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, welcome to Blackmoor: End Times [SWADE]

06:21, 27th April 2024 (GMT+0)

Read me first! RTJ, setting, ruleset, character creation...

Posted by The GMFor group public
The GM
GM, 1 post
The End is Nigh!
Sat 2 Sep 2023
at 22:23
  • msg #1

Read me first! RTJ, setting, ruleset, character creation...

The End Times are upon us.

What seems like a routine first assignment for the newest recruits to the Adventurers Guild takes an unexpected turn. Who could know that a simple mission to clear some rats from a cellar could be the first step to saving the world?

This Campaign takes a party of newly created Novice characters, and through twenty full adventures, turns them into Legendary characters capable of facing down an eternal threat.




Blackmoor: End Times will start as a classic fantasy campaign (or better, as it is based on a suitably adapted version of Blackmoor, it will start as the FIRST fantasy campaign) and then, in time, other elements will be introduced, adding some apocalyptic tones that you may find almost lovecraftian.
For this reason, I will make frequent use of the Fantasy Companion, occasional use of the Fantasy Skirmish (at some point, you may need to lead armies in battle...) and of some specific bits of the Horror Companion.

This game is a General Content game: be always aware of this, please.

I'm expecting the players to post every day and to play until the end of each adventure that they will start. There are twenty adventures to go through in this campaign and each of them is relatively short, so that it can be played in weeks and maybe months, rather than in years.
A player can play an adventure and stay out of next, or join later on as you want, but the team will change only between adventures. For this reason, if you start an adventure, you commit to complete it (or to die trying, of course!)
This message was last edited by the GM at 20:22, Sat 23 Sept 2023.
The GM
GM, 6 posts
The End is Nigh!
Sat 2 Sep 2023
at 23:26
  • msg #2

Ruleset information

You can find a generic introduction to Savage Worlds for people (like me) that played for most of their lives with other rulesets here: https://www.skullsplitterdice....ing-to-savage-worlds or https://zoargamegeek.com/the-s...pg-system-explained/

This campaign uses mainly “standard” Savage Worlds rules with significant usage of the Fantasy Companion. The specific setting rules used for this campaign are:
• Conviction
• Wound Cap

Although most of the Hindrances, Edges, Skills, Powers and items are available in this campaign, there are a few limitations on character creation as follows:
• Ancestries - Humans (of various ancestries), Dwarves, Elves and Halflings are the major races in this world, but most of the ancestries described in the core book or the Fantasy Companion could work with GM approval.
• Banned Ancestries - There are several ancestries that cannot be taken by any player character under any circumstances as these ancestries do not exist in this campaign world: Dragonfolk, Insectoid, Ratlings, Saurians, Serpentfolk, Mousefolk.
• The “evil” ancestries (such as Goblins, Ogres and Infernals) cannot be taken because this campaign will promote team working and goodwill to solve the challenges that will arise, and that ancestries wouldn't be aligned to this concept.
• The characters may choose any of the Hindrances or Edges in either book, as long as they meet the normal requirements.
• Priests may choose deities and Domains if they wish (see the Religion of Blackmoor section, below), or may choose to be general priests.
• The characters must start as Novices with no advances.
• The characters will probably know each other at the start of the campaign (as they are all originally inhabitants of the small, backwater town of Asteron and its countryside).
• The characters start the first adventure with $500 (referred to as gold pieces in this campaign) but no other weapon, armour or equipment unless it is specified by an Edge (such as a Trademark Weapon or Holy Symbol). There will be a chance at the beginning of the first adventure to go to the market and buy weapons and equipment at standard price. The characters that join after the first adventure can start directly with 500 gold pieces of equipment at standard price.
• Blackpowder weapons are not available at the beginning of this campaign. Only “classic” fantasy weapons and armour may be purchased.
• The “Chosen” Edge may be taken by one character only at any time of the campaign.
• The Rich Edge will provide an additional income of 100 gold pieces per adventure (and Filthy Rich 200 gold pieces per adventure) but only after a certain point in the campaign (that will be communicated).
• Bennies: characters start each adventure of the campaign with three Bennies and when a character draws a Joker during combat, all player characters receive a Benny (as per standard SWADE ruleset, page 88). The Bennies that have not been used at the end of an adventure, are lost: use them or lose them!

