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Forums of the Coast Version 3.0!!!! (or is it 4? or maybe 5?) 2010-05-13T19:36:19 https://forums.druidsofthecoast.com/feed.php?f=49 2010-05-13T19:36:19 2010-05-13T19:36:19 https://forums.druidsofthecoast.com/viewtopic.php?t=1049&p=15596#p15596 <![CDATA[War of Lords • Re: [Ominous, but Classy Title]]]> Statistics: Posted by Mr_Praetorian — Thu May 13, 2010 7:36 pm


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2010-05-13T14:36:39 2010-05-13T14:36:39 https://forums.druidsofthecoast.com/viewtopic.php?t=1049&p=15588#p15588 <![CDATA[War of Lords • Re: [Ominous, but Classy Title]]]> Statistics: Posted by Zanaikin — Thu May 13, 2010 2:36 pm


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2010-05-12T15:41:12 2010-05-12T15:41:12 https://forums.druidsofthecoast.com/viewtopic.php?t=1049&p=15574#p15574 <![CDATA[War of Lords • Re: [Ominous, but Classy Title]]]> Statistics: Posted by Zanaikin — Wed May 12, 2010 3:41 pm


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2010-05-12T00:44:25 2010-05-12T00:44:25 https://forums.druidsofthecoast.com/viewtopic.php?t=1049&p=15568#p15568 <![CDATA[War of Lords • [Ominous, but Classy Title]]]>
The casualty report:
30 pages of War of Lords Content
All 7 of the maps I had for it.

Before you ask, yes it was backed up on my external. But I couldn't get the folder to open either, and subsequently decided to delte it, lest anything else become corrupted (thankfully, nothing else had).

I know that some of you spent a great deal of time working on this game, but after a semester of some of the toughest papers and research I've ever had to do, I am not in the mood to go bac and retype everything.

If one of the moderators could delete this subforum after about a week or so, I'd appreciate it. Because, frankly, I want to savagely beat my computer with my external every time I see the phrase "War of Lords".

Statistics: Posted by Mr_Praetorian — Wed May 12, 2010 12:44 am


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2010-05-04T16:34:30 2010-05-04T16:34:30 https://forums.druidsofthecoast.com/viewtopic.php?t=1044&p=15556#p15556 <![CDATA[War of Lords • Re: Keeping it Real]]>
Also, it helps when people get out of school, which is reason why I'm not going to DM anything for a while =9

Statistics: Posted by Zanaikin — Tue May 04, 2010 4:34 pm


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2010-04-28T05:19:20 2010-04-28T05:19:20 https://forums.druidsofthecoast.com/viewtopic.php?t=1044&p=15520#p15520 <![CDATA[War of Lords • Re: Keeping it Real]]> Statistics: Posted by TheDude51 — Wed Apr 28, 2010 5:19 am


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2010-04-28T02:45:56 2010-04-28T02:45:56 https://forums.druidsofthecoast.com/viewtopic.php?t=1044&p=15510#p15510 <![CDATA[War of Lords • Re: Keeping it Real]]>
Dave's got a good point with the startup cost issue though.

Statistics: Posted by Sajuuk — Wed Apr 28, 2010 2:45 am


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2010-04-27T19:36:40 2010-04-27T19:36:40 https://forums.druidsofthecoast.com/viewtopic.php?t=1044&p=15509#p15509 <![CDATA[War of Lords • Re: Keeping it Real]]> Statistics: Posted by Laharl — Tue Apr 27, 2010 7:36 pm


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2010-04-26T00:15:25 2010-04-26T00:15:25 https://forums.druidsofthecoast.com/viewtopic.php?t=1044&p=15508#p15508 <![CDATA[War of Lords • Re: Keeping it Real]]>
However, with each person controlling a separate country, especially ones that are geographically distant from each other as ours are, this problem almost does not exist. Each player can proceed for long periods without any input from anyone else except the DM, and one player's inaction will have almost no effect on the other players' ability to proceed.

Because of this, I believe the game is viable, and will prove much more resilient than Chroma.

Statistics: Posted by TheDude51 — Mon Apr 26, 2010 12:15 am


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2010-04-25T21:31:02 2010-04-25T21:31:02 https://forums.druidsofthecoast.com/viewtopic.php?t=1044&p=15507#p15507 <![CDATA[War of Lords • Keeping it Real]]>
Do you think that War of Lords is still viable?

I'm not doubting anyone's conviction, but given that Dai's game collapsed, I've begun to wonder whether this game can actually last. Much of the reason why Dai's campaign fell apart seemed to be slipt between the abundance of effort required and the lack of intrest in sorting through all of the dense political stuff. Let's be honest, much the reason why we play this game it for the kickassery (combat), and there wasn't going to be as much of that in Dai's game, then I guarantee there will be even less in War of Lords. Not to mention even more dense political strategical navigation. Some of us get our jollies from that sort of thing, and some of us don't.

You could very easily argue that once some more of us graduate/hit summer break, it will be easier to find more room for gaming. But even with the time off from Academia, I am not looking very favorably at the prospect of trying to chase down people, especially not in a game with as much work as this one. Not to mention that I'll almost certainly be working multiple jobs if I stay in the city.

So, my friends, we stand at a crossroads.

Discuss.

Statistics: Posted by Mr_Praetorian — Sun Apr 25, 2010 9:31 pm


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2010-04-23T14:14:31 2010-04-23T14:14:31 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=15504#p15504 <![CDATA[War of Lords • Re: General Questsion/Updates]]> Statistics: Posted by Mr_Praetorian — Fri Apr 23, 2010 2:14 pm


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2010-04-22T01:05:19 2010-04-22T01:05:19 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=15503#p15503 <![CDATA[War of Lords • Re: General Questsion/Updates]]>
In terms of magitech, I'd like to know whether it will be feasible to deploy magical devices on a large scale in military applications. My current military design has a few wand- and flight-equipped people with each company of warforged. Would this still be appropriate? Would I be able to expand such things to a larger scale? Would it no longer be feasible? Mostly I'm looking for a general idea of what level of magitech would be available when redesigning my military.

Statistics: Posted by TheDude51 — Thu Apr 22, 2010 1:05 am


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2010-04-21T23:08:26 2010-04-21T23:08:26 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=15502#p15502 <![CDATA[War of Lords • Re: General Questsion/Updates]]>
Elementals: I'll need to review what you have again.

Magitech: Be more specific.

Statistics: Posted by Mr_Praetorian — Wed Apr 21, 2010 11:08 pm


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2010-04-21T22:36:53 2010-04-21T22:36:53 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=15501#p15501 <![CDATA[War of Lords • Re: General Questsion/Updates]]> Statistics: Posted by TheDude51 — Wed Apr 21, 2010 10:36 pm


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2010-04-21T13:32:45 2010-04-21T13:32:45 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=15500#p15500 <![CDATA[War of Lords • Re: General Questsion/Updates]]>
At this current time, I am working on redoing the map. When finished, it will feature two large, connected continents (no more of this subcontinent nonsense), complete with a massive central desert, jungles, and other geographically correct features. Your positions on the map will remain largely unchanged, however.

After this is done, I resume work on the other nations.

And now, for something completely related:

Dai: I'm going to need your help japanese language/culture-wise, since there's going to be a lot more Kei culture going on in your neck of the woods.

Dave: We're going to flesh out dwarven culture, and retool the general history of the dwarves.

Judson: Start thinking of alternatives to mass warforged armies, because I'm probably going to have to recant letting you have it.

Thats all for now.

