Friday, January 02, 2009

Scholar

Living physically sheltered lives in cloisters and monasteries, these true monks known as scholars receive exemplar educations. Others call them bookish, but when the need for ancient knowledge or other long-dead lore arises, they are often the only ones able to provide the proper perspective for the situation.

Adventures: Adventuring is often the first "real-life" experience these scholars have seen. They are not suited to travelling alone, and usually travel in groups of scholars or in mixed parties. Scholars are well-suited to stepping forward when the time is right, an then slinking back to the middle of the group when battles break out. They tend to have a distaste for combat and war in general, and often attempt to convince those around them to put down their weapons unless the need is dire.

Characteristics: The scholar is often an excellent advisor, except in situations outside their training. They often become diplomats when they find their niches, but until then remain frustrated when others do not respond favorably to their recommendations.

Alignment: Scholars are nearly always lawful or true neutral, believing in the truth of their theoretical studies over the messiness of reality. Occasionally a scholar will go rogue, developing a chaotic neutral or evil alignment, and there is no penalty for this change of alignment.

Religion: Many scholars received their initial training in monasteries and other religious settings, so they tend to begin following a religious regimen. However, as they move from their initial place of worship and experience more of the world, many drift from the devout and take on more secular beliefs. Since their powers are almost entirely secular, this change incurs very little penalty, unless the scholar had acquired a significant amount of knowledge from a divine agent. Such knowledge may be removed from the scholar if the deity in question is angered by lack of devotion.

Background: Scolars come from regimented lives of academic toil, where three meals are prepared daily, and where the discussion of strange and lesser-known ideas is commonplace. A scholar may be spurred into adventure by a quest to learn about an undocumented part of the world, or to acquire some artifact they have researched. They may also seek first-hand accounts of events and people. Scholars may also be forced out of their simple lives by the closing of an academy or monastery, either by war, famine, or flood.

Races: Any race can produce a scholar. Elves are particularly adept at scholarship due to their intelligence and long life. Gnomes are also well known for producing scholars. Human scholars are able to blend in the most, and are the most common race among scholars.

Other Classes: Scholars are most comfortable around classes which prefer knowledge over might. Thus, they feel most at home among wizards, sorcerors, and clerics. However, they have been known to partner with rogues, especially when they seek artifacts which are held behind arrays of traps, locks, and riddles. In addition, they have been known to take jobs as advisors to diplomats and leaders, where they can dispense their knowledge without scorn and ridicule. Other classes are not always to welcoming of their unique perspective.

Role:A scholar's primary role is that of note-taker and researcher. No other characters pay as close attention to detail as scholars, and none has the mental acumen to put to the task.

Game Rule Information

Scholars have the following game statistics.

Abilities: Intelligence and wisdom are the two abilities treasured most by scholars. As such, they tend to be weaklings and klutzes, stumbling around the battlefield. A high charisma makes them more likely to find work as advisors, and thus live long enough to avoid the battlefield.

Alignment: Usually lawful and neutral, but any are possible. In general, the more chaotic, the worse the scholar at performing the critical tasks for which they are known.

Hit Die: d4

Class Skills

The scholar's class skills are: Alchemy, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Forgery, Knowledge (any), Profession, Ride, Rope Use, Search, Sense Motive, Use Magic Device
Skill Points at 1st Level: (8 + Int modifier) x 4.
Skill Points at Each Additional Level: 8 + Int modifier

Class Features
All of the following are class features for the scholar.

Weapon and Armor Proficiency: Scholars are proficient with all simple weapons. They are not proficient with armor or shields. Armor tends to get in the way of their research. However, some scholars have devoted time (a feat slot) to learning how to wear armor for better protection when they find themselves on the battlefield.

Read Arcane and Divine Magic: At first level, scholars can read both arcane and divine magic. This does not bestow upon them the ability to cast spells.

Write Arcane and Divine Magic: At second level, scholars can write both arcane and divine magic. This does not bestow upon them the ability to cast spells.