The characters may start to take advantage of Downtime options as described in the Fantasy Companion only after a certain point in the campaign (that will be communicated).

It is intended that characters receive one Advance at the end of each of the twenty adventures of the campaign. Characters joining later on, will have the same level of Advances as well, but for the first adventure after joining (or re-joining) they will have also a Minor Hindrance, to provide a small incentive for continued playing.
This message was last edited by the GM at 21:10, Fri 23 Feb.
The GM
GM, 8 posts
The End is Nigh!
Sun 3 Sep 2023
at 00:18
  • msg #3

Ancestries of Blackmoor

Many ancestries and empires have risen to glory and fallen into dust throughout Blackmoor’s long history, many.
The legacies of these peoples continue in present-day Blackmoor. Many ancestries are found in the charted and uncharted areas of the Kingdom, and each of these ancestries is rich in history and lore.
In general, a majority of humans + half-humans is expected in a generic group of adventurers. However, there are various human ancestries, although the Thonians are by far the most common.
Each race originally hails from a different region, but there are now some places where a bit all the races can be encountered and this is the case of most characters' birthplaces.

Afridhi
The Afridhi are dark-skinned humans with flaming red hair. They are slightly shorter than other humans, only 5 feet on average, but make up for their vertical shortcomings with great physical power.
They came originally from he most inhospitable parts of the Goblin Kush Mountains, far away in the west. Powerful warriors, the Afridhi have survived for centuries in these cold mountains by force of will and discipline.
The spread of religious fundamentalism pushed them to attack and conquer several countries, and they attacked Blackmoor as well. Few decades ago in fact they even destroyed Vestfold, the city with most sages, scholars and magicians in Blackmoor, but eventually they were defeated and returned to the west. Some Afridhi survivors, however, abandoned their fundamentalist approach to religion and settled in Blackmoor.
The Afridhi have names that may sound similar to Romanian or sometimes even Hungarian names.
Mountain Folk Cultural package, but also a penalty on social interaction with other Human ancestries (including Half-Humans).

Dwarves
The dwarves of Blackmoor are an industrious and proud people. For generations they have created beautiful and awe-inspiring crafts, as well as immense cities of stone underground.
Dwarves are proud of their heritage as well as their handiwork. They are quick to boast about themselves and their people. They are fiercely loyal to their kin and slow to befriend outsiders.
Long time ago, their underground enclaves have been invaded by some horror from beneath, or have been destroyed by underground earthquakes and now they are just a mere shadow of what they used to be. Many of them in fact relocated to the cities of the humans, and at the time they considered it an humiliation. Perhaps due to something that happened during that tragedies, they are now particularly unfriendly to the Elves. Elder Dwarves never speak openly and fully about the contentious facts, not even to young Dwarves, that are now cultivating this animosity without really knowing the reason of it.
You can take inspiration to name your Dwarf character from classic names from the Lord of the Ring or general fantasy sources.
Penalty on social interactions with Elves and Half-Elves.

Elves
Blackmoor, before the initial colonisation by King Robert of Geneva and the Thonian Empire and the following migration of Humans and Dwarves, used to be a very prosperous Elven nation. The Elves initially behaved friendly with humans and dwarves, fighting on their sides during their wars against evil, but were often cheated and betrayed when in turn they needed their help, for example during the wars against the evil followers of Id. At some point they even split between Cumasti Elves (still open to friendship with other races when they prove worthy) and Westryn Elves (mistrusting and isolationist), but they are now united again. After the devastating war against the Pyros heretic arsonists, their forests are now just a shadow of what it used to be and many Elves migrated to human cities. The Elves living in the cities are now in better terms with the Humans, but they still don't trust Dwarves.
You can take inspiration to name your Elf character from classic names from the Lord of the Ring or general fantasy sources.
Penalty on social interactions with Dwarves.