Statistics: Posted by Mr_Praetorian — Wed Apr 21, 2010 1:32 pm


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2010-03-07T05:54:48 2010-03-07T05:54:48 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=15476#p15476 <![CDATA[War of Lords • Re: General Questsion/Updates]]> Statistics: Posted by Mr_Praetorian — Sun Mar 07, 2010 5:54 am


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2010-03-05T17:36:40 2010-03-05T17:36:40 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=15475#p15475 <![CDATA[War of Lords • Re: General Questsion/Updates]]> Statistics: Posted by Zanaikin — Fri Mar 05, 2010 5:36 pm


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2010-02-20T03:16:59 2010-02-20T03:16:59 https://forums.druidsofthecoast.com/viewtopic.php?t=1041&p=15474#p15474 <![CDATA[War of Lords • Campaign Fiction]]>
That thunder had begun to sound nearing skies was of no surprise. The humidity had been building all day in the Red Marshes, and the Thaaskan soldiers were much relieved after a day of fighting. Soon, the rain would begin to pour, and many of the soldiers had already removed their helms in anticipation. It had had truly been a tiresome and murderously exhausting day, and by the looks of things, the day would soon be at an end.

Not but a couple hundred yards in front of the massed Thaaskan Royal Guard Battalion, Lord Thayne III, High King of Thaask, sat regally upon his horse amidst his retinue. His armor was dented and blood-splattered in a suitably brutal tribute to the day's action, and the plate of his nearby soldiers varied little. Even the two war wizards, who hovered invisibly nearby, were equally tarnished in garb. Yet, despite the exhaustion that was already beginning to creep upon them, both lord and soldiers appeared steeled and unfettered, a fact which the approaching black iron-clad retinue found slightly worrying.

"Lord Horus! You've gotten fat!" Shouted Lord Thayne, in a surprisingly upbeat manner. Though the man he addressed did not seem amused.

"A bold comment for a man about to be slaughtered." Lord Horus returned.

"Am I?" The King returned, his face and demeanor unchanged.

"Unless you'd like to spare yourself, and your men's lives?" Replied the noble.

"Was that a rhetorical question?" Responded the King, after a short pause, causing his men to let out a good chuckle.

"Laugh all that you will, King Thayne, but your predicament is less than favorable. My men have you quite surrounded."

"Correction. The men of the Lady who died valorously to take this ground from us, now have us surrounded. I don't recall you actually raising a dagger. Though, I imagine that horse must be quite sore from carrying you." He quipped, having noticed previously that the issue of weight was clearly a sensitive issue for his opponent.

The noble gave the King a terrible glare, before muttering something inaudibly.

"Will that be all?" the King replied with a tired sigh.

"I will give you this one last chance to surrender. Lay down your weapons, and your men will be spared." Said the noble, briefly regaining his posture, or what little he had of it to begin with.

The King looked around at his retinue, all of whom, including the king himself, proceeded to burst out laughing.

"Are you all mad! You're surrounded! You'll be slaughtered! Think of your soldiers!" called out a younger female rider within Lord Horus' retinue. Though no one else silenced her, they were all to busy being in shock over what they were witnessing.

"Yes, my dear girl, we're all old, mad, dogs of war. Though, if you think we're a lost cause, perhaps you should ask our soldiers?" Were the words the King managed to fight through his laughter.

Lord Horus managed to shake himself out of his stupor, and with a devilish smile, as though he had just had an epiphany, urged his horse towards the enemy's lines. His retinue rushed, albeit hesitantly, to catch up with him. King Thayne III, simply continued to laugh as he turned his own retinue around to casually follow them back.

"Look at your King, Thaaskans! See how he laughs so wildly! Clearly he is mad and he plans drag you to death with him! Surrender now and spare yourselves!" yelled Lord Horus, bringing his horse to halt not but a shy forty feet from their ranks.

"Think of your husbands, wives, and children!" chimed the younger soldier in the black iron retinue.

For a few moments, there was no response, and the soldiers looked at the enemy's command unit like they were something out of the Far Realm. Then, gradually, a middle aged captain made his way to the front. He regarded the enemy for a moment, and then, turning the to Thaaskan soldiers, he drew his sword, struck his shield with it three times, and called out, "THAASKANS! WOULD YOU LIKE TO SURRENDER?!"

"SIR!! NO!! SIR!!" they roared back.

"WHAT DO WE CALL THOSE WHO SURRENDER?!"

"COWARDS!"

"WHAT DO WE THINK OF COWARDS?!"

The resulting shout, was given with such ferocity that the ground seemed to shake, thereby sending the enemy command unit's mounts into a panic. Lord Horus was painfully lifting himself off the ground, as he looked up to witness the looks of intense hatred that were focused on him from the ranks of soldiers that stood before him. He literally froze in panic, as his retinue began to back up.

Needless to say, the most recent events had sent shock flying through the ranks of the enemy soldiers. They too were exhausted, and now that their posturing attempts had failed to back down the Thaaskans, the prospect of having to cut down the remainder of the Royal Guard Battalion was not a pleasant one. Despite having reduced their enemy to less than a third of their original number, there was still a clear distinction in the level of quality, not to mention morale. That the Thaaskans would most likely be cut down by the days end was fairly certain. But it was as to what cost that had black iron-clad warriors terrorized.

By now, King Thayne had made his way back to his lines, and he, with his retinue, looked upon Lord Horus with utter disdain. He turned around to look upon the enemy soldiers, and then rode back out to address them. A war bard placing an enchantment upon him before he proceeded.

"Understand, warriors of the Green Way, that there will be no Thaaskan retreat. You've made the unfortunate decision to invade us, and we intend to make you pay for every inch you've taken, and every live you've ended. Understand, warriors of the green way, that if you would live to see the next dawn, the time for withdrawal is now. But, understand, warriors of the green way, that should you commit yourselves to this fight, then no mercy will be offered. You may beg and plead all you will, but that will not hinder our blades. Understand, warriors of the green way, that I intend to defeat you once, and only once!" He finished finally, as the bard near him dismissed the enchantment upon him, returning the volume of his voice to normal.

The exhaustion, coupled with the tenacity of the Thaaskans, and the "exchange" between the commanders was beginning to confuse the situation of the battle. A few minutes ago, the demise of the Thaaskans seemed inevitable, but now composure in the ranks of the green way warriors was beginning to slip. The regulars and elites were able to keep themselves together, but the militia looked as though they were ready to break.

King Thayne, his boisterous demeanor having throughly faded, looked down at Lord Horus once more.

"The next time I open my mouth, it will be to order my men to advance. If you have anything else you'd like to say, now would be the time."

Statistics: Posted by Mr_Praetorian — Sat Feb 20, 2010 3:16 am


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2010-02-19T08:26:34 2010-02-19T08:26:34 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=15472#p15472 <![CDATA[War of Lords • Re: General Questsion/Updates]]> Statistics: Posted by TheDude51 — Fri Feb 19, 2010 8:26 am


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2010-02-19T08:03:34 2010-02-19T08:03:34 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=15471#p15471 <![CDATA[War of Lords • Re: General Questsion/Updates]]>
However, there is some benefit to the resuming of activities (or the start, in 2/3 cases) being postponed. I am currently working on rewriting history and editing the status of current events. Here are some of the specific changes:

1. Your nations will begin as moderately powerful, and will thereby have some impact in the world. This will yield increases in population and territory size of about 45-75%. As such you also have larger armies and more power NPC advisers (to a limit, see below).

2. I am drastically lowering the average CR/CLs across the board. This will likely require your characters to be knocked down to at least level 12. (Yes, Dai, you get to keep the "Old Man" and his epic win)

3. Major changes will be made to geography and political status concerning the western half of the central subcontinent and the northern half of the eastern subcontinent. The Iron Alliance (assuming it will still be calling itself that) will be nowhere as large as it previously was, but will still constitue a major headache. Likewise, the big ol' dragon run empire in the east will probably be divided up (among other additions to clean up that area of the map).

Essentially, the purpose of these changes is alter the overall theme of the campaign. Whereas previously you were all running nations at the very beginning of their rise; you will now be thrust into a position where as your power is rising, that of your more longstanding allies is beginning to fail. The overall tone of the campaign will begin on a much more dark and disorganized note, as the major alliances struggle to aid their allies while preventing their own nations from collapsing under politico-economic strife.

As the once indomitable nations of the previous age begin their decline, three rising nations have shrugged off the chaos and strife of the Maelstrom. Yet, the fog of war still shrouds their allies, and the weight of economic depression spurs suffering and civil disobedience across the map. Will these fortunate dew rise to the occasion and quell the chaos before all is engulfed? Or will they prey upon in it, and conquer both friend and foe alike? Whether your weapon is the pen or the blade, the time for action is now...

