Character Creation
Updated; 03/11/23 (green = new content)
Much to be done, this page will eventually reflect the game, but to
date, we are adding and subtracting stuff all the time as we go along since we're updating from 2.0 to 3.5.
Definitive stuff will be had in the handbook Ev always creates.
This is a space faring campaign. However for anyone who has looked at
the Spelljammer rules concerning ship to ship combat, they are
HORRENDOUS. So we are presently trying to come up with a system that is
far easier and quicker than what is available. At this point, don't
worry about the ship to ship combat so much as putting together and
running a viable character.
Races
There are what is considered to be 'spacefaring races', which have been
in space for some period of time and mastered its intricascies. You
could be any race you choose, but if you choose a non-spacefaring race,
there are automatic negatives in connection to them because they don't
know how to handle themselves in space. The spacefaring races are:
Aperusa, human, Chattur, Dracon, elf, dwarf, Giff, Goliath, Grommam,
half-elves, half-orcs, halflings, Hadozee, lizard men,
gnomes, Insectare, Scro, and warforged. More detailed
information will be in the handbook. Yes, there are drow and illithid
but for this campaign, they are "The Enemy". PCs will not be playing them.
New Feats, Backgrounds, Skills, Classes and PRCs will be listed in
the Handbook we usually put out for a specific game. We are not close
to publication, but it is a handsome and growing list..
Many of these new things have prerequisites. There are new skills which
are required for progression in feats. For example, you become a
Specialist before you become a Master. This applies to new
weapons at your command, Ballista and Cannon . There are also rifles
and spitterguns as new exotic weapons. Skills relating to piloting,
spacehand, siege weaponry and navigation are also required for related
feats as prerequisites.
Many of the Knowledges and some of the Crafts have been updated to include space related information.
Spell Limitation
I know this will probably sit poorly with some folk, however, the
interdimensional spells do not work in this star cluster. Gods tend to
be in particular locations, not on another plane. While Gate may work from one place to another, it does not work interdimensionally. You can teleport or dimension door on the same planet, but not say from planet to moon. However, you can dimension door from one ship to another. Ships do have protections from such things so if you do ddoor, you may end up bouncing back out into space. Space travel is the norm here, not spells.
Background:
You are part of the Maalart Star Cluster. You will be placed in a
spacefaring society somewhere in this star
cluster, probably in the Kelandri Belt. This is to say, spelljamming is known to exist and is part of
life. Trading is how money is made, reputations born and how life does
business. There will be good and evil in all locations. So there will
be politics between them (this does not include The Enemy). As
far as you folks are concerned, the elves rule your neck of the
universe, might making right and all that. However, the elves have not
lorded over the other relatively destitute races, but rather made
merchant
trade safer, made passenger traveling this end of Wildspace that much
easier, and as any will tell you, they're damn good at it. Yes pirates
roam as the most dangerous of the space faring groups, and the prisons
are full of them. Local governments don't answer to the elves
unless pirates in the area are making a nuisance of themselves.
Elven
ships typically stop at many locations, offering safety and more
importantly, the crew spending their gold for a night on the town or
commodities. For a price, they have also been known to take passengers
to other
locations.
This is what you know of the Maalart Star Cluster. The
cluster is comprised of 6 suns, each with their own little solar
systems. You will know something about each of them. They are known
mainly by the name of their sun, as follows (System/Sun Name - description):
1. Ire - a system of very hot planets where no one really lives,
although its believed demons and devils, and appropriate elementals
occupy what planets there are. There are 3 planets in this system.
Cinder, Pyro and Basalt. Landing is dangerous due to high temperatures.
2. Sonstar - There are 4 planets in this system, all of which are dead
worlds. No air, no water. The two closest to the sun have volcanic
activity; from closest to farthest, Magma and Scoria. The outer two,
Tildrin and Epilson, have various weathers, making seeing the surfaces
all but impossible. They both also have two moons each, given number-letter designations to tell them apart,
and they are both rumored to house dead remnants of prior
civilizations but salvagers have bad luck working
there. Landing is difficult to impossible, and many never return so the planets are rumored to be haunted.
