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    Orc in the Playground
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    Default Eord (and the rest of its world)

    Eord & the World of Morinath

    Eord (pronounced "yord" or "eh-ord") is a large island, roughly the same size as the main island of the British Isles (the one with England, Wales, and Scotland on it, sort of flipped on its side.) Its climate is mostly cool to warm temperate, and is located roughly one hundred miles west of the mainland's southwestern coast.

    Spoiler: Maps

    Eord as a setting is standard fantasy, by and large. Magic is prominent (most small towns have a mage of some level of power; Bards, Clerics, Druids, and Warlocks are particularly common) and the deities are liberal-though subtle-with their blessings. Monsters tend, with some exceptions, less towards Aberrations and Outsiders, and more towards Fey, (Monstrous) Humanoids, Giants, Magical Beasts, and Dragons.

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    Default Re: Eord (and the rest of its world)


    Theology of Eord:

    There are a total of seven deities, one of each alignment besides NG and NE. Of note, prayers (even from non-clerics) may be answered by these deities, and they do not base their favor completely on overall alignment, but take into account also intent and the reason for the request. For example, a cruel mercenary might still be aided by a good deity to help save his family, or a kindly bard find help from an evil deity to slay a hated foe in cold blood. Deific intervention is rarely very overt, though.

    The three neutral deities are called the Keepers, and their realms are the afterlives for anyone who isn't the direct servant of another deity. They have titles, but no genders or names, and are less involved than the other four in major worldly affairs, though far more likely to answer prayers from common people in need. They are:

    The Keeper of Hidden Ways:
    Alignment: Lawful Neutral.
    Domains: Law, Travel, Protection, Air
    Symbol: An equal-armed cross with forked ends (representing a crossroads.)
    (AKA the Wayfarer or the Traveler) Will help to hide those fleeing illegitimate authority or to speed the travel of the faithful.

    The Keeper of Windows and Mirrors:
    Alignment: True Neutral.
    Domains: Knowledge, Death, Water, Fire
    Symbol: A bowl of water with an eye motif in the center and rays of light extending from it.
    (AKA the Seer or the Watcher) Known to impartially give glimpses of the past, present, and future in reflective surfaces. Most likely to do so to help those in mortal danger, and to those in a reflective mood (including those meditating with the intent of gaining such visions.)

    The Keeper of Lost Things:
    Alignment: Chaotic Neutral.
    Domains: Chaos, Trickery, Luck, Earth
    Symbol: A triskelion, or triple-spiral, with three small circles between the spirals.
    (AKA the Taker or the Magpie) Has dominion of objects, places, and people who are lost. Will sometimes give help the lost become found, or reveal something long forgotten. Usually just helps things and people become more lost, though.

    The four highly aligned deities are as follows:

    Danna, Goddess of Righteous Vengeance:
    Alignment: Lawful Good.
    Domains: Good, Law, Sun, War
    Symbol: A longsword behind a kiteshield emblazoned with a sunburst.
    Standard lawful-good sun-deity shtick. Known to give favor to skilled warriors, regardless of temperament.

    Wodas, God of Wilderness:
    Alignment: Chaotic Good.
    Domains: Good, Chaos, Animal, Plant
    Symbol: An arrowhead, framed by an oak branch and an antler.
    Lord of hunters and foresters. Will aid in the hunt for any quarry, so long as it is sporting.

    Onick, God of Treachery and Ruin:
    Alignment: Lawful Evil.
    Domains: Evil, Law, Destruction, Strength
    Symbol: A crowned helm.
    This god favors rule by force, as well a cunning, and so is often worshiped by goblinoids and orcs. He intervenes mostly when something is being destroyed, or when one uses underhanded methods for personal gain.

    Hect, Goddess of Witchcraft:
    Alignment: Chaotic Evil.
    Domains: Evil, Chaos, Magic, Healing
    Symbol: A smoking chalice.
    Almost all warlocks gain their power from her, or one of her servants. She aids in arcane workings, and has been known also to heal the ill or to revive the dying (often in exchange for a favor.)

    Spoiler: Holy Symbols

    Deific Weapons:
    The deities each have a weapon, which serves their purposes in the mortal realm. They are as follows:

    The Wayfarer's Blade:
    Sacred to the Keeper of Hidden Ways, this mithril bastard sword appears to have been cobbled together from the pieces of other weapons. It is rumored to have changed form noticeably over time, with the owners changing pieces out for other ones based on region and time period. It is said to allow passage regardless of walls or bonds.

    The Seer's Mirror:
    A highly polished dagger, sacred to the Keeper of Mirror's and Windows. Gives the wielder a precognitive sense. Is also a powerful weapon for those of moderate disposition, highly capable of incapacitating foes without killing them. If it is used to kill anyway, it grants the wielder its power no longer.

    The Taker's Fingers:
    A five-pronged whip, sacred to the Keeper of Lost Things. Each of its prongs is capable of moving on its own, even to the point of wielding other weapons.

    Danna's champion's longsword. It is a powerfully enchanted weapon, and its power grows for worthy foe defeated in single combat with it.

    Created personally by Wodas, this composite longbow is made from a great antler and a living oak bough. It is highly accurate, and fires swiftest in the forest. Hunting with it makes it even more powerful.

    A heavy adamantine Greataxe, sacred to Onick. It has a bloody history, and several tyrants have risen to power after slaying their king with it.

    Thorn of Light and Shadow:
    This small dagger was made long ago in honor of Hect, with one edge silver and the other cold iron. When the silver edge cuts a plant, it may be brewed into a powerful draught of healing. The iron edge, though, creates a deadly poison.

    Spoiler: Images of the Weapons

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    Orc in the Playground
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    Default Re: Eord (and the rest of its world)

    House Rules & Variants

    These are mostly minor modifications or additions. Adding a bit to Fighters, house rules regarding commerce, and so on.


    This class is the same as normal, except for the following additions:

    • Favorite Weapon (Ex)
      The Fighter gains the Weapon Focus feat at first level, and automatically obtains the feats Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization upon reaching the level required to take them. This does not alter the Fighter's normal Bonus Feat progression.
    • Defensive Training (Ex)
      As a professional warrior in a world full of magic, the Fighter soon picks up techniques to resist the effects of anything from mind control to dragons' breath. At 7th level the Fighter gains +3 on all saves. At 15th level, this increases to +6.

    So the Fighter special abilities table looks like this:
    1. Weapon Focus, Bonus Feat
    2. Bonus Feat
    3. -
    4. Weapon Specialization, Bonus Feat
    5. -
    6. Bonus Feat
    7. Defensive Training +3
    8. Greater Weapon Focus, Bonus Feat
    9. Bonus Feat
    10. -
    11. Greater Weapon Specialization, Bonus Feat
    12. Bonus Feat
    13. Defensive Training +6
    14. Bonus Feat
    15. -
    16. Bonus Feat
    17. -
    18. Bonus Feat



    Haggling is completely optional. It is represented by a diplomacy check. There is no DC for this check, but the amount by which you alter the original offer is determined similarly to how an ability modifier is determined from the ability score. A result of 10 or 11 means there is no change. For every 2 points above or below this, the original offer is modified by 1 unit. The unit varies depending on the offer. For CP and SP, as well as GP exchanges under 100 GP, the unit is one of whichever coin is being used. For exchanges higher than this, the unit of variance is based on the number of digits in the original offer. An offer of 100-999 GP (anything in the hundreds) has a unit of 10 GP. From here, it becomes a consistent pattern: 1000-9999 (the thousands) has a unit of 50 GP, the ten-thousands have a unit of 500 GP, the hundred-thousands have a unit of 5000 GP, and so on.

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