Statistics: Posted by Mr_Praetorian — Fri Feb 19, 2010 8:03 am


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2010-02-11T00:53:17 2010-02-11T00:53:17 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=15469#p15469 <![CDATA[War of Lords • Re: General Questsion/Updates]]> Statistics: Posted by TheDude51 — Thu Feb 11, 2010 12:53 am


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2009-10-02T20:52:05 2009-10-02T20:52:05 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=15139#p15139 <![CDATA[War of Lords • Re: General Questsion/Updates]]> Statistics: Posted by Laharl — Fri Oct 02, 2009 8:52 pm


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2009-10-02T20:36:22 2009-10-02T20:36:22 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=15138#p15138 <![CDATA[War of Lords • Re: General Questsion/Updates]]> Statistics: Posted by Mr_Praetorian — Fri Oct 02, 2009 8:36 pm


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2009-10-02T19:43:53 2009-10-02T19:43:53 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=15135#p15135 <![CDATA[War of Lords • Re: General Questsion/Updates]]>
http://74.125.113.132/search?q=cache:tM ... clnk&gl=us

Statistics: Posted by TheDude51 — Fri Oct 02, 2009 7:43 pm


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2009-10-02T16:46:17 2009-10-02T16:46:17 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=15133#p15133 <![CDATA[War of Lords • Re: General Questsion/Updates]]> Statistics: Posted by Mr_Praetorian — Fri Oct 02, 2009 4:46 pm


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2009-10-02T06:15:58 2009-10-02T06:15:58 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=15132#p15132 <![CDATA[War of Lords • Re: General Questsion/Updates]]> Statistics: Posted by TheDude51 — Fri Oct 02, 2009 6:15 am


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2009-09-12T18:32:04 2009-09-12T18:32:04 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=15078#p15078 <![CDATA[War of Lords • Re: Spoilers]]>
The system is being created for use during Massive Battles. The idea is that each unit begins the battle with a Morale Score (Average CR + Current "Level" of Morale), and each time something happens that would threaten the morale of the unit, a morale check is rolled to determine if the unit breaks or stands their ground. If a unit's morale ever drops below 0, the unit automatically routs. Unless the unit is at Heroic Morale, in which case its morale will drop to Neutral instead, and will rout the next turn if its morale score does not increase.

The Levels of Morale are (bonus to morale score in parentheses):
Heroic* (+16): +6 to Attacks, Saves, and Ability Checks; unit gains temporary hp equal to the commander's HD, and will not rout (DC 50 Rally Check)
Fanatic (+8): +4 to Attacks, Saves, and Ability/Skill Checks (DC 35 Rally Check)
Heartened (+4): +2 to Attacks, Saves, and Ability/Skill Checks (DC 25 Rally Check)
Steeled (+2): +1 to Attacks, Saves, and Ability/Skill Checks (DC 15 Rally Check)
Neutral (+0): No bonuses or penalties. (DC 10 Rally (Check), +5/step below unsteady)
Unsteady (-2): -1 to Attacks, Saves, and Ability/Skill Checks
Shaken (-4): -2 to Attacks, Saves, and Ability/Skill Checks
Shattered (-8): -4 to Attacks, Saves, and Ability Checks; this unit will rout on its next turn unless its morale improves to Neutral.

*Heroic Morale can only be achieved if the commander (designated as the person rolling the Rally Check is at least CR 21, and his/her unit is at least ACR 15

Positive Mitigating Factors (bonuses are added to the morale score):
Commander has Legendary Leader levels: +1/level
Unit is currently being affected by Marshal (minor only) or Dragon Shaman Auras: +1/point of aura bonus
Presence of an Adventuring Group (PCs): +1/2 ACR of the Company
Friendly units nearby: +2/unit within sight
Unit has received the benefits of "Mass" Spell (ie Mass Bull's Strength): +1/spell

Negative Mitigating Factors (penalties are subtracted from morale score):
Commander Dies: -5
Unit is below full strength: -2/25%
Unit reduced to 50% within one round: Morale Level drops by one step (unless unit is at Heroic Morale)
Unit is isolated: -1/round
Unit is outflanked: -1/per unit outflanking
Unit is surrounded: -2/round
Unit under fire from persistent missile fire: -1/minute
Unit under fire from artillery/siege bombardment: -4/minute
Unit is Fatigued: -4
Unit is Exhausted: -8

Thats what I've got so far.

Statistics: Posted by Mr_Praetorian — Sat Sep 12, 2009 6:32 pm


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2009-08-15T20:41:44 2009-08-15T20:41:44 https://forums.druidsofthecoast.com/viewtopic.php?t=692&p=14969#p14969 <![CDATA[War of Lords • Re: Campaign Info]]> Nations of Empyrion: A “Brief†Description

Achean Alliance (a-kee-un/a-kee-un-oy-uns): The Acheanoians stand pretty far apart from the rest of Empyrion with regards to culture history. Paladin Culture never graced them, and nor did they have to suffer Carrmian Conquest. For the last 3000 years, the Acheanoians, and their ancestors, have spent much of their time squabbling as city-states, until recently, when strong calls for cultural unity began to arise from reaction to the growing threat of the Iron Alliance. Pan-Achean alliances have certainly happened in the past, but, for whatever reason, this time seems to be different, as various warlords both Great and minor begin to forge a destiny for themselves, and their people.
Notable Leaders: Lord Alexar the Unconquered-Son, Lady Paraclyptia the Wisdom-Speaker, Lord Therocles the Knowing-General, Lord Diomedas the Bladebreaker
Allies: The Northern Alliance, The Southern Alliance
Neutral: The Warden’s Glade, The Great Pines, Tren Havryn
Enemies: Caarmian Nations The Iron Alliance

Baeldragonar (bay-el-dra-goan-nar): This mighty empire is at once terrifying and majestic. The entire nation is ruled by dragons and dragonblooded creatures, and its holdings have been steadily increasing for the last few hundred years. Yet, unlike many who have come before them, the hierarchs of Baeldragonar are patient creatures. They never rush with their conquests, instead allowing time for new holdings to become absorbed into the culture. It has taken nearly half a millennia, but this patience has allowed Baeldragonar to become quite possibly the one of, if not the most, powerful nations in the world.
Monarch: High King Baeldrogartherix
Capital: Vergarthorrir
Allies:
Neutral: Brighthelm Consortium, High Forest, Galdanion, Golinoid Tribes
Enemies: Dalbrend-Gamroth, Nelvaraas, Northern Dominion, Valdania Protectorates

Baleron (bay-leeron): This country occupies the territory that was formally the cities and towns of the Balion Valley, a lush, fertile country-side that was shielded by mountains to the North and guarded by a large river to the south. This agricultural and arcane superpower was formed during the trying times following the Arcane Catastrophe, and, given the recent surge of war in the Green Way, looks as though the newly formed nation will continue to stand together. Though, even if trouble were to pass, it is unlikely that their monarch, an archmage of quite a reputation, would set aside his crown so easily.
Leader: Mage-King Gyldorion Valos
Capital: Wryndril
Allies: Galdanion, Galtheras, Nelveraas, Vaarlosk
Neutral: Dolmenska, Mithala, Tolmenska, Khazgaroth, East Khazgara
Enemies: Carrmian Nations, Baeldragonar, Black-Heart Consortium, Zarova

Carrm (carrum): Situated just east of Milthaldran, Carrm is considered to be the seat of the similarly named Carrmic Culture. Of the regions who resisted that indoctrination of Silmarani ways, no group of people were so stubborn as the Carrms. It is, therefore, little wonder that the modern day country’s capital was once the seat of the both the first and second Carrmian Empire. The Royal family, beyond their usual influence, is held in high regard because of the long line of great military conquerors that come from it. Of particular note, is the famous general, Galar Wrynthanal, who defeated the Silmarani and took the city of Taltharas in one swift campaign.
Leader: King Cadion Korlar
Capital: Carrmyon
Allies: Carrmian Nations
Neutral: Dolmenska, Tolmenska, Zarova
Enemies: The Slivermount Alliance

