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  1. - Top - End - #31
    Bugbear in the Playground
     
    jqavins's Avatar

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    Default Re: Create an NPC, Building, Country, or Guild!

    Quote Originally Posted by dantiesilva View Post
    In the capital city there is a towering structure floating in the sky that was built by someone only known as the "Magister"...

    * Archmage Elizabeth Rose is the current Archmage of Enchantment, and it is no surprise why with her charming looks. ( Sadly I have never played Enchanters though I would either use the staple of all the others and do the dip into mindbender followed by another class that helps, go bard, or go beguiler. I leave this up to the more experienced)

    * Archmage Isac Underhill is the current Archmage of illusion. Known for his pranks, as well as from time to time using his powers to trick others for a profit Isac tries to stay on the good side of the law most of the time. Though he has been known to do odd jobs for Tony from time to time. (Illusionist 5/Master specialist 10/ Shadowcraft mage 5/ Archmage 5/ Shadow adept 2)
    What about alliances and enmityies among the eight? I'm thinking that if these two put their powers together there'd be virtually nothing they couldn't get the rest of the city to do.
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson
    And shared laughter is magical

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

  2. - Top - End - #32
    Titan in the Playground
     
    dantiesilva's Avatar

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    Default Re: Create an NPC, Building, Country, or Guild!

    Posting from phone as a heads up.

    Evocation and conjugation have a rivalry

    Yet both don't like illusion as he can use the same spells as them.

    Abjuration and enchantment don't get along, while transmutation tries to keep the peace.

    All equally distrust necromancy, though enchantment has a passing friendship with necromancy.

  3. - Top - End - #33
    Halfling in the Playground
     
    BardGuy

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    Default Re: Create an NPC, Building, Country, or Guild!

    Introducing the Hokey Pokey Bard, a Spec Ops NPC with a talent for diplomacy and an immense number of Charm Monster spells. His/her favourite method of distraction is to amass a large number of enemies and convince them to do the hokey pokey faster and faster, until they drop from exhaustion.

  4. - Top - End - #34
    Pixie in the Playground
     
    DwarfFighterGuy

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    Default Re: Create an NPC, Building, Country, or Guild!

    I saw something hilarious in neverwinter nights 2 for pc.

    Halfling werewolfs. Could have a family or merchant group of them that travel around selling random gear from the people they kill on full moons.

  5. - Top - End - #35
    Orc in the Playground
     
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    Default Re: Create an NPC, Building, Country, or Guild!

    Vincelf Ranto, Orc Swordsage 5/ Sorcerer 5

    Man from the "Oli'ktash Heights", a mountain who pierces the sky.

    Espilda Honet, Elven Ranger 8

  6. - Top - End - #36
    Ettin in the Playground
     
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    Default Re: Create an NPC, Building, Country, or Guild!

    I'm interested in creating the lore of the deity of undeath and constructs and the story of some of hir major clerics.
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  7. - Top - End - #37
    Ettin in the Playground
     
    Hamste's Avatar

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    Chemosh deity of Undeath and Constructs
    Alignment: LN
    Portfolio: Undeath, Constructs, Community
    Domains: Community, undeath, Craft, Family, Forge
    Favored Weapon: Sap (A weapon that cannot hurt the undead or constructs)
    Cleric Training: Clerics of Chemosh often have loved ones who have died. Orphans are quite commonly taken in by his acolytes and often parents who have lost children join the ranks. Training involves teaching of the sacred rules and a general teaching of the types of constructs and undead.

    Quests: Quests often involve dealing with those who try to cheat Chemosh. Sometimes however, the quests just involve spreading the faith to new cities or villages.

    Temples: Chemosh’s is known for having some of the creepiest temples in the world. Around the temples undead clean, light torches and lead those who seek enlightenment in death around the temple. Constructs do menial labor such as lifting barrels of blessed water or helping with construction. The temple is decorated with the convulsing remains of nearby animals on spikes. The eyes of these animals are often picked out as punishment for those who were not faithful enough to Chemosh to get a better undead to be in. Constructs are often included into the architecture holding up key points in the structure allowing the temple to be collapsed at a moment’s notice. There are statues made of stone and covered with skin which are then preserved with spells which are supposed to represent the ultimate combination of undeath and construct. All of their religious artifacts are made of bones and pieces of broken constructs. The temples are often heated by several central blacksmiths used to create the constructs bodies.


