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[LFP] 3.5 Homebrew Kingdom Building Game- Time Negotiable- Myth: Settlers Of Or

Settlers of Or 5 years after the Great Flood, the people of Or have settled in many small hamlets, but monsters have began wandering farther from the mountains and attacking villagers. Will you save the world or will you conquer it? My world is a low-magic sandbox with custom races and different starting class options. Recruiting NPCs and building strongholds will be a big focus of the game. Animals, Plants, Survivors, and Resources are distributed around hex maps which are used for overland travel. The pantheon is monotheistic, and there are elements of good vs evil. Combat is deadly, and character death is possible. I would like to run a session once a week, and am open to running side quests between games. I have been running this same campaign on a different continent Asteria, in my homebrew world for around 6 months with my tabletop group, so i have a wealth of NPCs and source material already generated. The following classes arent playable bard, cleric, druid, sorceror, and wizard. (although you may recruit npcs of these classes) Because of the scarcity of casters there is practically no one to scribe scrolls, brew potions, craft magic items, etc. Magic items are only traded for in gems. 1 gem= 100 gp, and all magic items cost 4x their listed price. Furthermore in place of coins, 1 gem= 10 metal, 1 metal=10 stone, 1 stone= 10 wood and 1 wood= 10 food.  Resource                                                            Exchange for                                                   Gold Piece Value One Gem 10 Metal 100 GP One Metal 10 Stone 10 GP One stone 10 Wood 1 Gp One wood 10 food .1 GP One food One Food .01 GP Because of the dynamics of the game, players are encouraged to build, explore, and help create the story. I am willing to work different concepts into the game, and would prefer players who would like to deeply immerse themselves in the game world. questions to consider when writing a character include What was your life like before the Great Flood? What happened to your friends and family? What values do you want to bring with you into this new world? What kind of foods does your character enjoy?  Whats your favorite season? What kind of terrain are you familiar with? What are you scared of? Who are your enemies? Who do you love the most? Are you married? Do you have kids? If anyone is interested, reply on here or send me a message. Thanks for your time!
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Since I cant link to my campaign forum here is most of the stickied information Races Black Dwarf +2 Str, -2 Con Dark Elf +2 Cha, -2 Wis Dreamborn -2 Con, Ethereal Jaunt Dwarf +2 Con, -2 Cha Elf +2 Dex, -2 Str Fallen Goblin +2 Int, -2 Wis Goblin +2 Dex, -2 Con Human +1 Feat, +1 Skill Point Nameless +2 Wis,-2 Cha Reptilian +2 AC, Large Black Dwarf At the heart of the Emerald Isles lies Welderstad, home of the black dwarves, a race of skilled sailors and warriors. The finest ships are built by these dwarven artisans. Unlike their subterranean cousins, the black dwarves are warlike, and desire to expand their empire, especially since their arch enemy Atlantis's capital city was destroyed by the flood. Abilities *Medium * Base Speed 20, even with heavy armor or a heavy load. * +2 Str, -2 Con *+4 racial bonus to Swim checks *Start with Cannon Proficiency feat even if they dont meet the prerequisites * Dark Vision 60 Feet Dreamborn Being powerful wizards, the ancient Dreamborn tried to bend the very laws of creation with their magic. They found ways to bind mana into scrolls, weapons, and even entire cities. Their capital city Arc Helenidd drew so much mana that the Worldwell began to dry up. As punishment for their hubris, God destroyed their cities and stripped most of them of the ability to ever use magic again.  One small village in Asteria was able to project to the astral plane long enough to barely avoid the flood. The inhabitants of that village are now the only surviving Dreamborn. Abilities *Medium * Base Speed 30 ft * -2 Con * Ethereal Jaunt-Dreamborn may go ethereal a number of times per day equal to their Level divided by 5. Treat this ability just like the spell except it has a caster level of one and lasts a number of rounds equal to your Con mod. *Dreamborn possess a +4 racial bonus to Knowledge (arcana). Dark Elf Dark elves are the most warlike race left after the flood. They practice an evil religion that revolves around blood sacrifice. To this end they kidnap slaves and force them to fight to the death in the arenas. They dont much care for their current homeland in the frozen wastes of Ophidia, so some elves have taken to the sea to pillage and plunder any who cross their path! Abilities *Medium * Base Speed 30 feet * +2 Cha, -2 Wis *+4 racial bonus to profession(siege engineer) * Dark vision 60ft Dwarf Dwarves are known for their work ethic and craftsmanship. Twelve clans of dwarves rule the underworld. Their twelve kings form a council known as the Decemvirate. The dwarven capital city is Ai're, where the dwarves have been at peace with their neigbors, the goblins for over 300 years.    