Carrveska (carr-vess-ka): Even before this territory was taken by the Carrmians, or the Silmarani for that matter, its people had been renowned for their warriors and generals. Though, a culture based around spilling blood leaves much to be desired. Though the Carrveskan’s find little difficulty in attracting mercenary work, their national reputation suffers for it.
Leader: Queen Quara Calaron
Capital: Damgoth
Allies: Carrmian Nations
Neutral: Dolmenska, Tolmenska, The Iron Alliance
Enemies: The Northern Alliance

Carrvoss Iusk (carr-voss ee-yusk): The sweeping valleys of this country once formed the “Breadbasket†of the Carrmian Empire. The country continues to maintain a strong agricultural base, which kept most of its populace fed throughout the recessions following the Arcane Catastrophe. Despite its Carrmian tradition, the people seem less drawn to the pride of their ancestors, making the new queen, and her ambitions for Carrmian Reunification, quite worried. Furthermore, over time, the provinces of the nation, while still holding, are beginning to fade in the eyes of the people. Many are beginning to speculate that, eventually, Carrvoss
Leader: Queen Yvana Kelvarta
Capital: Telthasal
Allies: Carrmian Nations, Baleron
Neutral: The Northern Alliance
Enemy: Dolmenska, The Iron Alliance

Dalbrend-Gamroth Allied Territories: Combining human ingenuity with dwarven craftsmanship and work ethic, these former allies now-united kingdoms came together not for the purpose of conquest, but out of growing concern over Baeldragonar. Though in the outset the two nations had intended for the joining to temporary, there are some signs that many within the military, as well as the court, are seeing reason for the “Permanent Alliance†to go on.
Leaders: Delflord Baragam Battleborn and Queen Cillia Voen
Capital: Gamrind
Allies: Baleron, Brighthelm Consortium, Galdanion, High Forest, Northwood, Valdania
Neutral: East Khazgara
Enemies: Baeldragonar, High-Dwarven Consortiums

Dolmenska (doll-menska): Prior to Silmarani occupation, the territory belonged to the Province of Solmarra, the northernmost province of the First Carrmian Empire. Though most modern Dolmenskans prefer to identify with their earlier, Solmarran roots, traits of both of their conquerors persist; most notably in the Knights of Solmar, who trace their lineage back to a legendary elite infantry unit that gained renown for being the last to fall against both the Carrms and then the Silmarani.
Leader: King Verdric IV
Capital: Solmarrk
Allies: Baleron, Galdanion, Thaask, Tolmeska
Neutral: Carrmian Nations, East Khazgara, Northern Alliance
Enemies: Iron Alliance, Zarova

Dalroth (dal-roth): Renowned for their infamous Arcane Cavaliers, and Spellguard Elite, the Dalrothi have produced some of the most famous and stalwart champions since their independence. They are well known along the Green Way and the Warring States area as proud, if not slightly arrogant, knights and protectors. Though their borders have been breached by the Iron Alliance, it would be folly to presume that Dalroth would go down without a fight.
Queen: Lady Celoria d’Rothwyn
Capital: Veildan
Allies: The Northern Alliance (member), The Southern Alliance
Neutral: Baleron, Dolmenska
Enemies: The Iron Alliance

Galdanion (gal-danyun): Known as the Keepers of the East, this powerful nation was once the easternmost territory of the Silmarani Empire, and remains one of the closest allies of their former lords. Famed by allies, and dreaded by foes, Galdanion is sometimes perceived as a twin nation, in the sense that almost 50% of its territory is either within or is surrounded by great, tumultuous forests. On the battlefield, they are respected as great warriors, able to being to bear columns of armor clad paladins marching alongside rows upon rows of druids and wild elf archers, while the skies are ruled by the mighty Knights of the North Wind astride their griffon mounts.
Leader: King Vassarlon Dolronan
Capital: Verden Tryl
Allies: Nothern Alliance (member), Baleron, Brighthelm Consortium, Dalbrend-Gamroth, Southern Alliance, Druid Orders, Ulgrak-Thar Clanholds.
Neutral: East Khazgara, Vadania Protectorates
Enemies: Iron Alliance, Zarova, Kel-Moran

Iron Alliance: A collection of city-states and countries that form an are known as the Green Way, the Iron Alliance seeks to create a vast empire, and to take vengeance for the suffering caused by the more northern nations who refused to aid the people in their time of need, as is evident by their more stable economies. This latter point, however, is a great falsehood, which has been used to spur southern hatred, and rally support. As it stands, the Iron Alliance has conquered much, with little hope of ceasing.
Leader: Emperor Daimyon Yarik
Capital: Blacksteel City
Allies:
Neutral:
Enemies: Too many to count.

Other Regions:
The Dwarven Consortiums

The Forest Realms

The Goblinoid Clans

The Plains

The Warring States

Statistics: Posted by Mr_Praetorian — Sat Aug 15, 2009 8:41 pm


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2009-08-14T13:47:25 2009-08-14T13:47:25 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=14960#p14960 <![CDATA[War of Lords • Re: Spoilers]]>
Mixing spells on-the-run should involve some pretty hectic spellcraft checks period, IMO. In a more modern perspective - it be like melding two software programs together at runtime - not impossible if one develop them to do crazy crap like that, but certainly too much of a pain for any usual developer/consumer. But either way, you already have my opinion on that one...

Statistics: Posted by Zanaikin — Fri Aug 14, 2009 1:47 pm


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2009-08-14T06:34:51 2009-08-14T06:34:51 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=14959#p14959 <![CDATA[War of Lords • Re: Spoilers]]> Statistics: Posted by Mr_Praetorian — Fri Aug 14, 2009 6:34 am


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2009-08-14T01:59:50 2009-08-14T01:59:50 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=14957#p14957 <![CDATA[War of Lords • Re: Spoilers]]> Statistics: Posted by Laharl — Fri Aug 14, 2009 1:59 am


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2009-08-13T20:17:29 2009-08-13T20:17:29 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=14955#p14955 <![CDATA[War of Lords • Re: Spoilers]]>
As to mixing spells: part of the reason why I'm creating this system is so that effects that once seemed outside the boundaries of typical spellcasting can be given reason to exist. Things like, say, calling forth the spirits of ancient warriors on a massive scale, or summoning a flying bear that shoots energy out of its eyes (at least a few people should get that reference). Obviously, its going to get messy, especially if you try to combine things that don't make sense (like solid fog and shocking grasp).

Also, lest anyone gets too far ahead of themselves, there will be no mixing of magic types. As in, you may not mix arcane and divine spells. Nor may you try and mix magic and psionics. No. Just no.

Statistics: Posted by Mr_Praetorian — Thu Aug 13, 2009 8:17 pm


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2009-08-13T18:24:44 2009-08-13T18:24:44 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=14952#p14952 <![CDATA[War of Lords • Re: Spoilers]]> Statistics: Posted by Zanaikin — Thu Aug 13, 2009 6:24 pm


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2009-08-13T16:32:23 2009-08-13T16:32:23 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=14951#p14951 <![CDATA[War of Lords • Re: Spoilers]]> nonepic spells. Because the DC to successfully cast a Ritual Spell is a Caster Level check, the few who can cast these are typically very high level. It also functions much the same way that a Red Wizard's circle magic, or Dai's tactical spell feats, in that in order to cast the ritual, you need one primary caster, and between 2 and 7 additional casters who are supplying spell slots.

Here are the notes I have on it thus far:

Four feats with [Ritual] descriptor, the third of which will most certainly be an epic feat: Ritual Initiate (allows one to aid (give spell slots) in a ritual), Ritual Leader (allows one to be the primary caster in a Ritual Hierarch (allows one to not only design (craft) rituals, but also allows them to insert additional spells into the ritual, and Ritual Metamagic (allows selected feat to be used in the casting).

Casting duration will probably be something in the neighborhood of 1 round/minute per total spell levels used.