    General Information: His symbol is a skull with a set of cogs imprinted in the eyes. Despite their disturbing views on decor the religion is highly focused on community. The acolytes often hire out their creations to local construction guilds and other odd jobs. Most times the cost for renting their creations is the renter’s body after death or a well crafted golem body.

    The acolytes must follow several strict rules and as long as they do Chemosh does not care about their alignment or what they do with the powers they grant. Every month a sacrifice of a large animal or a well crafted item has to be given to Chemosh. The acolytes must also use all the leftovers they can, from using the saw dust from a wood carving to start a fire to animating the bones of their last meal. Any sort of waste is frowned upon in the faith. His followers must give their entire body and soul to their faith. The body is used for animation and their souls are used to keep the constructs and undead working. Chemosh does allow his acolytes to temporarily avoid paying their eternal debts to them and to return to the living for a time as long as they do not stay past what their natural life span would have been. Once you are promised to Chemosh you stay with Chemosh and they are not afraid to send a few inevitable after those they feel are trying to cheat them or to snatch the soul from another deity if the soul tries to flee to another god in death.

    Chemosh’s avatar is one that melds undead and constructs. Decayed muscle on bones made of adamantium, an entire arm of clay and a decayed human head.

    How others view the religion: The religion is not an overly common one. People are often reserved about trading their souls and bodies for power during life A few of Chemosh’s followers turn to raiding with new found powers and this sometimes dims the general public’s view on the faith. When the faith first comes to a city or village it is not uncommon for the temple to be raided in an attempt to kill them before they can finish the temple. This is why the temple is designed in a way to easily be collapsed which would allow them to escape if attacked. Once the temple is built and the original trepidation bypassed they often become an integral part of the community.



    If appropriate the conjuration (healing) spells would be great if it was Necromancy (healing). It never made sense to me that a spell group focused on the manipulation of life didn't get healing over conjuration. I would also like if the undead spells were not evil (even if most people viewed them as such).

    More history and important npc later on.
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  8. - Top - End - #38
    Orc in the Playground
     
    EvilClericGuy

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    Default Re: Create an NPC, Building, Country, or Guild!

    Quote Originally Posted by Hamste View Post
    Chemosh deity of Undeath and Constructs
    Alignment: LN
    Portfolio: Undeath, Constructs, Community
    Domains: Community, undeath, Craft, Family, Forge
    Favored Weapon: Sap (A weapon that cannot hurt the undead or constructs)
    Cleric Training: Clerics of Chemosh often have loved ones who have died. Orphans are quite commonly taken in by his acolytes and often parents who have lost children join the ranks. Training involves teaching of the sacred rules and a general teaching of the types of constructs and undead.

    Quests: Quests often involve dealing with those who try to cheat Chemosh. Sometimes however, the quests just involve spreading the faith to new cities or villages.

    Temples: Chemosh’s is known for having some of the creepiest temples in the world. Around the temples undead clean, light torches and lead those who seek enlightenment in death around the temple. Constructs do menial labor such as lifting barrels of blessed water or helping with construction. The temple is decorated with the convulsing remains of nearby animals on spikes. The eyes of these animals are often picked out as punishment for those who were not faithful enough to Chemosh to get a better undead to be in. Constructs are often included into the architecture holding up key points in the structure allowing the temple to be collapsed at a moment’s notice. There are statues made of stone and covered with skin which are then preserved with spells which are supposed to represent the ultimate combination of undeath and construct. All of their religious artifacts are made of bones and pieces of broken constructs. The temples are often heated by several central blacksmiths used to create the constructs bodies.


    General Information: His symbol is a skull with a set of cogs imprinted in the eyes. Despite their disturbing views on decor the religion is highly focused on community. The acolytes often hire out their creations to local construction guilds and other odd jobs. Most times the cost for renting their creations is the renter’s body after death or a well crafted golem body.

    The acolytes must follow several strict rules and as long as they do Chemosh does not care about their alignment or what they do with the powers they grant. Every month a sacrifice of a large animal or a well crafted item has to be given to Chemosh. The acolytes must also use all the leftovers they can, from using the saw dust from a wood carving to start a fire to animating the bones of their last meal. Any sort of waste is frowned upon in the faith. His followers must give their entire body and soul to their faith. The body is used for animation and their souls are used to keep the constructs and undead working. Chemosh does allow his acolytes to temporarily avoid paying their eternal debts to them and to return to the living for a time as long as they do not stay past what their natural life span would have been. Once you are promised to Chemosh you stay with Chemosh and they are not afraid to send a few inevitable after those they feel are trying to cheat them or to snatch the soul from another deity if the soul tries to flee to another god in death.

