Campaign Info

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Campaign Info

Postby Mr_Praetorian » Wed Mar 19, 2008 3:56 am

Ze Basics

Campaign Setting: Valoren
Edition: 3.5 (heavy borrowing from Pathfinder and a few tidbits from 4.0)
Ruleset: The Rules Packet
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Re: Campaign Info

Postby Mr_Praetorian » Tue Apr 08, 2008 5:08 am

Sources Used

For the purposes of this Campaign, assume that all 3.5 (and some 3.0) WotC and Paizo Pathfinder (this does not include other publishers such as Sword and Sorcery, Iron Heros, etc) sourcebooks are valid without question. This list includes the following:

(Looking for something specific? Then use the Control - F function! Lazy bum...)

Core
EPH*
"Complete" Series
"Races Of" Series
Spell Compendium
Magic Item Compendium
"Scape" Series
Tome of Battle
Savage Species
Fiendish Codices*
Arms and Equipment Guide*
Stronghold Builder's Guidebook
Draconomicon**
Dragon Magic**
Planar Handbook*
Book of Exalted Deeds*
Book of Vile Darkness*
Fiend Folio*
Heros of Battle
Heros of Horror
Libris Mortis
Lords of Madness
Savage Species*
Stormwrack
Sandstorm
Frostburn
Tome of Magi (Binders and Truenamers only)
Eberron Campaign Setting and Supplements*
Forgotten Realms Campaign Setting and Supplements*

*Consult the DM first

**The nature of Dragons is under redesign. Stay tuned.
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Re: Campaign Info

Postby Mr_Praetorian » Mon Sep 01, 2008 2:15 pm

Standard Tactical Organization

It's a known fact that diplomacy can only take one so far in life. Sometimes, no amount negotiation will stay bloodshed. Sometimes an international dispute must be settled by combat. What follows is a list of general unit organization used by most of the armies on Eldir-roth. Players need not use these dispositions, they may design their own complete tactical doctrines if they feel so inclined.

Unit Classification

Infantry: The standard the rank and file soldiers that, generally, hold the middle of an army's formation. Typically lighter infantry will act as shock-troops to drain the enemy of as much momentum as possible, so that when the heavy infantry arrives they can simply beat them down. The vast majority of armies on Empyrion are still infantry based. There are two subtypes of infantry: Heavy Foot and Light Foot. Heavy Footmen are often training as Pikeman in addition to their normal regimen.

Cavalry: As interesting as it may be for some to watch to masses of footmen slug it out, any decent commander will quickly realize the need for maneuverability. Elites aside, you can't beat a well trained lancer/spearmen and his trusted steed. Much like infantry, Cavalry are split between two sub-classifications: heavy and light. Light Cavalry is general used for hit and run attacks and scouting, while heavy cavalry is reserved for devastating charges.

Bowmen: Whether its the bow or crossbow the troops so armed with them play a vital roll in almost any military scenario. A torrent of arrows that blankets the enemy's position or cuts them down at a vital choke point can often mean the difference between a winning battle or a losing one. The downside is that Bowmen must be guarded wisely, closing heavily armored footmen or flanking cavalry can end any benefits bowmen provide rather quickly.

Mages: For generations, magi have shaped both the face of culture and warfare. Their presence inspires fearlessness amongst allies and dread within enemies. No experienced general would dare to meet an enemy without the support of at least a few support casters. The name mages is used as a broad term to cover casters of both arcane and divine magic. Magic based armies often have numerous types of mages, but, in general, mages on the battlefield will fall into three categories: Assault, Support, and War.

Assault mages are those who blend the magic prowess of a spellcaster and the weapon specialization of and elite cavalier, bowmen, and/or footmen. Standard tactics dictate that they are placed alongside or within the unit classification that their alternative speciality dictates. Though not usually as advanced as their fellows who follow a single path of focus, their adaptability is no less effective when the troops meet each other in combat.

Support mages are generally bards and clerics who duck in between the action, buffing those about to engage the enemy, and healing those who have fallen. No single army has greater distinction for its support mages than the Silmarani: their battle-clerics are legendary, and have kept entire armies from routing. Most armies have at least support mages, an army that invests wisely in them can fight for days.

War mages win battles. The standard warmage can unleash twice the destructive power of a siege weapon, plus, she's mobile, and if properly equipped, will be virtually impossible to detect. Single warmages are bad enough, but groups of them can wipe out entire companies (and in some rarer cases, armies) in the blink of an eye. Normal warmagic is pesky, metamagic enhanced warmagic is dangerous.
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Re: Campaign Info

Postby Mr_Praetorian » Sat Nov 29, 2008 3:48 am

Empyrion
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Re: Campaign Info

Postby Mr_Praetorian » Fri Mar 20, 2009 7:38 pm

War of Lords Ruleset

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.
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Re: Campaign Info

Postby Mr_Praetorian » Sat Aug 15, 2009 8:41 pm

(Not finished, obviously.)
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
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