Gnomes
The Gnomes initially migrated to Blackmoor together with the Dwarves, but they didn't have the same integration issues. Indeed, they were always a pacific presence. Establishing themselves as learned engineers and skilled craftsman, the Blackmoor’s Gnomes earn their living working cooperatively with High Thonians and Dwarven engineers. Gnomes love to solve puzzles and their mental and manual agility make them welcome company.
Gnomes are an open and trusting people whose lives revolve around their work. While kind to each other and their patrons, Gnomes are easily annoyed by individuals who needlessly distract them from their precious work. The definition of need is of course up to the Gnome in question. As such, Gnomes are often chided for their blunt behaviour.
You can take inspiration to name your Gnome character from classic names from general fantasy sources.

Half-Elves
In the past, in Blackmoor there were extremely few Half-Elves, but the recent migration of Elves to towns and cities of Humans has greatly increased their number. Practically all Half-Elves have the Human side of their heritage that is Thonian or High Thonian. Exceptions are very rare.
Their names can take from both heritages.
Penalty on social interactions with Dwarves.

Halflings
Halflings are the most welcome of visitors throughout Blackmoor, that they inhabited peacefully side by side with the Elves before the times of King Robert of Geneva. They bring stories and goods to trade and are free from other ancestries’ mistrust. Halflings are uniquely able to obtain secret information, a trait which has made them important friends in dangerous lands.
Halflings are kind and friendly folk who love to tell stories and eat. They are known throughout the land for their ability to entertain. While they are friendly, they are also skilled traders and drive hard bargains, using their natural charisma to influence their dealings with others. Halflings are industrious and quickly adapt to the customs of the lands in which they settle, but they don't like too much noise and confusion in their neighbourhood, so they avoid settling (i.e. sleeping) in the most crowded parts of the Human cities, but they can visit them.
You can take inspiration to name your Halfling character from classic names from the Lord of the Ring or general fantasy sources.

High Thonians
The High Thonians are members of the highest, most powerful Human social caste within Blackmoor’s borders. While High Thonians tend to come from advantaged backgrounds, not all of them have the stomach for politics or fighting. Many use their family names and backgrounds to pursue science and other academic matters. Several teachers at the University of Blackmoor are High Thonians from important families. High Thonians are studious people and excellent entertainers. They spend their time learning and finding new and interesting ways to entertain themselves and their wealthy friends. They are kind and gentle to others but are venomously possessive of their expansive libraries and eccentric inventions.
Physical Description: High Thonians stand 5 to 6 feet tall and weigh from 135 to 265 pounds, with men noticeable taller and heavier than women.
Their skin is fair; their hair tends to be blond or brown. To demonstrate their excellent grooming, most High Thonian men do not wear beards. High Thonians are long-lived by human standards, with life spans reaching well over 100 years.
Their names are often reminiscent of the classic Arthurian saga or of the Ring of the Nibelung.

Peshwah
Centuries ago, some southern tribes of humans settled the windswept Plains of Hak (at the times called also Plains of Hassock), to the south and west of Blackmoor, bringing their horses with them. These tribes are known as the Peshwah (i.e. "the Persons" or "the People"), but in the past they have also been called the Ben-Hassock (i.e. "Offsprings of the Plains of Hassock"), from their geographical origin. The Peshwah are nomadic souls who enjoy the feel of life from the back of their horses, and in time they fought long wars of attrition with Blackmoor and with the Afridhi.
Decades ago, some metallic horrors coming from the Valley of the Ancients almost annihilated them, but they survived by flooding the whole valley, and many of them are now peacefully settled in Blackmoor.
Physical Description: After riding across the wind-swept Plains of Hak for generations, the Peshwah have become a dark-skinned people. Though of human stock, Peshwah are shorter and stockier than their northern Blackmoor brethren. Their features are hard, and culminate in large, straight noses. Their hair is dark brown or deep red, curly hair is uncommon.
Peshwah receive a single name to identify themselves. Some Peshwah also use their tribal name as their family name where required. It is common for a Peshwah’s given name to be prefixed with the Peshwahan term “Peshwah na” which means “Person named”. For example, a Peshwah named Bika would be likely referred to as Peshwah na Bika, perhaps followed by a reference to their tribal name, like for example Peshwah na Bika of the Somhak.
Horse Lords Cultural package, but also a penalty on social interaction with other Human ancestries (including Half-Humans).