3. Brielas - The Kelandri Belt is a larger asteroid belt orbiting this
sun, which was once a planet that was destroyed. It was a human
planet, so many of the refugees living in and on the belt are
human, together with various other orphans of the galaxy. This is
the only occupiable land in the system, much of it (not all of it)
still
having its own air, farming, ore mining and acquired ice fields, all
part of the intricate trade system among the lesser merchant families
and companies. The export business here is very good.
Rocks of lesser value litter the belt where the salvagers make
and break their fortunes. You name it, its done here. From gems and
scrap metal to artifacts and relics. Pockets of relics are found
here from the long forgotten civilization that perished during the
planet's destruction. Rumors of terrible things lurking in the airless
places reaches ears for campfire tales.
In the belt, there are 3 good sized chunks of real estate.
A. Green Acres is an irregular planetoid hodgepodge of families and
companies. It houses the Ice factories/fishing businesses, which mine
the fresh water ice, purify and desalinate the sea water. It has been determined that the party will start in Green Acres.
B. The Elysian Fields is a farming/herding chunk, which is handled by various families.
C. The Anchor of Phylo (better known as "The Anchor") was an orbitting chunk of
planet, but is now a city ship owned by the Royal Family who spent the
last 300 years (and city taxes) building the ship inside it, keeping
topside as the great city. This place is specifically known for being neutral territory.
Slavery is legal here, and if your debts get too deep, they will sell
you into slavery. Anchor also exports more pirates to Crematoria than
any other planetary body, aside from the elves.
Also in this solar system is another planet closer to the sun called
Crematoria where a
blanket of fire follows the sunrise across the planet and makes the
molten ground get swept by the firestorm. Unpermitted trespassers
are arrested upon landing inasmuch as there is only 2 landing fields.
On one side of the planet is The Pits, where the penal system, such as
it
is, is located. Their landing strip is doubled security gated to an
underground facility by authorized personnel only. Violent criminals
from all over the cluster end up here. Murderers and pirates galore. On
the other side of
the planet are the mines owned by the Hitchcock Mining Company for ore
and oxygen.
Economically in this busy solar system, there is ore mining, ice mining and farming, which
generates most jobs and money. The guilds for various trained
occupations are found on The Anchor. Other opportunities outside this solar system are nearby
worlds in the cluster or the Freeman Naval Port on Space Dock 234, where merchants and
the dockmaster hire crewmen for their freighters, whether local or
intergalactic.
4. Ev Alaee/Bri'Tolaa
- This system is one of the only ones with two suns that revolve around
each other. It's an ancient elven system, purportedly beautiful to
behold. The elves have guarded the star cluster for as long as anyone
remembers, having driven off the drowan and illithid fleets in a war
some 300 years ago. The elves are notoriously efficient. Theres a small
asteroid belt (Celestrial) and a planet closer to the sun (Pon), both
are uninhabitable.
Bri'Tolaa is the second sun, not quite separate from solar system proper. It has 3 inhabitable planets, DeLon, Whifrae & Sophra
Their galactic fleet is
stationed with the Intergalactic Merchant's Guild at the Freeman Naval
Port on the far unoccupied planet in this solar system called
Space Dock 234. This is no doubt the entrance and exit into the great
galaxies beyond. These docks cater to the colossal, village and town
vessels that dot the universe, together with the Alaee's military
vessels, which regularly patrol and keep the peace in this star
cluster.
5. Korackth'Ron is the sun, but Korackth'Dre is the ancient dwarven
planet, destroyed, burnt to a cinder by the unstable star. It is a hunk
of black orbitting in space. This sun is going nova in the next
thousand years, but will not affect surrounding systems. This is a
prime salvage location.
6. Hosteel - Clumps of planet debris float in haphazard orbits.
The area is so dangerous, nobody even lives there for fear that the
clumps will collide, which they did with regularity, however over more
recent years there are fewer and fewer of these rocketing planetoid
cannonballs, and the system is expected to eventually form an asteroid
belt of great magnitude. This use to be the gnomes home world,
but they had to leave due to the devastation caused by the drow and
illithid incursion some 300 years ago. They expect to reclaim it after it
stabilizes. Nobody is contesting. However no doubt brave salvagers are
making a buck, but only the brave.