Abilities *Medium * Base Speed 20, even with heavy armor or a heavy load. * +2 Con, -2 Cha * Craftsmen- Dwarves start with a +4 racial bonus to one Craft skill of their choice. Whichever skill they select also becomes a class skill for them. *+2 bonus on fortitude saves against poison *+2 bonus on saves against magic * Dark Vision 60 feet Elf Many elves survived the flood, but only a fraction of Lemuria remains. They have began rebuilding their ancestral home, but the forests have sustained massive damage, and many important species have disappeared. Unfortunately, the dragons have not. Lemurian elves hate their Dark Elf cousins and their Reptilian allies. Abilities * Medium * Base Speed 30 * +2 Dex, -2 Con * +2 racial bonus to Spot, Search, and Listen checks * +1 racial Bonus on attacks and damage against reptiles (including dragons) * +1 racial bonus to attack and damage with the longbow * Low-light vision Fallen Goblin The bloodthirsty goblins of the Asterian coasts were once tribal hunters and shamen. Many tribes worshipped the False Gods, and so when the flood happened, they lost their magic. Their skin is red, and their hair is normally black. Fallen goblins are hearty and prefer to live in harsh environments humans would find unsuitable. Abilities *Medium * Base Speed 30 feet * +2 Int, -2 Wis *+2 Racial bonus on fortitude saves * +4 Racial bonus on survival Goblin Goblins were once barbaric and warlike, but under the leaderhip of King Kamehameha they became skilled at agriculture and built large settlements along the emerald isles. As goblin society became more sophisticated, goblins became more clever and some began to show an aptitude for magic. Abilities *Medium * Base Speed 30 feet * +2 Dex, -2 Con *+4 racial bonus to profession(siege engineer) * Dark vision 60ft Human Human cities did not survive the flood, but many prominent kings, merchants, and adventurers did. Fragile, and short-lived compared to many of their neighbors, humans nevertheless have proven skillful, and quick to rebuild after the flood. Human farmers have already began grazing cattle and planting grains.  Abilities *Medium * Base Speed 30 feet * Bonus Feat at 1st level * +4 skill points at 1st level, and +1 skill point each subsequent level. * +100 stones per level starting wealth Nameless The seventh child of the seventh child used to be born with the gift of magic. Now those children are born as the Nameless. Normal in most respects to their parents, Nameless look almost like a typical Dwarf, Elf, Goblin, or Human, except they are born with an affinity for a certain type of magic, and a skin color that matches their affinity. Random magic anomalies always seem to occur around the Nameless. Abilities *Medium * Base Speed 30 feet * +2 Wis, -2 Cha *Magical Affinity- Pick one of the following; Cold(blue), Electricity(yellow), Fire(red), Life(white), Death(black), Nature(green) or Void(purple).  * You have +2 Caster levels for spells that match your affinity. *+2 racial bonus to spellcraft Reptilian Being cold blooded, the reptillian found it easy to adapt to the the harsh frozen climate of Ophidia. Reptillians tend towards neutral or evil alignments because they do not have a moral conscience, and find emotions to be uncomfortable. This is why they get along with the cruel, unfeeling dark elves. They hate the the elves of Lemuria because they feel that they stole their ancestral homeland. Abilities *Large- Reptillians take -1 to attack and AC, and -4 to hide. They also receive +4 to trip, grapple, bull rush, and disarm attempts. They take up two squares and have a natural reach of 10 ft. * Base Speed 20, even with heavy armor or a heavy load. *Reptillians have a +2 natural armor bonus to AC. *Reptillians Are immune to environmental damage from heat or cold. *May choose Improved Natural Armor as a feat Classes Barbarian Fighter Marshall (miniatures handbook) Monk Paladin Ranger Rogue Samurai (oriental Aventures) Sohei (Oriental adventures) Swashbuckler (complete warrior) Unique types of treasure Survivors-roll on a d100 table. Will you find an Idiot or a Wizard? Animals- A healthy cow is worth 5 metal ingots. An elephant is worth 10. A dragon's egg. Priceless. Plants- Cotton, Corn, and Cacti, as well as the 1/10 chance for a magic plant. These are very useful. Books- Mundane tomes that give +4 to a knowledge skill or consumables that transform unskilled NPC's into better classes Magic thread- thats a secret
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What was your life like before the Great Flood? I want to play a character that is anywhere between 17 and 24(human maturity years), who's a martial artist/brawler. So I will most likely go for Monk or something of the likes. Now depending on my character's age he would of either be living a "normal" life(if he is currently 17~20) at a village/town/city that got destroyed by the flood(possibly not depending on the race I choose and the location of their settlement. The races I consider is Human, Nameless, Elf/Wood Elf and Reptilian). Or if he is like over 20, he would be already living/starting to live a more monastic life if we take monk as more than just a class or just disciple of someone that decided to teach my character self defense/martial arts. I could even have my character be the son or family/relative to a person that practices martial arts like uncle and stuff. I haven't crafted a full story yet in my mind, I always consider my options and there is various ideas that fly