Research: At third level, scholars can perform research in large information repositories, such as libraries and the Plane of Knowledge, receiving a +5 bonus to gather information or on knowledge checks in these environments.

Spells: Beginning at fourth level, scholars acquire spells according to the Paladin table on page 43 of the PHB. These spells can be either arcane or divine. In addition, scholars receive additional spells based on their Int and Wis bonuses, as per wizards, sorcerors, and clerics. Scholars choose one cleric domain and receive one free spell and power per day as per their chosen domain.

Advanced Research: At 7th level, scholars can perform research in large information repositories, such as libraries and the Plane of Knowledge, receiving a +10 bonus to gather information or on knowledge checks in these environments.

Plane Shift to and from the Plane of Knowledge: At 9th level, scholars can plane shift to the Plane of Knowledge. This requires 10 minutes to cast, and requires reading a passage aloud from a book of knowledge.

Thursday, January 01, 2009

Silken Scarf

These come in many varieties, colors, and textures. Most are smooth, and of a solid color or a basic pattern. The more exotic the scarf, the more powerful the incantation. In order to activate the magic contained in the scarves, the wearer must place them over their mouth, usually accomplished by wrapping them around the neck and slinging them over the mouth. When not activated, they serve a decorative purpose.

Common silken scarves include:

* Black - invisibility
* White - protection from evil
* Green - sustenance
* Blue - water breathing
* Red - fire resistance +5
* Gold - diplomacy +5
* Silver - bull's strength

Of course, these common options are supplemented by various variations upon themes, for as varieties of silken threads are woven together in different patterns, different wondrous results arise, not unlike the variations found in alchemy and potion-making.

The price of silken scarves varies, based on the nature of the enchantments upon them. In general, the more complex the pattern, the more enchantments, and thus the more expensive the silken scarf. To craft a silken scarf, one must start with enchanted silken threads, and have Craft Wondrous Item and a weaving skill of at least 5.

Tuesday, December 30, 2008

Tannen

Town: AL CN; 15,000gp limit; Assets 9,000,000gp; Population 5,000; Mixed (90% human, 5% halfling, 2% dwarf, 3% other)

On the coast of the Jæruel, where the river meets the sea, lies Tannen (pronounced TAW-nen), a bustling seaport of a town built on sandy soil.

Architecture

The larger, more established buildings of Tannen are of sandstone and light wood from the forests harvested upriver near the village of Ches.

The buildings on the capitol grounds are of carved alabaster, taken from the mines east of Alabaster. The humbling, white edifice in the center of the city lies on a 5-acre plot surrounded by formal gardens decorated with flowers from the farthest reaches of the Jæruel. This is truly where the goods of the Jæruel comes together in an impressive display of what a successful merchant collective (some would say oppressive) can accomplish.

Layout

Along the banks of the river Ches runs a short wall of sandbags to keep the river in its banks in rainier months. Within five feet of these walls rise the older and more ornately-decorated buildings made of old hardwoods, including the town hall, the Jæruel central offices, the two inns that made Tannen famous (Inn of Golden Meadows and The Lark's Nest), Smullivan's Emporium, and, where the river meets the sea, the shipyard, where ninety percent of the seaworthy vessels in the Jæruel are built.

The town blocks off the river are devoted to residences, including the mayor's house and on a low hill the wealthy neighborhood inhabited entirely by those in executive positions within the Jæruel, retired merchants who now manage their personal matters from their estates.

The rest of the town is a hodge-podge of market squares, shops on lower levels, and residences rising in the second and third storeys.

Key locations:
* Capitol Grounds - large, new construction that towers over town hall
* Town Hall - a converted keep that predates the town
* Jæruel Central Offices - new constructions across the river
* Twin Lighthouses - one in north-town and one in south-town
* Smullivan's Emporium - market for many items
* Inn of Golden Meadows - standard inn named for the surrounding countryside
* The Lark's Nest - exotic inn, featuring delicasies and fine things
* the shipyard - busy, working-class district where the river actually meets the sea

This town has served as the center of government for the Jæruel since the central offices of the merchant collective moved here two generations ago.