Skandaharians
Skandaharians are a race of tall, pale-skinned, blue-eyed, blond-haired sea rovers. From their secret homes beyond the Island of Frisia, in the frozen north, they used to sail in long ships to raid the coasts of the Thonian Empire, including Blackmoor. They caused massive damages to Blackmoor, and they also destroyed the biggest and most ancient city of the Kingdom: Maus. Eventually, they were defeated and, while some of them retreated north, from where they came from, many of them peacefully settled in Blackmoor, mostly on the coast but many also inland. The Skandahari are often portrayed as greedy and cruel (more than Ogres), but the people of Skandahari ancestry now settled in Blackmoor aren't much different from their neighbours.
You can use Viking-sounding names for your Skandaharian characters.
Sea People Cultural Heritage, but also a penalty on social interaction with other Human ancestries (including Half-Humans).

Thonians
Thonians are the everyday Human citizens in Blackmoor and its surrounding vicinity. The noble caste rules them, and many take jobs as servants in High Thonian houses. Many long for better lives and strive to find wealth and power.
Thonians are very much normal Humans. They are well-tempered but sometimes show disdain for their lot in life. Thonians do not share in the privilege or money that they see all around them. Thonians also are angered that they cannot join the nobility, regardless of their financial status, without a direct appointment from the king. The are family-loving people who work hard and try to better themselves.
Physical Description: Thonians stand 5 to 6 feet tall and weigh 125 to 250 pounds, with men noticeably taller and heavier than women. Their skin is dark, and their hair is black or brown. Thonians do not share the longevity of their High Thonian rulers. They achieve adulthood at age 16 and typically live into their 70s.
Their names often sound German, or Dutch / Flaemish.

Other Races
All other ancestries mentioned in the Fantasy Companion (apart from the banned ones that are mentioned above) are available as well; they are just less common in Blackmoor than the above mentioned, but still potential choices. Please communicate your proposed uncommon ancestry to the GM and make sure the option is approved.


Languages
All civilized beings in Blackmoor speak the same common language (Thonian) and other intelligent races (such as Elves, Dwarves, Halflings, Gnomes, etc.) have a unique language as well (half races, such as Half-Elves, of course don't have a specific language but can choose Elvish).
Peshwah, Skandaharians and Afridhi, although all Humans, usually know their own ancestral languages, but if they hail from Blackmoor their "standard" language is still the common (Thonian).
In general, for this campaign the languages aren't very important and common Thonian should be enough for about everything you may need.
This message was last edited by the GM at 23:56, Fri 08 Dec 2023.
The GM
GM, 13 posts
The End is Nigh!
Tue 5 Sep 2023
at 23:58
  • msg #4

Abridged Story of Blackmoor

King Robert I of Geneva, about a millennium ago guided a great war fleet from Thonia to the lands now known as Blackmoor and took over without fighting the only meaningful settlement of the region: the whaling port of Maus. He claimed the whole region (calling it the Northern Marches) but barely stepped outside the walls of Maus, that at the time was inhabited mostly by Skandaharians and a mix of other refugees (...pirates...) from several lands. Outside Maus, the population was mostly Elves and a few, scattered Human tribes technologically at early Bronze Age (now usually called pre-Thonians and sometimes also Picts, as they used to paint their bodies with colours made with minerals or herbs).

The Northern Marches eventually were renamed Blackmoor (from King Robert's magic javelin called Black) and were the northernmost outpost of the Thonian Empire. Blackmoor has always been considered in Thonia a far, icy-cold province of fairly low importance, usually left poorly protected and poorly supported, despite the many local enemies and challenges.