Pantheons
You're in space now. The gods have spheres of influence that only
extend to where they exist and where they have worshippers. This is not to say you can't
worship the diety of the player's choice, only that if you do, any
druid or cleric, paladin or ranger will be limited in the sort of
spells and power they have because the bottom line is, outside of your
home planet, your god is probably not here. For example, the Elysian
Fields could have several druidicly oriented dieties or entities, but
outside of
the Fields, there are no followers. Whatever dieties there are listed
below hold power in your star cluster and playing them
ensures high level spells, abilities and powers for as long as you travel in the cluster. This is a historical,
physical and political situation. Domains are listed in parenthesis.
C/G
Humans
Zeus: Air; worshiped by all good alignments (Air, Chaos, Good, Strength, Storm)
Aphrodite: love, beauty and passion (good, healing, Community, Animals)
Apollo: sun, prophecy, music & archery (Good, Healing, Knowledge, Magic, Sun )
Elves
Eilistraee, drowan goddess of
beauty, song, dance, freedom, moonlight, swordwork and huntng (Chaos,
Charm, Drow, Elf, Good, Lust, Moon, Portal)
Corellon Larethian, ruler of all
elves, creator, the protector, preserver of life (Chaos, Elf, Good,
Magic, Pride, Protection, War)
Sehanine Moonbow, death, dreams
heavens journeys, full moon, moon elves, stars and transcendence
(Chaos, Elf, Good, Illusion, Knowledge, Trickery)
Aerdrie Faenya: bringer of rain
and Storms, air and wind (Air, Animal, Chaos, Elf, Good, Storm)
Angharradh: chief goddess of the
Seldarine, union of three (Chaos, Elf, Good, Knowledge, Plant,
Protection, Renewal)
Deep Sashelas: lord of the
undersea, the dophin prince, mediation (Chaos, Elf, Good, Knowledge,
Ocean, Protection, Water )
Labelas Enoreth: time, history. (Chaos, Elf, Good, Knowledge, Time)
Rillifane Rallathil: protector of
woodlands, harmony of nature (Chaos, Elf, Good, Plant, Protection )
Dwarven:
Haela Brightaxe: goddess of
luck in battle; Lady of the Fray (Chaos, Dwarf, Good, Luck, War )
Halflings and Gnomes:
Gond: craft, smithwork &
invention (Craft, Earth, Fire, Knowledge, Metal, Planning, Pride)
N/G
Humans
Odin, wisdom, knowledge &
cunning (Air, Knowledge, Magic, Travel, Trickery, War, Windstorm)
L/N
Assorted Races
Ptah, craftor and architects (Creation, Knowledge, Law, Travel )
Tyr, justice and war (Law, Protection, War )
L/G
Humans
Athena: widom and combat, the
love of style and art of battle (Community, Good, Knowledge, Law, War)
Surya, sun god (good, healing, law, sun)
Vishnu: mercy and light (good, healing, law, protection)
Dwarven
Moradin: dwarven inventions and
dwarven people; Dwarffather, Soul Forger (Craft, Creation, Dwarf,
Earth, Good, Greed, Law, Portal, Pride, Protection, Wrath )
Berronar Truesilver: matriarch,
Revered Mother (Dwarf, Family, Good, Healing, Law, Protection)
Clangeddin Silverbeard: battle
and honor in warfare; Father of Battle, Lord of the Twin Axes (Dwarf, Good, Law, Strength, War, Wrath)
Halflings
Yondalla: creator of halflings,
curisoity, loyalty and sense of mischief (Community, Creation,
Family, Gluttony, Good, Halfling, Law, Protection)
Cyrrollalee: friendship, trust
and hospitality (Family, Gluttony, Good, Halfling, Law, Sloth)
Arvoreen: defense, guardians and
watchers; The Defender, Vigiliant Guardian, Wary Sword (Good, Halfling,
Law, Protection, War)
Celestial Bureaucracy (mainly human)
Chung Kuel: truth and testing (Good, Family, Nobility, Protection)
Kuan Yin: mercy and child bearing, peace (Community, Family, Good, Healing)
C/N
Assorted Races
Thor, diety of battle, storms,
thunder and war (Chaos, Good, Protection, Strength, War, Storm)
N
Assorted Races
Lady Luck, luck, wealth and
prosperity. Patron of gamblers and bringer of good fortune (Neutrality,
Luck, Protection). Her main church and congregation are on Anchor.