Difficulty class is still in the works, but it will probably be something like DC=15 +2/spell level of each individual spell used. For example: casting a ritual that involved multiple widened, energy subbed (cold) fireball spells and an ice storm spell would be something like DC 35.

Though up to 8 spells could be combined, in theory, typically rituals only involved around 2-3 spells, because adding more than that only makes the casting for difficult, and the result more obscure to predict. Trying to to combine too many different schools, for example using one spell from each school in a ritual will almost certainly caused disaster.

Special class abilities that modify spells, such as Force Missile Mage's ability to pierce shield spells with his magic missiles only apply if all participants casting that spell also have the ability in question. Likewise, metamagic effects only work if, for example, all of the fireballs being added are empowered. In general, mixing metamagic is bad idea, as volatile spells have been known to detonate while within the circle.

Thoughts?

Statistics: Posted by Mr_Praetorian — Thu Aug 13, 2009 4:32 pm


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2009-08-01T01:42:42 2009-08-01T01:42:42 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=14872#p14872 <![CDATA[War of Lords • Re: Spoilers]]>
Though its true that the vast majority of the vampire nobles were wiped out, I put in that bit about the "rumors" for a reason. It could, therefore, be entirely possible that the entire, or most of, ruling family of one of the nations could be of vampiric blood, with many being actual vampires. Vampires, with lifetimes spanning from long to eternal would never forgive their grudge, and would probably be just the type to sink away, plan, build back up from behind the scenes, and then take revenge.

So, Dai, if you want to design a nation run by vampires, I'm perfectly willing work with you on that.

Statistics: Posted by Mr_Praetorian — Sat Aug 01, 2009 1:42 am


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2009-07-31T19:26:48 2009-07-31T19:26:48 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=14867#p14867 <![CDATA[War of Lords • Re: Spoilers]]>
I'm still working on a timeline of all the major events in the history of the continent. I'm also working on a brief description of all of the countries and territories, so that you all can better understand your neighbors. Expect the brief description to be up over the weekend. Expect the timeline to take a bit longer.

Statistics: Posted by Mr_Praetorian — Fri Jul 31, 2009 7:26 pm


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2009-06-22T19:32:56 2009-06-22T19:32:56 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=14427#p14427 <![CDATA[War of Lords • Re: Spoilers]]> Max cost (market price): 350K
Max CL: 20
No epic effects/spells.
No skill boosts over +20
No ability boosts over +6
etc.

Statistics: Posted by Mr_Praetorian — Mon Jun 22, 2009 7:32 pm


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2009-05-29T20:43:31 2009-05-29T20:43:31 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=14345#p14345 <![CDATA[War of Lords • Re: Spoilers]]> Statistics: Posted by Mr_Praetorian — Fri May 29, 2009 8:43 pm


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2009-05-27T15:47:06 2009-05-27T15:47:06 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=14344#p14344 <![CDATA[War of Lords • Re: Spoilers]]> Statistics: Posted by Mr_Praetorian — Wed May 27, 2009 3:47 pm


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2009-04-26T00:03:20 2009-04-26T00:03:20 https://forums.druidsofthecoast.com/viewtopic.php?t=946&p=14166#p14166 <![CDATA[War of Lords • International Bulletins]]>
(Henceforth, instead of doing spoiler fictions, I will be releasing a series of international bulletins from a newspaper that calls itself The Arbiter. Each bulletin will contain about 3-5 items of relevance).

Mass Movement in the Maldanic Plains
Recently, the riders of the Maldanic plains have been shifting around more than usual, and this time it doesn't look like they're getting ready for another go at Shikikoku. Evidence suggests that the Maldani may actually be trying to marshal their forces for cooperative counterstrike against the Iron Alliance. Whether they will try to broker an alliance with the Phantoms of the Kei, has yet to be seen.

Blood Continues to Run in Balderaast
Contrary to most reports, including the torrent of propaganda from the Iron Alliance, Thaask's capital city of Balderaast has not yet fallen completely into enemy hands. While the Iron Alliance certainly has the city entrenched, we have reason to believe that the Commander of the Capital Legion is still alive and is coordinating the resistance.

Additionally, the Arbiter has a reporter currently within the city. Here is the most recent transcript sent to us:

"Let it be known that to have ever counted Thaask as down and out was a terrible mistake. In spite of terrible casualties, low resources, and rumors that both the King and his Son fell in the initial assault, both partisan and soldier alike continue the brutal fight to free their city. As per our regulations, I am not able to comment on exact troop numbers, but the poorly trained levies of the Iron Alliance seem to be far from pacifying the city.

Not long after I had arrived in the city, I was able to bear witness to an actual street fight in Westhaven District (which also happens to be one of the the most volatile). The Thaaskan resistance fell upon 20-30 odd IA soldiers on patrol and slaughtered them with savagery I'd expect from the barbarians of the Wild Plains. No quarter was given, even when the IA Commander threw down his sword.

Its been roughly two weeks since I arrived, and its clear that the brutality of the conflicts has begun to take a tole on the Resistance. Certainly they have no faltering in the belief of their cause, but I'm noticing more and more often some of the younger partisans and soldiers collapsing and breaking down after returning to their secret garrisons, as though overwhelmed by the sheer cruelty of their actions. Nervous breakdowns and other mental symptoms of hyper-stress are becoming common place, and I can't help but wonder if the fighting itself might break Thaask before the enemy does.

More when I have it. Over and Out."

Conflict Resumes in the Great Divide
As most of you know, yesterday was the single most important holiday in Dwarven Culture: Brelkarandar. In the common tongue, its roughly translates into "The Sundering and Awakening", which, according to the dwarves, celebrates their creation and rise as a power in the world. So significant is the holiday, that all fighting between the Brighthelm and High Dwarven Consortiums ceased in acknowledgement.

However, the peace would be short lived, as ever. No less than a minute after the day came to and end, fighting resumed, For the our estimation of the days casualties, see our "Ongoing Conflicts" section.

Statistics: Posted by Mr_Praetorian — Sun Apr 26, 2009 12:03 am


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2009-04-18T15:12:25 2009-04-18T15:12:25 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=14132#p14132 <![CDATA[War of Lords • Re: Spoilers]]> Statistics: Posted by Mr_Praetorian — Sat Apr 18, 2009 3:12 pm


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2009-04-02T21:01:13 2009-04-02T21:01:13 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=14044#p14044 <![CDATA[War of Lords • Re: Spoilers]]>
If so, I'd suggest that you nerf invest skill and ban outright Cast Invested Spell. That ability gives already too-powerful casters a further huge advantage over noncasters.

Statistics: Posted by TheDude51 — Thu Apr 02, 2009 9:01 pm


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2009-03-30T01:39:16 2009-03-30T01:39:16 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=14003#p14003 <![CDATA[War of Lords • Re: Spoilers]]> viewtopic.php?f=49&t=849&p=13911#p13911

:!: Backgrounds no longer grant ability boosts.
:!: Read the bit about Oracles if you're planning on having one.

Statistics: Posted by Mr_Praetorian — Mon Mar 30, 2009 1:39 am


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2009-03-24T22:44:14 2009-03-24T22:44:14 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=13970#p13970 <![CDATA[War of Lords • Re: Spoilers]]> Statistics: Posted by Zanaikin — Tue Mar 24, 2009 10:44 pm


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2009-03-21T22:31:07 2009-03-21T22:31:07 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=13926#p13926 <![CDATA[War of Lords • Re: Spoilers]]> Statistics: Posted by Zanaikin — Sat Mar 21, 2009 10:31 pm


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2009-03-21T18:30:32 2009-03-21T18:30:32 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=13921#p13921 <![CDATA[War of Lords • Re: Spoilers]]>
Also, if I hadn't announced this earlier:
You all receive the Leadership feat for free at 6th, and any Leadership based feat (such as the ones listed in Heros of Battle) every six levels thereafter.