In year 1,005, the young Uther Andahar becomes Baron of Blackmoor after his father passes away in a surprise Scandaharian raid. In 1,015, Uther Andahar, after asking in vain for support from Thonia against the Afirdhi, proclaims the independence of Blackmoor from the Thonian Empire and becomes the first King of Blackmoor. During his life, Blackmoor deals with many internal and external enemies: the Thonian Empire, the Skandaharian, the Peshwah, the Afridhi, the curse of vampire Dwarves, the enigmatic entity called the Egg of Coot, all sort of rebels, the Orcs, the Cult of the Frog, the Cult of Id, the heresy of Pyros, various plagues, undeads, the mechanical abominations of the Valley of the Ancients, the Garthropods, etc. in 1,055 Uther Andahar passes away, after a valiant defence of Blckmoor Castle from the Garthropods (and the terrible battle that leaves that symbol of power in ruin). His designated successor, the Grand Inquisitor Col, survives him by a few weeks, as he falls in an attack by the thralls of the Egg of Coot.

The throne is taken over by King Uther's step brother: King Ewan Andahar, a former merchant that never appeared to be interested in the royal power, and not a great warrior like his brother. The Kingdom is again assaulted but all sides, several battles are lost and many cities are destroyed, but King Erwan proves to be a great diplomat and plays his many enemies against each other. He also shows practical attitude, and no pride, by accepting to become a tributary kingdom to the Thonian Empire and negotiating some diplomatic weddings within the royal family, but maintains the independence of the Kingdom. King Ewan Andahar is later on poisoned by a Blackmoorian noble unhappy with his policies. His wife and successor, Queen Desideria, is poisoned as well and the people of Blackmoor shortly experience the nightmare of the Abyss before being saved by a group of adventurers, as often happened during the history of Blackmoor. Eventually the Kingdom survives, despite the devastation, and the descendants of the House of Andahar build new cities and expand the arable lands away from the coasts and the wasted lands that have seen too many battles: after Uther, the warrior-king, and Erwan, the diplomat-king, Blackmoor is now living in the time of the farmer-kings! The huge body of water that is now in what was the Valley of the Ancients has changed the climate and it is now possible to farm some lands that used to be too dry for that.

You are now in the year 1,082 and the Kingdom had a number of peaceful years. Now being a Hero isn't as fashionable as it used to be one or two generations ago. While at the time of Uther Andahar it was a common practice for all young Blackmoorians to go out adventuring as a coming of age tradition, now not many young people find that option that exciting and all new adventurers have to register at the Adventurers Guild.

This is exactly your case: you are a young person in Blackmoor (in particular, from the small backwater town of Asteron or from nearby it) and, while the country is apparently in peace, you have decided to duly enrol to the Adventurers Guild. Your relatives were initially horrified by your decision as they wanted to see you working for a bank or an insurance company, like many of your friends, but they couldn't make you change your mind!
This message was last edited by the GM at 00:01, Mon 06 Nov 2023.
The GM
GM, 14 posts
The End is Nigh!
Tue 5 Sep 2023
at 23:59
  • msg #5

Campaign Calendarisation

The Kingdom holds to Blackmoor’s Royal Calendar, also known as the King’s Calendar or Uther’s Calendar, but it is in practice a copy and paste of the Thonian Imperial Calendar, although no self-respecting Blackmoorian will ever admit it. The Blackmoorian year consists of twelve months, with between 28 and 32 days in each month. These days are separated into ten-day increments called (believe it or not) “tendays”. In a year there are 37 tendays and, consequently, 370 days.

The months of Uther’s Calendar, with their closest equivalent Gregorian calendar months, are as follows:

Blackmoorian monthGregorian monthDays per month
AsumJanuary32
ChrislinaFebruary28
YovenouomMarch30
NuolApril30
KavainMay32
TihumiaJune30
FukakasJuly32
KuilanAugust30
DumimiaSeptember30
EaiweOctober32
HotienNovember30
JekumalDecember32

This campaign starts on the year 1082 on 22 Yovenouom (Spring Equinox). This is a time when the cold Winter of Blackmoor gives way to a milder season that is more suitable to start new enterprises and it is traditional that young and good-willed adventurers get enrolled into the Adventurers Guild on this day.