Map

(to follow in later post)

Personas

The Jæruel hierarchy represents the most notable personas in town. Galway Froid (mayor), Fennel Chatwid (head consulate), and Zann Diacon (finance minister) are the highest-ranking officials in Tannen.

The innkeeper owner of the Lark's Nest is a boistrous legend. Of foreign descent and well-traveled, he tells stories the way most men tell lies, with the upmost of ease. Chariz Muqatad is known throughout the Jæruel, and there are those who visit Tannen just to meet him and hear his stories. In the process, he listens to their stories, which he uses to continue to embellish his own tales.

J.P. Smullivan is a trader who has recently joined the Jæruel, electing to pay his membership dues rather than risk losing his business to the town guard. Though less-than-friendly to new faces, largely due to this pressure to join the Jæruel, he is aware of much that transpires in Tannen and thus represents a great source of knowledge. The key is getting him to share it.

Plot Points

Each of the executives in the wealthy district finance treasure hunting expeditions and each have constant need for couriers and escorts. In addition, the Meldor House is known for financing voyages inland, past Westfort into the mountains and plains beyond. Zane Meldor is a known eccentric, known for his misadventures in the brothels in Tannen's slums. He is ailing, and has been convinced that the fungal cure for his illness lies west of Westfort.

Smullivan is always after new supplies, especially those of an exotic nature. He knows of certain individuals who possess such items, and runs a secret business trading such items. Interestingly, it seems he has thieves steal from one Jæruel or Tannen city official which he then sells to another, and so on. He is likely to hire a party with an experienced enough thief to acquire such items from the homes of the wealthy.

Chariz Muqatad needs a message delivered to his extended family back in the dry lands to the far south, across the Old Bay. He is willing to pay handsomely for the message's delivery. The message itself is so important that it has been stuffed inside a chicken, and must be delivered while the chicken still lives. This is an age-old custom for communicating among his people.

Galway Froid's daughter, Ammrie has gone missing. Rumor has it she is being held for ransom, but there is no official word on this. If the party inquires too directly in official circles, they are likely to be taken to the dungeons beneath the town hall, a converted keep that predates the rest of the city, for probing and questioning. Others who have relevant information include Chariz Muqatad, who said he overheard some of the kids joking about staging an abduction, and Smullivan, who sold a load of face paint and robes to some of the local teens. The real story is that Ammrie had her allowance cut back and so she and her friends decided to stage a kidnapping to collect the ransom. It turns out, however, that when a local thug heard of this, he took her from her friends, and now holds her in a cliffside camp overlooking the sea to the north of Tannen, where he awaits delivery of the ransom sum.

Once the teens are found, they will admit their part in the staging, and provide a description of the thug, who happens to be Thaddius Brewster, former employee of Smullivan's. He used to lift large crates by himself and earned various nicknames for his feats of strength. If asked, Smullivan will mention Brewster's departure from his shop lines up with the time of the supposed kidnapping. Once returned, the mayor will pay the party handsomely, though less than the original ransom. He is a shrewd merchant, after all!

The dungeons beneath the keep lead in various directions throughout the city. They are well-explored in the vicinity of the town jail; however, the secret, windy passages are said to hold more in store for an adventurous enough lot.

Tuesday, December 23, 2008

Birthdays and Celebrations

Since today's my birthday, and we're in the midst of the holidays, I offer up this way to spice up your campaigns. For each nation and culture, come up with a day or two per month that has extra significance for either national or cultural reasons. Examples include Saint days (St. Repan's Day, where the people tie wildflowers to their doors to honor the patron saint of wildflowers, etc.), Feast days, Fast days, Harvest days, New Years Day, Day of Moradin, etc.