around in my head. I want to discuss this with you too and see what fits most in your world and what kind of character would inspire you the most to create various situations for. What happened to your friends and family? This goes in tandem with the above but I consider mostly that, they either all of them died in the flood(at the very least the closest ones, like parents) or they possibly survived but we got separated/lost each other and stuff. As for friend I'd like to have just 1 or 2(max) good friends, like childhood friends/close friends. My character will most likely not be the most socializing kind and would prefer few good friends over many fake ones. What values do you want to bring with you into this new world? For values I am not sure. Honestly I am kind of tired being the good guy/hero. I want to try a more villain approach or at least a more neutral and self centered? I am not sure. At the same time it's not easy for me to play straight evil/villain. I may end up being a good guy or kind of a good guy after all. What I do want to carry for sure is loyalty and good friendship to those who I deem worthy of it as well as people I end up caring/love. For foes, especially of the sly/disgusting type, I carry only wrath/vengeance and possibly to an obsessed/psychotic level. My character will certainly not like to be back stabbed or betrayed. What kind of foods does your character enjoy?  Hmm most likely meat/carnivorous and healthy type of food. So he will also like some fruits and vegetables if they taste good to him or are well cooked/prepared. For example Apple, Pear, Banana, Tomatoes, Cucumber ect. So mostly meat but will also try to have a balanced diet for health purposes. Will also enjoy some drinking but not like wasted drinking, more like tipsy, maybe drunken fist style :P. Whats your favorite season? Depends on the climate/location and stuff. Because summer and winter are seasons that tend to be more severe or less severe depending on the location. In general I prefer mild/decent weather, not too cold, not too warm and I like some rain. So I will go with autumn.(This is me, as for my character I am not entirely sure, will depend on his race but if I choose human, elf or nameless, I will probably have him choose/like the same cause it makes sense to me). What kind of terrain are you familiar with? Again depends on the character that I will create but I do like nature a lot, so a high probability would be forests, lakes, rivers maybe even swamps. I do like to create a martial artist that likes and/or respects nature, often even to be connected in some sense with it. Like spiritually/while meditating to like "feel" the forest or speak with the forest, type of thing. Almost like a dryad and such. What are you scared of? Well, as a living being, I am afraid of death, mostly the painful/slow/torturous kind. That doesn't mean that there is no moments that I don't give an F, like when I feel angry or when I don't want to be a coward or when I feel down and that death may be salvation/good. So my character will most likely be more or less like that-will have his moments but most likely try to cling to life more than real me. As for other fears, well I'd say the "fear" but more like disgust for "yuck" kind of situations. Vomit, piss, shit/sewage(he won't have much of a problem to go into sewers, just will surely not want to fall inside shit/piss ect) and may try to close his nose, disgust for some bugs/insects. I don't like freak out but I do feel uncomfortable and again that's probably how my character is going to be too-Unless I choose Reptilian/some more monster-like race.  Who are your enemies? Straight up evil dudes, selfish greedy bastards(excuse my language) and sly/traitorous/betrayal. If I have a foe that has values and ethics(respectable foe), that doesn't stoop low, then I will most likely treat him in kind and show as much mercy as I can. Now I realize that this kind of description does not seem like I can play a villain...Yeah it's kinda difficult for me to play a villain. Usually best case scenario I end up playing a vigilante(like Daredevil or Green Arrow). Maybe if I try hard, with a little bit more selfishness/bad habits. Idk. Who do you love the most? Hmm difficult question because there is all kinds of love and sometimes it's difficult to measure them. Also depends on relations. So if I had good relations with my parents and are close. I will mostly likely love them most. If I had an average relationship with them, then the person that I feel closer and most relative with. Like my brother, sister, cousin, childhood friend or perhaps even a childhood crush/love/first love. Not sure. Are you married? Oh, hellz no xD. My character is too young for that and I consider it very shallow/show off thing as well as "trap", plus ways for the religion to take money out of you and influence you more. So I don't see my character being married, neither marrying in future. Do you have kids? Again I feel the character is too young for that and also if he were to have any kid, would most likely be adopted one(hopefully there is condoms or something like it, in your world, cause he would like some flirt and/or sex xD Lmfao. But don't worry I will keep any sexual thing as vague as possible with the occasional tmi(too much info) just for the laughs/gags-If that's okay with you.