Statistics: Posted by Mr_Praetorian — Sat Mar 21, 2009 6:30 pm


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2009-03-21T01:24:31 2009-03-21T01:24:31 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=13917#p13917 <![CDATA[War of Lords • Re: Spoilers]]> Statistics: Posted by Zanaikin — Sat Mar 21, 2009 1:24 am


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2009-03-20T20:38:23 2009-03-20T20:38:23 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=13912#p13912 <![CDATA[War of Lords • Re: Spoilers]]> Statistics: Posted by Mr_Praetorian — Fri Mar 20, 2009 8:38 pm


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2009-03-20T20:30:57 2009-03-20T20:30:57 https://forums.druidsofthecoast.com/viewtopic.php?t=849&p=13911#p13911 <![CDATA[War of Lords • Re: Custom Thread]]>
1. Backgrounds
Depending on your character's upbringing, he or she may have begun their adventure with different skill set than others. Each background gives you access to three skills. These skills will always be class skills for you no matter what class you take. Additionally, for every 4 ranks you take in a skill that is part of your background, you gain a +1 synergy bonus to that skill.

The possible background's available and their corresponding abilities go as follows:

Ecclesiastic: Whether you were raised in a monastery or temple, or you simply spent much of your young life amongst the clergy, your familiarity with church procedure has probably made you punctual and officious.
Skills: Diplomacy, Knowledge (Religion), and Perception

Guttersnipe: Some people are born with a lot, and some are born with nothing. You spent your life on the streets, bargaining for what you needed for survival, and stealing what you couldn’t. As a result, you’re quick witted, and quick-handed.
Skills: Bluff, Slight of Hand, Survival

Military: You joined the army when you were young, and your experiences on and off the battlefield have chipped away the innocence of youth, and given way to a tough, hardened adult.
Skills: Intimidate, Knowledge (Tactics), Perception
Special: The Fly, Handle Animal, Ride, and Swim Skills can be freely switched with any of the above skills.

Noblility: You were raised either alongside the nobility or within the royalty, and as a result, you have the natural ability to negotiate.
Skills: Bluff, Diplomacy, Knowledge (Nobility/Politics)

Scholar: While other children were outside playing, you were inside, buried under a mountain of texts and books. You may not be the most sociable person, but you’ve certainly earned your salt in at least a few scholarly circles.
Skills: Decipher Script, Knowledge (Any One), Linguistics

More to come.

2. The Nature of the Oracular Gift
Characters with levels in the Divine Oracle (hereafter referred to as simply Oracles), are exceedingly rare, and are often coveted by the nations they dwell in because of their ability to have "visions", or, to see future events play out in varying degrees of vividness. While possessing these abilities is certainly a boon, they also come with a somewhat dire setback.

Having visions puts a strain on the oracle in question. Most visions are relatively obscure and of little meaning to the recipient, and usually don't cause too much strain: no more than a small headache or minor dizziness. Stronger and clearer visions have been known (however rare they are) to cause anything from severe migraines, to comatose likes states, and even to death.

Because of the strain that receiving visions portends, most oracles do not master their training (taken the last 1-3 levels in the class) until their will power has been finely honed (base will save is +12 or higher), and/or they believe they have a true understanding and control over their powers (reached epic levels). It certainly possible to master one's training before reaching this, but such a choice may prove a deadly one.

3. Base Damage Multipliers (Under Construction)
The Base Attack Bonus measures not only one's ability to attack, but also, to a related degree, one's growing skill in inflicting damage. As the Base Attack Bonus increases, a given character's Base Damage Multiplier also increases. The Base Damage Multiplier (henceforth referred to as the BDM), is the number of times a given weapon's base damage dice are rolled when determining damage. For all purposes, the damage listed in a weapon's description is considered to be at BDM x1.

For every 5 points of base attack bonus that a character possesses, their BDM increases by one step (x2 at BAB +5, x3 at BAB +10, etc). Additionally, for every 10 points of BAB a character possess, they double (then triple at BAB +20, respectively) the amount granted by the ability modifier used to determine weapon damage (if there is more than one, choose one).

For example, lets look at Grax, the merry Orc Fighter (because, really, aren't they all?):
Grax is a 5th level fighter, with a +6 Strength Bonus, and favors the Greataxe. At this level, he rolls the following for damage:
2d12+9 (x3 crit)

Lots of adventuring later, Grax has worked his way up to level 10. Here's what he's rolling now:
3d12+18 (x3 crit) (We're not sure why Grax is still wielding a nonmagical greataxe at 10th level, but that 6 Intelligence may something to do with it).

Caveats:
Divine Power still increases BAB normally, but does not change one's BDM.
If the ability modifier a given character uses is -1 or lower, then at BAB +10 they no longer take a damage penalty, but gain no further benefits.
Characters using ranged weapons do not gain these benefits when participating in an arrow/bolt volley.
Weapon-like Spells DO NOT gain these benefits.

IMPORTANT NOTE
Eventually, weapon grouping rules will be implemented, along with others that will limit the number weapons which any given character can apply these benefits to.

4. Duel of Wills (Formally Replaces the Rules from Tome of Battle)
Regardless of the time and place, duels between two (or sometimes more) elites are bound to happen: Whether they be between two enemy commanders hoping for a quick end to a prolonged battle, or perhaps a proper fight between to nobles for the sake of honor or glory. It is common that before the fighting begins for the combatants to open with a quick weapon flourish; a minor sampling of their martial prowess much in the same way that a creature of nature might establish dominance by means of a growl roar. Though onlookers typically see such a practice as mere grandstanding, seasoned combatants know that throwing off one's opponent in the early stages of the duel can lead to devastating results.

A Duel of Wills is established when both combatants acknowledge each other for at least one round. If the situation permits, they may continue to attack other opponents during this round, but since their focus is being occupied with each other, they will each receive a -2 penalty on attack and damage rolls. When they are finally free to face each other, they each perform a single weapon flourish that may take anywhere from a Swift Action to a Full Round Action.

During the weapon flourish, either combatant may also perform another action such as casting a spell, or initiating a Martial Boost. See the chart below for the exact modifiers for each kind of action.

After the completion of the weapon flourish, each character rolls a modified attack roll using the following factors:
1d20+BAB*+STR/DEX/INT** Mod+Modifiers
*Unmodified BAB. Spells and any other abilities that temporarily boost BAB do not factor into this roll.
**Whichever Ability Mod guides the given opponent's attacks.

After the rolls are made, they are compared. The winner gains a +2 bonus to attacks and damage rolls for every 5 points by which he/she beats his/her opponent. If the roll is a tie, then the the duel is a tie. These bonuses only apply against one's opponent in the Duel of Wills. If, for any reason, focus between the opponents is broken during the flourish, neither gain benefits or penalties.

Modifier Chart:
Activating a Boost: +1/2 the boost level
Activating Combat Expertise or Power Attack: +1/2 the penalty/bonus
Casting a Spell: Varies
Perform (Act/Dance/Oratory): +2 for every 5 ranks
(More to come)

Statistics: Posted by Mr_Praetorian — Fri Mar 20, 2009 8:30 pm


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2009-03-20T19:38:25 2009-03-20T19:38:25 https://forums.druidsofthecoast.com/viewtopic.php?t=692&p=13910#p13910 <![CDATA[War of Lords • Re: Campaign Info]]>
Edition: 3.5/Pathfinder Hybrid

Classes Used:
Archivist
Barbarian [3.5]*
Bard [Pathfinder]
Binder
Cleric [3.5]*
Crusader
Dragonfire Adept
Dragonshaman
Dread Necromancer
Druid [3.5]*
Factotum
Fighter [Pathfinder]
Hexblade
Marshal [Martial Variant]
Monk [Pathfinder]
Paladin [Pathfinder]
Ranger [Pathfinder or Martial Variant]
Rogue [Pathfinder]
Samurai [OA]
Shugenja
Sorcerer [3.5]*
Swordsage
Truenamer
Warmage
Warblade
Warlock
Wizard [3.5]*

*Use the skill lists listed for their Pathfinder Variants.

Skills are done using the Pathfinder Rules.
Exceptions:
Concentration and Decipher Script remain separate skills.
Linguistics: Learning a new language requires an investment of 4 ranks/language.