To add extra flair, these days may increase or decrease skill check modifiers or have other effects. For instance, during the week around the summer solstice honoring Lux, the God of Light, hide and sneak checks are at a -5 penalty, whereas during the week around the winter solstice honoring Tenebrae, the god of Shadows, these checks are at a +5 bonus. This may correlate well with the crime sprees in a city, and may lead to the town guard being on high alert, a great way to introduce this bonus to the party.

Birthdays can also add bonuses to certain characters, which is why every character should have a birthday and a totem animal, so in February, the month of the Fox, a character celebrating a birthday receives bonuses befitting a fox.

Saturday, December 13, 2008

Piran Point

Town: AL CN; 2,000gp limit; Assets 900,000gp; Population 920; Mixed (70% human, 15% halfling, 5% dwarf, 5% gnome, 5% other)

On the coast of the Jæruel, south of Tannen, there is a rocky point that juts out into the sea. This was once the home of a great serpent that fed on the schools of fish that swam around the point, as well as the occasional human who made their way here off-course from their intended destinations. This lair serves as the undersea port down the cliff from the main town center.

Architecture

The larger, more established buildings of Piran Point are hewn from the surrounding stone, a mix of limestone on the coast and granite further inland. More recent single-story buildings are of wood construction from the nearby oak, maple and pine forests.

Layout

At the top of the cliff, the town is laid out in a series of semicircles that run along the peninsula, the outermost being the poorest, and the region closest to the fresh water and woods the wealthiest. As the area was traditionally prone to piracy and attack by marauders, the wealthy moved farther and farther from the edge of the cliff, leaving their buildings unoccupied as they built increasingly more opulent estates inland. Because of this, there are various historic buildings that have been occupied by the working and non-working classes.

Encounters in this region include:
* low-scale thieves and pickpockets
* defensive family men
* various brawls and other pre-existing conflicts

Key locations elsewhere:
* St. Grisdon Square - where four churches come together in each of the cardinal directions
* Darkhouse Inn - featuring tinted windows; "what happens withinn stays within"
* Shelt's Pelts - center of the halfling market
* Fishing Market - varieties of fish from varieties of merchants
* Town Hall - center of the village

This town has long been at the crossroads of merchants and rogues, lying within seven miles of three known robber barons, though this town has largely escaped their direct advances, as they have found the passersthrough along the broad roads more vulnerable and thus worth their effort. This has led to more armed caravans, which has reduced the frequency of their arrivals and departures.

Out at sea, there has been pirate activity as well, making Piran Point a refuge for travellers both by land and sea. Sea trade has mostly ended, the merchant vessels converted to fishing ships. Those vessels which sail into Piran Point are escorted by larger galleons decked out with many arms.

Map

(to follow in later post)

Personas

Piran Point is home to several merchant families of the Jæruel. Elton Thistlewood runs the local chapter of the merchant house, aided by Jossathon Radvell and Saldon Thede. Each keeps control over their own region of the merchant quarter.

Reverend Marden and Brother Sandis run the Cathedral of St. Grisdon, by far the largest of the four churches in the center of the town. In it, sermons to the words of the dearly-departed Grisdon, worshipper of a merchant-sect of Pelor's younger brother Geld, and creator of the ten virtues of trade.

Plot Points

Tristega Thistlewood has split from her family and opened up a profitable business dealing in black market goods. Her father seeks to bring her back into the fold, and is willing to pay anyone willing to help convince her of this. The Radvells and Thedes have since made a play for power, realizing this distraction leaves the Thistlewoods vulnerable to infiltration and unable to rightly control their holdings across the town.

With this infighting among the merchant class, the streets have seen a rise in crime, the unorganized type that leads to confusion in the masses. Many poor have taken to picking the pockets of others, especially wandering parties. Of course, this news has not yet reached the lips of anyone in this town; why would they, when they profit from the unspoken truth.

The St. Grisdon sect of Geld has grown in influence among the more lawful-minded citizens of Piran Point, and can be called upon to assist the party if they uphold the ten virtues of trade. Tristega Thistlewood anonymously attends the sermons in the cathedral, and is a devout follower of St. Grisdon's teachings.