I like the level of thought you put into your character.You could just as easily play a 17 year old or 20 year old at the start. This game will take place over a span of time at a rate of 1 season per week, so by the end of the year, 12 years of game time will have passed. Looking at all of your answers, here is what i envision. Your uncle (great uncle, grandpa etc) was the sensei/master of the Orrian Abbey/Kung Fu School/secret clan etc. He was your mentor, and when the flood came he rescued you and a few of the other disciples/monks/intiates.  As far as being a villain type, I feel like your character could be lawful neutral and oppose those of an extremely chaotic nature. Maybe your character seeks to enlighten the world, but he will do so through force if necessary. I would love for you to come up with a code that you follow. This would work very well with the sanbox style of my game because most conflicts will be presented to you in such a way that you can ally with different sides, or take a completely outside the box approach. For example, the humans of countryville ask you to stop the goblin bandits that have been robbing their caravans in the woods. You could choose to just attack the bandits and collect some gold, but upon investigation, the human merchants are trying to smuggle stolen goods through the dwarven territories and the goblins have been hired by the dwarves to send a message to the humans without starting a war. Now you could go multiple directions with it, and I try and give each NPC their own view of the conflict, so the mourning widow might feel differently than the rich corrupt judge, or the dwarven gate guard trying to uphold the law. As far as classes there are 3 that I could see appealing to you; Monk, Sohei, and Fighter. Monks get a lot of special abilities in the first couple levels, and have good saves and some extra skill points. They are dependent on multiple stats, and have a lower ac and attack bonus though. The Sohei gets iajutsu focus (extra d6's based on skill check), heavy armor, ki frenzy #/day (flurry of blows with a weapon, +2 str/+2 dex, +10 speed), and spells at 4th level. They have a d10 hit die, but suffer from lower saves than the monk, few feats, and they still have a low attack and need 14 wisdom plus combat stats. A fighter gets heavy armor and a better attack bonus, and gets a ton of feats. They miss out on some of the monks class features like speed, improved unarmed damage, evasion, flurry of blows, and adding their wisdom bonus to their saves and ac. We could develop a special fighting style for your school and a lot of monk feats are similar to special moves from mortal combat. For example the flying kick feat adds 1d12 damage to your unarmed charge attack, or Stonewalker fist lets you ignore 4 points of Ac from metal or stone armor or shields, and you can take it twice! Iron Fist adds 1d4 damage to your unarmed attacks, whereas improved grapple and choke hold allow you to knock opponents unconscious. There are tons of feats that use stunning fist charges to do things like add 1d6 fire damage with Fiery Fist or shoot a 3d6 Ki Blast. With all that being said, i would love to hear how you envision your character fitting into our world
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I like your vision/envision of my character-the back story you mentioned and while all of the classes sounds good, I think I will go for Monk cause the other classes don't feel as much of martial artist and of the fist type. Also I like the higher saves, I sorta despise mages combat wise due to how much they can do, from crowd controlling you to dealing heavy damage and/or area damage. Now I know that in your world there won't be many mages but still, I feel it's good to have better saves. As for AC, I will probably work out something. If I remember correctly the tough skin AC of reptiles/lizard men, does not stack with unarmored defense so I will have to either play an armored monk or just find other ways to boost my AC stuff, maybe there is a feat I can take or something. This also depends on how much point buy you will give or the arrays that you will give, or how good the rolls I will be making, will be. So race wise I am leaning towards Human, Nameless or Elf(if wood elf is also an option and offers Dex and/or Wis), maybe even half elf. Will decide once I get a character sheet down and look at 3.5 sources to start making my character, probably during session 0. Nevertheless the monk I envision is a disciple of a non so well known martial art. And the reason for that being either that the teachers are selective/picky on their students, due to the fact that it's a very strong martial art and with power comes responsibility. Alternatively on this path(the martial art being strong/too strong), that in the past others/other factions in the world may have seen the practitioners of this martial art are very dangerous and has worked towards getting them wiped out/extinct, so forcing them down to small numbers and to kinda hide(secret clan that you spoke of).  