Campaign Journals:

AdventureStarting DateCharactersGroupHigh Level Outcome
Part 1: A Rat Problem22 Yovenouom 1082Fenrin Stormhorn, Lars de Boer, Penelope Dewdrop, Shard, Th'eras D'Artain, Thalion Windrider, Sebastian Tomb1The group of novice adventurers enters a rat infested basement in Asteron to clear it. It's their first assignment from the Adventurers Guild, apparently a very simple task. Through a small passage they find traces of a lost Ratmen civilisation, an altar with a strange kind of egg, and a portal that seems to transport to Blackmoor all sort of rat-like monsters. The adventurers destroy the portal, take the strange egg and immediately there is a terrible earthquake! Big part of Asteron is destroyed by the earthquake!
Part 2: Off to Pryorbridge22 Yovenouom 1082Fenrin Stormhorn, Penelope Dewdrop, Sebastian Tomb, Mythanar Uritumal, Alice2The surviving characters are surrounded by the ruins of Asteron, the sky above their heads has strange swirling colours and the ground under their feet keeps shaking at times. The world as they know it has collapsed. In Asteron there are no more authorities apart from the young and inexperienced Cora the Acolyte. They are sent, with some other adventurers that escaped the tragedy, to the bigger town of Pryorbridge to ask for help and direction from whatever authorities may be still there. They will also show them the strange egg recovered during the previous adventure. During the trip the group deals with bandits, chasms opened by the earthquake and goblins, before reaching to Pryorbridge, where the Temple is only partially in ruins and the High Priest managed to maintain some level of organisation.
Part 3: Catacombs25 Yovenouom 1082Fenrin Stormhorn, Mythanar Uritumal, Alice, Caradorn3The group is finally at Pryorbridge and the Great Priest Hastat the Blessed, while he will study the Stone Egg and the lore related to the Rat God, asks the group to go into the catacombs under the Temple and recover the ancient relic known as the Font of Healing. The Keeper of the Relic and a rescue team went to the catacombs and didn't come back.

This message was last edited by the GM at 18:18, Sun 25 Feb.
The GM
GM, 15 posts
The End is Nigh!
Tue 5 Sep 2023
at 23:59
  • msg #6

Religion in Blackmoor

In Blackmoor most people respects a wide pantheon of deities (a bit similar to the classic Greek and Roman pantheon), but Blackmoorians in general are not religious fanatics. They are rather tolerant and religion for them is not exceedingly important. Some of their historical enemies, such as, for example, the Afridhi, were definitely fanatics and probably for this reason the Blackmoorians become quickly suspicious when noticing strong religious views.

There are deities dedicated to different aspects of life, such as war, fire, motherhood, etc. but also patrons of different ancestries and classes, and of different animals, and so there are clerics, priests and druids dedicated to each. Just like the Greek/Roman pantheon, the deities are not all-mighty, all-knowing, etc. they can be jealous, capricious, vindictive, petty, etc. but they are just incomparably more powerful than the mortals.
The deities seem to have some kind of family histories (usually very intricate and varying depending on traditions) and of generations (like the classic Greek/Roman pantheon).
There are also several deities that, somehow, are no more - and nobody knows where they went. For example, the patron of time, Temrin (equivalent to Chronos/Saturn in the Greek/Roman pantheon) used to be the most important of the deities during past eras and now doesn't seem to be there anymore... and he's not the only one! Can deities die as well? Nobody knows.

There are no separate Temples to the different deities, with all of the deities worshipped in one place. Although an individual Priest may choose to dedicate themselves to a particular deity, they do not have to and can instead be a “generic cleric”. Different ancestries may call the same deity with different names, but in general it is currently understood that the deities have no problem to be worshipped with different names (just like the Greek/Roman deities that were called with different names by the Greeks and the Romans but ultimately they were the same deities).