Economics
Sad sad rule of new campaign is
that commodity prices are governed by what is locally sold. For
example, the people in Green Acres pay book price for anything related
to its sundry businesses, like fish (and most food items), ice (and
oxygen) or sea related items (nets, sails, boats). Because its in the
Kelandri Belt, there is stone, wood and water for the asking. Potions
and Scrolls will be book price up to 3rd level. Everything else is
double book price because its imported. While all three planets have
landing features, the major port for the Kelandri system is on The
Anchor and prices there are inflated. You want guilds? Anchor. You want
slaves? Anchor. You want to go interglactic? Join the Ev Alaee fleet.
Since the
party is starting in Green Acres, be it known that it is part of a
destroyed system. While the guilds and such are based on Anchor (the
most stable of the remnants), it also means that some things are
limited on Green Acres, like spells, spellcasters and thereby magical
items. Up to 3rd level can be found for book price or be made at book
price if not readily available. However unless you get lucky to
find higher level things (unlikely) then you're going to have to order
it for off-world creation. Prices vary but will be expensive.
Enemies
Pirates are
the #1 predator, and they tend to keep away from the general lanes of
traffic, hovering in inhospitable areas where the meek do not go.
However, being pirates and all, they do troll like sharks for the
merchant vessels to pick them clean of their booty, but this does have
its drawbacks with the superior elven presence. Many attacks tend
to take place near merchant places of origin, as the elves are less
likely to be there. Planetary systems have their own food and water
sources, so the pirates will also go to ground and attack the locals,
as opposed to in space where the elves might find them. There is a
slavery market which they also help supply. They are not nice people,
rather cutthroat and merciless. Anything for treasure.
Reavers,
a most notorious intergalactic group of crazy bad guys, supposedly
driven insane by drugs, which come from outside the star cluster.
Reaver ships are frequently hacked versions of ships they've plundered,
accentuated by hard spike pointed forecastle, which they use to pierce
and board other ships. They rarely travel alone.
Drow & Illithed
have been seen as allies as long as anyone can remember and these
enemies come from outside the cluster. Their visit 300 years ago is
still remembered by some, and it was no picnic. They came with an
armada, blew a couple planets away and terrorized the cluster until the
elves organized and brought them to their knees. Though many said they
fled with their tails between their legs, prisoners are said to still
exist in Crematoria.
Hostile Presence:
Secondary to the pirates are the Junkers.
Junkers tend to haunt a solar system. They're readily identifiable as
they use whatever junk they can find to construct a ship, much like the
gnomes do. They're not always enemies but they're not always friends
either. Some of those in the Kelandri Belt don't even have spelljammer
helms, but whip themselves from asteroid to asteroid by grapple claw.
Such practices are dangerous. Getting marooned or jettisoned into space
is a real problem. However Junkers can and usually are bartered with
due to the obscure nature of the junk they acquire.
Brute Squad
(bonded and unbonded), as the name implies, is usually a group of
individuals that does all sorts of nasty (unbonded) and/or necessary
(bonded) things. Basically, mercenaries for hire (or even worse, out
for their own gain). They're rumored to be responsible for many slaves
as well, mainly by brute force. One thing is for sure, when bonded
someone paid a lot of money to have them work for them.
This is basically an AD&D 3.5 game with space modification. We're
trying to have a game that runs quick and easy with as few driving us
crazy rules as possible. The Spelljammer system itself is almost a
whole other game system, so we are modifying it to be more user
friendly. We want Role Playing and lots of it. Hope that sits well with
you folks.
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