Now a different path would be that the martial art my character has been taught is not popular because it may be easy/normal to pick up but hard to master/bring out it's true potential and destructiveness. And therefore people usually go for the easier/more approach able choice. Feats wise, I am not very knowledgeable about them. There is way too many feats in previous D&D editions for me to keep up. Normally I play D&D5e, Pathfinder[From which I enjoy a lot the "path of war" content](though, pathfinder has a lot of feats too, I don't really know all of them) and then I have played a bit of Fate system as well as Chronicles of Darkness. My point being, I do want to optimize and make a strong character to help me boost my survivability and overall good feeling of not being useless in combat but I don't really have the know-how as some may have. Especially in a homebrew campaign and the options I may have there/in such environment. As for the example you set about factions, I can say that I already love that. The depth into it, the interactions and things to discover as well as solve when it comes down to factions and world. As for alignment I can see my character being chaotic good or chaotic neutral or just neutral(as in terms that, he doesn't give a crap about rules of society/world and just wants to do what he believes as good-Now I've been told that you can be lawful without really caring about rules of society, just by following your own code/morals/ethics, so lawful neutral that you suggested might be the right alignment for what I also see me playing). The how fast the time passes in your world/campaign/each session is kinda scary. A year in real time being 12 years in game, sounds a lot/intimidating. Is it possible to make it like 3-6 years? Cause you said that 1 week real time will be a whole season in game and unless we play more than once a week. I don't think that 3-5 hours(idk how long we will be playing per session) is enough for a whole season game time. Feels like things will be skipped and kind of rushed a lot. What do you think? Also you said "into our world" so, from what I understand there will be other players, playing along with me as well? And how well will that work with the shortage of time/fast time and NPC hiring ect?
A reptilian's natural armor would stack with a monks bonus. A monk loses his ac bonus, speed bonus, and flurry of blows when he wears armor though. Stats are 72 point buy nothing lower than an 8 or higher than 18 before racial modifiers. For your martial art school you pick a theme and I will take care of the rules portion. Here are three sample karate styles as examples. Way of The Burning Fist- By focusing your ki on your fists, you set your hands on fire, igniting your enemies, and dealing massive damage with your fists. Your ultimate ability might be the drunken masters flame breath attack, or maybe you learn the 1000 fists technique, unleashing countless attacks against your foes. Way of the Shadows- You strike from the shadows, using poisons, pressure points, and mundane items like caltrops and shurikens to terrorize your foes. Your ultimate ability might be the Shadow Strike, where you send your shadow to attack your enemies. Death From Above- Leaping from the heavens, you crash to the earth with all your might, crushing your foes, but leaving you nearly unscathed. Your ultimate ability might be the Double Jump, allowing you to use a full action to double jump (almost double damage for this build) as far as alignment, technically a monk has to be lawful, but i would be fine with you wanting to play CG. The scope of this game is a bit wider than most, and the passage of time is deliberately a little fast, but here is why. For starters each village is starting with a very small population, and it will take many years to repopulate the earth. Each village can produce children, which over time can be trained into useful NPC's. Another element that takes a long time is building. The ruler of a village assigns each villager to gather resources, build structures, or he may send them on quests etc. Building your way up from straw huts to castles takes time. Finally, overland travel between continents can take many weeks of in game time. It may seem like these longer "kingdom turns" cause things to be skipped over, but actually it allows everyone more chances to do what they want to do. At the end of each weeks session, each player will have a chance to decide what they would like to do between games. One player may want to gather wood to build houses, while another would rather train to gain experience, and yet another may want to follow up on that plot hook that everyone else forgot about. Outside of adventuring, characters will spend a lot of time farming, exploring, travelling, training, building, gathering, and resting. I think this gives the world more of a realistic feel overall, and I am open to scheduling extra group sessions or solo sessions as needed. There will be other players, and while each of you may have your own "kingdom", many sessions will see you work together, or compete against each other to achieve the goal. Sometimes a session may involve multiple adventures told at the same time. In instances like that, we would bounce back and forth between players as the action ebbs and flows. If you feel like things are moving too fast when we are playing we can always slow things down, and if your character doesnt want to bother with kingdom building, he can focus on his martial arts and potentially earn extra exp every week while other players focus on other tasks such as building. We will all work together to find what feels right for everyone.