern Lowland realm of Piedmont. His life fading, he knew this would be his last chance to once again drink from the Peerless Vessel and to his suprise Johan Derweg overuled his Warmaster and told them to go for it.

There at the edge of the lands of Piedmont, did two great armies battle. At first it seemed as though it would last an eternity but slowly, but surely the Armors of Anvers began to snuff out the Piedmont armies. Despite their strength, Pei Ma Ning could do nothing to aid them, his body faltering and barely able to stand so he shouted orders to his soldiers. The enemy commander, though possessed of incredible strength, could not turn back the tide and with his lack of experience could not stem the battles tide and for his efforts he lay broken on the field. A hobbled Pei Ma Ning was carried aloft to him, but before Pei Ma Ning could struggle to strike a killing blow the battle lines parted and the Peerless Vessel appeared, giving the armies of Piedmont time to escape.

As it appeared Pei Ma Ning lost all interest in the battle and laughed. Holding the Peerless Vessel he once again had the promise of Canton in his grasp, his wickedness and undeath seemingly overlooked, and his glory assured. Maybe, in this moment, his mind fully unraveled and could not sustain his form, or as some say he finally had the clarity to realize what madness gripped him his entire life and experienced profound regret. Still others believe that the Peerless Vessel itself pierced the magic of the Agenti and its offering to him was a trap by the Council. Or, perhaps, this was simply the very end and the magic could no longer be sustained.

Whatever the reason, as Pei Ma Ning lifted it to his lips the magic that had kept him alive snuffed itself out. There on the field his limbs buckled, his armor bubbled and unweild itself, collapsing into hollow pieces on the ground. Pouring from the armor came white and blue water that turned deep blue and orange as they dried in the sun, and in a moment Pei Ma Ning had died for the second and final time.

Personality
Pei Ma Ning of Anvers is a strange being. He talks little, his penchant of humor gone, and his movements jerky. He has become completely trusting of Johann Derweg and his appointed warmasters, and seeks simply to fight more. In battle and in personal dealings he is vindictive, seeking to not just defeat but to humiliate those who oppose him.

Adventurers seeking to be in his employ will find themselves in considerable risk as Pei Ma Ning has neither the time nor inclination to treat them fairly, unless they are a citizen of Crossmount. Despite his strange and unpleasant personality he is utterly loyal to Crossmount and was known to have spurned entreaties from Indus to ease his pain until the very end. Adventurers in good standing with Crossmount, or who have information and equipment valuable to Crossmount can find themselves in a meeting with Pei Ma Ning, but they may want to be careful as he will not hesitate to get it out of them through unfair means.

Barudak
May 7, 2007

Just a reminder Im going to close voting around tonights Thursday Night Football so get in your votes!

Barudak
May 7, 2007

Realm Voting Closed
Land of Maari, Xin Ao Er Liang, Amarte, and Lands of Cleve are our winners
(Baltimore, New Orleans, Philadelphia, and Cleveland)

3 regions represented and I expect some interesting dynamics in the party especially between our Amarte and, well, everyone else. Not with other characters in the party, specifically, I mean everyone. The spread of regions if we used optional rules would skew a little odd; two defensive bonuses, a face, and a rogue. For purely a math nerd point, only 17 of the 34 possible realms were selected, so we covered just ½ of our options. Poor Bergen, not even Yi Lai can save them this time.

I’ll post the Land of Maari and the Lands of Cleve shortly following this post and I may have had a few late night sake bombs in the post below so this one stays nice and clean.

Character Creation Open Until After MNF
First a recap in one place:

Classes - Iron Back / Acies / Barrager / Warmaster
Realms - Land of Maari / Xin Ao Er Liang / Amarte / Lands of Cleve

Now that we know our classes and their respective realms: it is time to write up some characters!

Making a character is simple: I’ll handle the optimal stat distribution so all you need to worry about is: give your favorite combination of realm and class a name and an elevator pitch description. If you want to go above and beyond when you make a character and include some art, a poem, or a long and rambling plea about why your character deserves to be the one picked go for it!

REMINDER: When making our characters they are Player Characters, the named heroes of Field are merely the NPCs and Monsters in our grand adventure so our PCs should stand out. In addition, the realm descriptions of the people are for NPCs, not necessarily our heroes. If you want to write against a realms stereotype, feel free to do so!

After MNF I’ll pick whichever ones are everyones (or just my) favorites. Since we need every single combination, go hog wild making these, no concept is theoretically too silly. If any combination is left over after MNF I’ll make characters for those so we keep moving smoothly.

The next step after finishing our characters is picking the adventure we’ll be sending these future enshrined washouts on.

Barudak fucked around with this message at 13:26 on Dec 6, 2019

Barudak
May 7, 2007

Riversteel
The great industrious core of the regions bound to the Peerless Vessel, this region is noted for its crafting and trade flowing along the course of the mighty Oheeyo river. Due to the long history of deforestation, mining, forging, and the disaster wrought by Modell and the Dark Lord, this land has a lingering malaise that surrounds it. Despite all this, however, great warriors have continuously arisen in this place and it is one of the regions most blessed by the power of the Peerless Vessel. Warriors from this realm know the craft of the creation of their weapons and armor, and use the finest of defensive implements to protect themselves and their flanks in battle.