Feats: Use Pathfinder Feat progression. You may select any feat from the sources available (unless the feat has been banned).
You all receive the Leadership feat for free at 6th, and any Leadership based feat (such as the ones listed in Heros of Battle) every six levels thereafter.

Spells: You may select spells from any of the sources available (unless the spell has been banned), for the purposes of core spells, use the 3.5 edition of a given spell.

Statistics: Posted by Mr_Praetorian — Fri Mar 20, 2009 7:38 pm


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2009-01-14T05:27:37 2009-01-14T05:27:37 https://forums.druidsofthecoast.com/viewtopic.php?t=907&p=13435#p13435 <![CDATA[War of Lords • Campaign Prologue]]>
The world of Eldir-roth, was not always the blasted and seared hulk of earth and sea that it is today. Not but two decades ago, the entirety of the population was as alive as any planet, and it would have been so populated if not for one of the most driving and influential forces in all of the known realms: Greed.

Lord Tiranoi, of Tiranaea, had spent the last millennia forging himself humanity’s greatest achievement of the age: A massive empire, forged from equal parts ingenuity and raw arcane power, that sat upon a continent that he, himself, had designed and formed. A civilization, that owed its very sense of being and purpose to him. Yet, despite all that he accomplished, this was not enough for the Lord.

Tiranoi did not wish to be merely a King, nor a master Architect, He sought to be both, in the greatest meaning of such: He sought be a God. He knew that despite the magical power flowing through him, his days were growing short, and that if he wished to acquire the power he sought, he would need to act quickly. Few live who can truly speculate whether it was arrogance, trickery, or pure madness that drove the Lord to believe he could trick a God long enough to bind it, and absorb its power, especially a God of magic. Yet, with no one else near powerful enough to try and stop him, Lord Tiranoi proceeded to form his master plan for ascension

Over the course of the next year, Lord Tiranoi worked near tirelessly to perfect his binding ritual. The incantation itself would be performed in the Great Cathedral, a massive complex in the very center of his empire. All magical energy that allowed the empire to function flowed through the four massive conductor towers that eternally rotated around the basilica. It would be here that Lord Tiranoi would bind the Arcane Avatar, complete his legacy, and virtually guarantee that his conquest of the world would go quickly and smoothly. Yet, as the world would soon discover, it was clearly not meant to be so.

At the dawn of the day that would never be forgotten, Lord Tiranoi and his closest advisers began to channel arcane energy into the most powerful ritual ever conceived by mortal hands. The conductor towers began to swing around the basilica, and great storms formed in the skies ahead. For those outside in the great towers that surrounded the complex, they could only speculate that something of great importance was about to take place.

As the ritual continued, the towers continued to spin faster, and draw in more energy. Within seconds, the pull of magic could felt throughout the city, and continued on. It was not long before those who dwelled in Empyrion could begin to feel the pull of magic. For them, it was like nothing they had ever felt before. It was as though the life of the world was being pulled away from them. Regardless of where they were, the people of the world turned to the horizon, pondering what destiny was being forged for them.

By now most of the preliminary spell expenditures had been completed, and those in the chamber were focusing on what their Lord was doing. Outside, the four towers were spinning so fast that they were beginning to pull anything nearby towards them. Towers and objects nearby began to buckle, and many of their occupants attempted to rush to safety, only to be pulled into the growing vortex of arcane power. Already, hundreds of thousands of lives had been lost, and ritual was barely getting started.

As the rest of the world began to feel arcane energy seemingly sucked away, Lord Tiranoi moved on to the second part of the ritual, the summoning. The Lord moved himself to the central platform of the basilica, and began the invocation that would call forth the Avatar itself. Whether it was for fortune or misfortune, he was half successful.

A strange presence filled the inner chambers, as a brilliant white light washed over those present. This presence felt neither alien nor normal, it was something else. Lord Tiranoi had made contact with the Divine Consciousness, a collective of minds of and feelings that guided the universe much in the fashion that most believed the Gods did. For a solid 3 seconds, Lord Tiranoi knew everything that had happened, was happening, and would happen in this dimension, assuming no extra-dimensional influences. Then, his mind and soul were absorbed.

Despite whatever bliss he may have known, the repercussions of his absence during the ritual would be devastating. With no controller to manage the flow of arcane energy into the conductors, the ritual that held the magic together dissolved, and the entirety of the arcane energy that had been used was released in an instant.

First, a great beam of energy short forth into the sky, destroying an entire planet as the energy caused the core to detonate. The ground shook and tore itself asunder as great storms formed all across Eldir-roth. Then, in a terrifying blast, the basilica exploded, instantly vaporizing everything within ten miles, and unleashing a wall of arcane fire several hundred feet in height. This wave of destruction would continue to spread over the continent, across the sea, and short out just as his hit the main land of the next continents. In its wake, a wall of fire and debris continued its path of destruction, tearing apart earth and civilization alike in it’s a wake. This wave of destruction would make it to the end of those continents, and give way to the massive walls of water that would slam into the sides of Empyrion several minutes later.

A chilling calm would descend in the aftermath of the destruction. Almost 75% of the world’s population had been cleansed in matter of minutes, and wild magic zones continued to spring up all across the world, as a great maelstrom kicked up in the areas that had been hit by the bulk of the blast. All contact beyond Empyrion ceased, and it would not be a full year until Arcane Magic would begin to function normally again.

Beyond the destruction caused by the Arcane Catastrophe itself (including one of the conductor towers obliterating the Silmarani capital), most of the remaining nations fell into depressions, as confidence in life continuing in general seemed to be in short supply. The next two decades would be days of stagnated technology, and general despair. There was but one ray of hope, in that the Druids were able to keep the debris and smoke from clouding the skies of Empyrion with their powerful druidic magic.

Twenty years after the Arcane Catastrophe had befallen the world, the first signs that the earth had began to mend arrived. The great cloak of smoke that had blotted out the sun over most of the planet reseeded, and the terrible maelstrom subsided. For the first time in a human generation, a beacon of hope had arrived. Yet, as many would learn, the two decades of depression and civil strife would not yield a people who would seek peace. The horns of war had begun to sound, and already a great power had begun to rise in the South.

Even with all of its might, students of history will no doubt realize that this threat shall be only one of many to threaten the world in the days to come.

So begins the War of Lords…

Statistics: Posted by Mr_Praetorian — Wed Jan 14, 2009 5:27 am


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2009-01-12T02:01:25 2009-01-12T02:01:25 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=13417#p13417 <![CDATA[War of Lords • Re: Spoilers]]> Statistics: Posted by Mr_Praetorian — Mon Jan 12, 2009 2:01 am


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2009-01-12T01:26:59 2009-01-12T01:26:59 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=13415#p13415 <![CDATA[War of Lords • Re: Spoilers]]> Statistics: Posted by Laharl — Mon Jan 12, 2009 1:26 am


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2008-12-28T22:53:56 2008-12-28T22:53:56 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=13316#p13316 <![CDATA[War of Lords • Re: Spoilers]]>
Also, how liberal can Archivists looking for spells be? Divine Bard? Adept? Divine Magician clerics (CMage)?

Statistics: Posted by Laharl — Sun Dec 28, 2008 10:53 pm


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2008-12-21T15:34:19 2008-12-21T15:34:19 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=13187#p13187 <![CDATA[War of Lords • Re: Spoilers]]> 3rd.

Statistics: Posted by Mr_Praetorian — Sun Dec 21, 2008 3:34 pm


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2008-12-17T03:13:35 2008-12-17T03:13:35 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=13093#p13093 <![CDATA[War of Lords • Re: Spoilers]]>
Drew is giving me the chills...