Please notice that most deities have also a chaotic edge, depending on their mood (no deity is nice when enraged... the deity of the sky is also the deity of thunder, for example), but some of them are more chaotic in their nature and may even have demons as servants: still, they are considered an important (if unwelcome) part of the world, that deserves due respect, although no priest will openly dedicate themselves to such aspects of their deities in a Blackmoorian city.

Deity most common name (tradition)Alternative name(s) (traditions)Greek/Roman equivalentDomain (main, alternative)Ancestries/ClassesAnimals
Odir (pre-Thonian, Dwarven and Skandaharian)Fronaus (Thonian) / Aeros (Elvish) / Raelralataen (Peshwah)Zeus / JupiterJustice, Air, Thunder, FatherhoodHigh Thonians, Paladins, Half-GiantsEagles, Birds of Prey active during the day, Goats
Ordana (Elvish)Tilla (Halfling)Hera / JunoLife, Motherhood, HomeHalflingsSheeps, Poultry
Hydros (Elvish)Uzu Kul (Skandaharian)Poseidon / NeptuneThe Sea, Earthquakes / Tsunamis, SailingSkandaharians, AquariansSeahorses, Dolphins, Fish
Thanatos (Thonian)Calelrin (Peshwah)Hades / PlutoDeath, Disease, FamineGraveborn, InfernalsBats, Crows, Ravens
Phellia (Thonian)Fiumarra (Elvish)Aphrodite / VenusMoon (when visible), Beauty, Love, MagicHalf-Elves, Fairies, Rakashans, Warlocks/WitchesCats, Peacocks, Swans
Kela (Dwarven)Ferros (Elvish) / Hemgrid (Gnomish) / Kadis (Thonian)Hephaestus / VulcanKnowledge (practical), Fire, Metal, SmithingDwarves, Ogres, SorcerersBears, Donkeys, Cranes
Sollus (Thonian)Hak (Peshwah)Demeter / CeresNature (tamed), Agriculture, Grain, BreadThonians, Minotaurs, MonksCattle, Pigs, Squirrels
Baldin (Thonian)Dhumnon (Dwarven) / Mieroc (Gnomish) / Pacuun (Peshwah)ApolloSun, Music, PoetryBardsHorses
Henrin (Thonian)Yoosef (Peshwah)Athena / MinervaKnowledge (theoretical), Wisdom, Defence of the TownsPeshwah, ClericsOwls, Birds of Prey active during the night
Faunus (Thonian)Elgath (pre-Thonian) / Sylvian (Elvish)Artemis / DianaNature (untamed), Hunting, Forests, ArcheryElves, RangersDeers, Foxes, Boars
Sachwinne (Thonian)Shau (Dwarven) / Zugzul (Afridhi) / Tyrhm (Skandaharian)Ares / MarsWar, Fire, DestructionFighters, AfridhiDogs
Brr'bb't (pre-Thonian)Charis (Gnomish) / Koorzun (Dwarven)Dionysus / BacchusMoon (when not visible), Slumber, Intoxication, TransformationGnomes, Centaurs, Shapeshifters, WizardsToads, Frogs
Hersh (Thonian)Volketh (pre-Thonian) / Pathmeer (Dwarved) / Dealth (Elvish) / Mwajin (Skandaharian)Hermes / MercuryThievery, Messengers, Travel, TradeRogues, Avions, GoblinsPigeons, Wild Birds (not of Prey)
Hella (Skandaharian)Gorrim (Dwarven and Gnomish)Persephone / ProserpinaCold, Darkness, DecayBarbarians, Orcs, Half-OrcsWolves

This message was last edited by the GM at 22:19, Wed 06 Mar.
The GM
GM, 109 posts
The End is Nigh!
Mon 6 Nov 2023
at 00:05
  • msg #7

Combat rounds

In combat, the GM makes the initiative draw (for all players and the opponents) using the RPoL dice roller (option for 54 cards draw, including two jokers). The characters can post their actions in whatever order they want and then the GM will resolve the round providing the descriptions of the various actions in chronological order.
Each new round will have a new initiative draw following the same mechanics.
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