Lands of Maari
Once a quiet, unassuming Undrafted land just north of People’s Free Republic of the Swan River Valley, everything changed for the this realm with the arrival of Art Modell (see page 252). In exchange for giving him a means to escape the destruction wrought at his hands to the Lands of Cleve, he has brought not only the safety of Ownership to this realm but also the potent magics he and the Dark Lord (pg 260) tore from the soil of Cleve. Under Modell’s rule this land has changed dramatically, from a quiet series of villages that harvested shellfish to a bustling metropolis and military empire. Within a few short years the Lands of Maari produced cavalcades of fearsome and terrible warriors forged in the realms most dangerous cities whose ferocity has earned them enshrinement and the Peerless Vessel. Their incredible might and strange bond has drawn them into repeated battle with the Dark Lord of Trimountaine and they are one of the few realms to have matched the lord in battle. Often, the greater threat to the people of Maari is the raiding Umbers and other infractions that leak from the nearby Lands of Cleve that require constant vigilance in rural communities to deal with.

The people of Maari tend to be proud of their strength, insular and very protective of their kin, traits encouraged by Art Modell himself. Rumors abound across Field of Maari assassins and murder cults hidden to the Enshrined Rei Fame-in-War hiding behind every shadow. To the people of Maari life for whatever Art Modell asks of them, life has never been better, and the slander of the outside world has made them often scathingly sarcastic.

Suggested Adventure Hook: A local crabbing village has become haunted by strange omens. Rather than risk the wrath of the local lord for lacking the strength themselves, they beg for help to resolve this issue from passing travelers. Given the increasing danger and isolation, the travelers may not be passing for much loner.

Lands of Cleve
In generations past, Art Modell sat upon the seat of Ownership in Cleve and the bounty of the land was good and rich. Green and lush, the land followed the bend of the Oheeyo river and it was the envy of Field and its army, the Umbers, its undisputed master. Sadly, for the land of Cleve, despite its immeasurable wealth and power, Art Modell’s hunger was still greater. In his ambition he plotted against his own land, draining it of all its life and energy with the aid of the Dark Lord, and when it could sustain no more life he fled to the lands of Maari leaving behind only a cursed and strange realm. Now Cleve is a land of perpetual twilight, where pale light pushes through the thick shroud of fog that looms here. The land is cracked and near barren, the water of the Oheeyo so polluted as to be flammable. What humans still live here reside within the broken ruins of the golden age in small communities between the inhospitable country side. Perhaps due to an incomplete ritual or the betrayal of the Dark Lord, wild and untamed magic now flows freely here causing effects unseen even by the Agenti. While it lacks a true owner, its people are still protected as though it has one, and in the old army halls and palace of Art Modell strange addlepated shadows of Umbers past roam seeking to fulfill their duty as if enshrined. These ragged soldiers seem drawn most to the lands of Maari, as though somewhere deep in their confused mind they know they must seek revenge.

The people of Cleve know only sorrow, and it is said this land is its atelier. Criticized as despondent and negative, the people of Cleve are often grim but very capable of being happy with far less than other realms. This does not mean there is no joy or frivolity to the land, only that a strange malaise often accompanies their celebrations.

Suggested Adventure Hook: The party has been tasked with clearing an old Umber fort for additional space for the slowly growing population of the realm. Unfortunately, it seems some Knochel Ruines and Brownies have taken up residence and will not be dislodged so easily.

Barudak
May 7, 2007

It's more of an encouragement than a hard rule. I'm willing to also just pre-roll realms and class combos (I debated that route) if thats easier for folks to do their thinking.

Barudak
May 7, 2007

Absolutely, Go hogwild! What Ive provided is only default material to give inspiration, every campaign is its own

Barudak
May 7, 2007

Our Party

Below is a brief summary of our party. I'll be providing stats for them later, as I'm sure you all want to know who has a +2 to Grit versus a +4 to Routes and will probably want to know who took "Knowledge: Infractions"

Du Bo, Barrager from Xin Ao Er Lian

The Barrager is a noble calling in Xin Ao Er Lian, and has been since the days of Dem Si. With some training with a bow and some knowledge of the terrain, even a novice warrior can harrass his enemy over and over again as they try to make their way through the great Hekou. Even better for a noble-born like Du Bo, it’s a lot easier to run away when things go badly for you.

Du Bo is the 5th son and 8th child of the Ji Hui family and accordingly stands to inherit nothing but his name, the clothes on his back, and a set of playing cards he swiped from a great uncle’s estate during a cotillion. Aware that there was little hope of him marrying up, sideways, much less even down due to his reputation, Du Bo has sought to add “eligible” to his status of “bachelor” by becoming a barrager. Luckily, for someone of his pedigree he need not have an Agenti or apprentice himself to some school of warriors and swear years of service to Xin Ao Er Liang’s training army in order to honorably build a name. Unluckily, he’s rather short on funds at the moment and open to almost any odd job that will put food in his belly.