Statistics: Posted by Zanaikin — Wed Dec 17, 2008 3:13 am


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2008-12-14T21:24:39 2008-12-14T21:24:39 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=13040#p13040 <![CDATA[War of Lords • Re: Spoilers]]> Statistics: Posted by Zanaikin — Sun Dec 14, 2008 9:24 pm


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2008-12-11T01:01:09 2008-12-11T01:01:09 https://forums.druidsofthecoast.com/viewtopic.php?t=848&p=12986#p12986 <![CDATA[War of Lords • Re: DM Edicts]]>
The following spells have been banned:
Time-Stop
Astral Projection

Statistics: Posted by Mr_Praetorian — Thu Dec 11, 2008 1:01 am


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2008-12-10T17:57:19 2008-12-10T17:57:19 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=12975#p12975 <![CDATA[War of Lords • Re: Spoilers]]> Statistics: Posted by Mr_Praetorian — Wed Dec 10, 2008 5:57 pm


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2008-12-10T17:06:34 2008-12-10T17:06:34 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=12974#p12974 <![CDATA[War of Lords • Re: Spoilers]]>
Shameless propaganda :D
Flag.png

( I'm so proud of it )

Statistics: Posted by Zanaikin — Wed Dec 10, 2008 5:06 pm


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2008-12-10T16:49:06 2008-12-10T16:49:06 https://forums.druidsofthecoast.com/viewtopic.php?t=867&p=12972#p12972 <![CDATA[War of Lords • International Bulletins]]> Statistics: Posted by Mr_Praetorian — Wed Dec 10, 2008 4:49 pm


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2008-12-10T01:52:45 2008-12-10T01:52:45 https://forums.druidsofthecoast.com/viewtopic.php?t=848&p=12961#p12961 <![CDATA[War of Lords • Re: DM Edicts]]>
The number of spells levels that may be recalled using Pearls of Power may not exceed the given character's caster level.

EX: A Generalist 10 may recall up to 10 spell levels per day.

Statistics: Posted by Mr_Praetorian — Wed Dec 10, 2008 1:52 am


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2008-12-10T01:47:12 2008-12-10T01:47:12 https://forums.druidsofthecoast.com/viewtopic.php?t=848&p=12960#p12960 <![CDATA[War of Lords • Re: DM Edicts]]>
The ban previously levied on the spell-stitched template has been lifted.

Statistics: Posted by Mr_Praetorian — Wed Dec 10, 2008 1:47 am


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2008-11-29T03:48:07 2008-11-29T03:48:07 https://forums.druidsofthecoast.com/viewtopic.php?t=692&p=12820#p12820 <![CDATA[War of Lords • Re: Campaign Info]]>

Statistics: Posted by Mr_Praetorian — Sat Nov 29, 2008 3:48 am


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2008-11-03T01:36:45 2008-11-03T01:36:45 https://forums.druidsofthecoast.com/viewtopic.php?t=848&p=12481#p12481 <![CDATA[War of Lords • Re: DM Edicts]]>
Thought Bottles (Complete Arcane) are banned.

Statistics: Posted by Mr_Praetorian — Mon Nov 03, 2008 1:36 am


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2008-11-02T13:39:18 2008-11-02T13:39:18 https://forums.druidsofthecoast.com/viewtopic.php?t=849&p=12477#p12477 <![CDATA[War of Lords • ]]> (Listed in alphabetical order)

Cloak of Bravery, Greater [Spell Compendium, page 48]: As per the normal spell description, plus the inclusion of the following:
Additionally, all allies who can see or here you are considered to be under the effects of Heartened Morale. This effect lasts until the end of the spell, or until a given subject fails a save against a fear effect.

Fireball
Campaign Specific Modification: Due to the vast proliferation of this spell, and centuries of study into elemental substitution, this spell may be taken with any elemental subtype that the given caster chooses. For example, a 5th Level Wizard could pick up the spell with the Sonic Descriptor, or the Acid Descriptor, as she so chooses. You may only learn "Fireball" as a spell once, and the choice of descriptor is permanent.

Lion's Roar [Spell Compendium, page 133]: As per the normal spell description, plus removal of the following:
In addition, all allies within spell's area gain a +1 morale bonus to attack rolls, and saves against fear effects,
And the inclusion of the following:
In addition, the level of morale of all allies within the spell's effect is temporarily improved by one step, as if they had all been successfully rallied. This improvement to morale lasts for the duration of the spell, or until a successful rally check is made that would increase their morale up to the step achieved by this spell, or higher.

Statistics: Posted by Mr_Praetorian — Sun Nov 02, 2008 1:39 pm


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2008-11-02T13:38:55 2008-11-02T13:38:55 https://forums.druidsofthecoast.com/viewtopic.php?t=849&p=12476#p12476 <![CDATA[War of Lords • ]]> Statistics: Posted by Mr_Praetorian — Sun Nov 02, 2008 1:38 pm


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2008-11-02T13:37:25 2008-11-02T13:37:25 https://forums.druidsofthecoast.com/viewtopic.php?t=849&p=12475#p12475 <![CDATA[War of Lords • ]]> Statistics: Posted by Mr_Praetorian — Sun Nov 02, 2008 1:37 pm


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2008-11-02T13:36:09 2008-11-02T13:36:09 https://forums.druidsofthecoast.com/viewtopic.php?t=849&p=12474#p12474 <![CDATA[War of Lords • ]]> Statistics: Posted by Mr_Praetorian — Sun Nov 02, 2008 1:36 pm


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2008-11-02T13:35:30 2008-11-02T13:35:30 https://forums.druidsofthecoast.com/viewtopic.php?t=849&p=12473#p12473 <![CDATA[War of Lords • ]]> Statistics: Posted by Mr_Praetorian — Sun Nov 02, 2008 1:35 pm


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2008-11-02T13:35:07 2008-11-02T13:35:07 https://forums.druidsofthecoast.com/viewtopic.php?t=849&p=12472#p12472 <![CDATA[War of Lords • ]]> Statistics: Posted by Mr_Praetorian — Sun Nov 02, 2008 1:35 pm


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2008-11-02T13:34:07 2008-11-02T13:34:07 https://forums.druidsofthecoast.com/viewtopic.php?t=849&p=12471#p12471 <![CDATA[War of Lords • Custom Thread]]> Statistics: Posted by Mr_Praetorian — Sun Nov 02, 2008 1:34 pm


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2008-11-01T03:53:42 2008-11-01T03:53:42 https://forums.druidsofthecoast.com/viewtopic.php?t=848&p=12462#p12462 <![CDATA[War of Lords • DM Edicts]]> Statistics: Posted by Mr_Praetorian — Sat Nov 01, 2008 3:53 am


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2008-11-01T02:22:05 2008-11-01T02:22:05 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=12457#p12457 <![CDATA[War of Lords • Re: Spoilers]]> Statistics: Posted by Zanaikin — Sat Nov 01, 2008 2:22 am


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2008-10-27T17:44:54 2008-10-27T17:44:54 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=12367#p12367 <![CDATA[War of Lords • Re: Spoilers]]> Statistics: Posted by Mr_Praetorian — Mon Oct 27, 2008 5:44 pm


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2008-10-27T16:55:01 2008-10-27T16:55:01 https://forums.druidsofthecoast.com/viewtopic.php?t=693&p=12362#p12362 <![CDATA[War of Lords • Re: Spoilers]]> Statistics: Posted by Zanaikin — Mon Oct 27, 2008 4:55 pm


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2008-10-26T18:05:00 2008-10-26T18:05:00 https://forums.druidsofthecoast.com/viewtopic.php?t=838&p=12342#p12342 <![CDATA[War of Lords • Re: Nation Building Rules]]> The more you put into it, the more you will be rewarded. Think writing up logistics and cultural stuff is hard for one nation? Try 20-30.

Keep this in my especially when you're writing up tactical organization and doctrine. The easier you make it for me, the more efficient your commanders will be over all.

Now, this is not to say that I will be deliberately penalizing anyone who doesn't write up a tactical doctrine, as I understand that sort of thing is not everyone's cup o' tea. Though I will stress that the more time you invest in this game, the more you will get out of it. It's far more gratifying to watch a civilization grow and thrive if you're spent a lot of time designing then it is to watch one that you've barely touched and basically let the DM run for you.

Statistics: Posted by Mr_Praetorian — Sun Oct 26, 2008 6:05 pm


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