Alignment: Neutral Diva

Crabe Blue-Shield, Warmaster from Maari

Since Art Modell came to Maari, the position of Warmaster has been one where the selection of talent has been at the forefront. Even Theodore Marching-Brother who knew little of actually commanding battle chose great warriors to bring to his side and it is a tradition every hopeful warmaster of Maari hopes to emulate. Often, prospective Warmasters like Crabe Blue-Shield are sent on sojourns from Maari to develop their skills in scouting out prospective warriors, and often it is not as easy as they thought.

Crabe Blue-Shield is daughter to a ship builder who dreams of proving her skill in commanding troops. Like most Maari, she is inwardly focused and has difficulty making new allies, but views her sojourn as an opportunity to challenge herself. She is not particularly quick to trust, scathing in her comments, and slightly abrasive but deep down will only want the best for her compatriots and views any of their failings as her own since afterall she chose and assembled the band. At present, she’s just started her long trip and is already bored of commanding her horse.

Alignment: Neutral Teamwork

Shackeled Ferd, Acies of Amarte

In Amarte, a good Acies should be like the mountains the realm is nestled within. Strong, reliable, and always keeping people from Daelhus out. As with other warriors of the region, Acies of Amarte not only practice their skills on the rocky hills of the region to give them advantage on uneven terrain but also to be seen in their full pageant array from miles around. For someone like Shackeled Ferd seeking to move up from his humble beginnings within Amarte society, nothing could be more rewarding.

Born to a family of road graters on the edges of Amarte near the Alpachens, Shackled was raised from birth to battle as an Acies. Even though his village is of Cantonite faith he is considered to be cruel in skirmishes and training. Shackeled standing large even for his family has come to be known as an enforcer of not just Amarte norms but the Cantonite beliefs on merchants and travelers no matter how obscure.

Alignment: Lawful Diva

Satablish Nur, Ironback from the Lands of Cleve

An Ironback is one who looks at their enemies most fearsome warriors and runs directly at them, so who could be more an Ironback than someone from the Lands of Cleve who seek to rebuild it to its former glory? While darkness still covers this gloomy land, new generations of warriors seek to undo the curse and with daily efforts reclaim a little more for the good people who have suffered so long.

A dedicated member of the obscure Sect of Schotten he learned the ways of combat from monks at the Temple of Saint Jim Brown, The First to Establish. Satablish always seeks to pummel enemy ranks as the monks taught. Standing taller than the average Ironback he is well suited to the style. His well kept armor though well cared for displays the scars of his training. The despair of Cleve has created a grim and practical man ever ready to enter the front ranks. Though a native of the lands as a mercenary he bares no true loyalty to any House only distrust. Satablish having watched the march of Umber through the lands knows that glory is never guaranteed, campaign seasons long, and coin should always be paid upfront.

Alignment: Chaotic Teamwork

Barudak fucked around with this message at 15:50 on Dec 10, 2019

Barudak
May 7, 2007

Alright time for the last step, our adventure. See below for four options and vote your favorite, I'll close voting on Thursday. Let me know if you have any questions!

Tomb of the Bi Li Jo
Deep in the Hekou a Venerated shrine has been charted and mapped. While normally this would be a closely guarded secret, with every family vying to keep the riches and rewards for themselves, something is terribly wrong in this tomb. Two entrances lead deep into the fetid swamp, where beasts of the Hekou have taken up residence and something unlike any Venerated ever seen before wails in its depths. Of course, since no one is wiling to claim it, the treasures inside would be ripe for the taking for any bold adventurers

Eyes of Trimountaine
It is known that Trimountaine is always watching its foes and its spies are everywhere, but in an undrafted village in the realm of Sinsy this has become literal. Like in the days of old when Yi Lai fought against them, this remote towns’ dreams have been plagued by sleepless nights where sinister eyes watch their every move. The people are requesting any help, but Sinsy’s armies are uninterested in the pleading of an undrafted vassalage, and after all, it can’t possibly be Trimountaine because what could they want with Sinsy…?

The Helmed Umber
The Umber that plague the lands of Cleve are often little trouble; unfocused and disorganized and unable to manifest very long outside of their ancient halls. Travels along the pitted lands, however, have reported a new Umber wearing a strange helm it uses as cudgel and despite its strange manners it attacks with a focused ferocity that needs resolving. A bounty has been placed upon it, but finding the Umber and where it goes is never easy, and the pitted lands have other dangerous beasts besides

Foxes in the Swamp
With Warmaster Reed leaving Amarte, bandits have taken advantage of the reduced military presence near Amarte’s pig farms. After years of overlooking these problems, the leaders of Amarte seek to stamp out these bandits once and for all, instituting a new Break not Bend policy. This policy encourages adventurers, soldiers, mercenaries, and particularly upset pig farmers of all stripes to kill or capture anyone of the designated thieving bands that roam the area. Luckily for the party, a local band known as the Swamp Foxes have made their hideout nearby, but should adventurers reach their hideout they must be prepared for a fight

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Barudak
May 7, 2007

So good and bad update. The bad news is I am being slammed by too much real life work to be doing this at the moment and will have to put this on pause. The good news is itll give me more time to get content together for all of you and maybe carry us through the long offseason.

Apologies.

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