    Chemosh’s avatar is one that melds undead and constructs. Decayed muscle on bones made of adamantium, an entire arm of clay and a decayed human head.

    How others view the religion: The religion is not an overly common one. People are often reserved about trading their souls and bodies for power during life A few of Chemosh’s followers turn to raiding with new found powers and this sometimes dims the general public’s view on the faith. When the faith first comes to a city or village it is not uncommon for the temple to be raided in an attempt to kill them before they can finish the temple. This is why the temple is designed in a way to easily be collapsed which would allow them to escape if attacked. Once the temple is built and the original trepidation bypassed they often become an integral part of the community.



    If appropriate the conjuration (healing) spells would be great if it was Necromancy (healing). It never made sense to me that a spell group focused on the manipulation of life didn't get healing over conjuration. I would also like if the undead spells were not evil (even if most people viewed them as such).

    More history and important npc later on.
    This is awesome! I think some of our characters will really like this!

  9. - Top - End - #39
    Pixie in the Playground
     
    RangerGuy

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    Default Re: Create an NPC, Building, Country, or Guild!

    Doesn't really matter how you incorporate it, but a country that is all (or mostly) artificial life forms, so pretty much Constructs, that have the constructs starting to go berserk, and attacking humanoids without being provoked.

    Think Mega Man X, and the Maverick Virus.

  10. - Top - End - #40
    Halfling in the Playground
     
    Vortalism's Avatar

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    Default Re: Create an NPC, Building, Country, or Guild!

    Well I sort of have this idea of a wandering M'aiq the liar type dude, except to make him more interesting by adding some dimensionality and have the PCs have to figure out some mystery revolving around him. In terms of stats and mechanics you don't really have to use what I give at all, it's just like a random placeholder for whatever style you want. Thanks for the opportunity.


    He is your campaign world's version of Marco Polo, an adventurous spirit both learned in the ways of magic and civility, he is... Id'n Al Kh'radeen of the faraway land of Karsus.

    He is a catman. A walking cat, kind of pretty much like the Khajiit from TES. I have no idea how to stat that since its your setting, but this dude is some kind of Catfolk or Shifter or beastfolk like person.

    He is famed for writing really interesting travel guides and has travelled all across the world in search of the greatest wonders to document about in his books. He is also kind of supremely rich considering how much he travels. Furthermore, he is a scholar and kind of a holyish religious teacher/philosopher guy.

    Spouting such useful advice as,"Always remember to always put random items in your inventory, you may never know when it might be quest relevant.. purr.. I mean of interest to you... prrr." and "If you're low on cash it might be wise to try to spruce your purse with some crafty fingers, it's not like anyone remembers to lock their doors in this town... or any town for that matter.. hmmrr.." and "apparently you can just find out about anything through talking with bartenders... who knew... mrr".

    If the PCs talk to him too much he begins to repeat his lines as if he were a video game NPC. "If you keep doing that I'll repeat my lines until you leave... mmmmrr"

    Besides the fact that he's meant to be a kind of comical character that unwittingly leans on the 4th wall, he is secretly apart of a mystery cult of a dark god who tells Al Kh'radeen to travel due to the fact that he (the dark god) asks him to specifically murder chosen people on every full moon. This message is delivered to him through his ink, which is why he always carries paper and pens. So Al Kh'radeen poses as a very convincing (with the help of illusion) learned scholar and holy man who writes travel guides and breaks the 4th wall, but is secretly a wandering assassin for his deity.

    His favored technique is to transform himself into the likeness of a housecat to gain access to the areas where he can perform his dirty work.

    Here's a really rough and simple stat block. I couldn't really come up with anything mechanically special. He's pretty charismatic and a generally charming dude, as far as cat people go. And for some reason he's unconsciously aware that he's in a game. He primarily makes use of illusion and takes great strides to remain incognito.

    Id'n Al Kh'radeen, male cat person Wiz7: CR 7; ECL 7; Medium-size Humanoid (cat person); HD 7d4+1d8+7; hp 25; Init +2; Spd 30 ft; AC 12 (+2 Dex); Melee +1 quarterstaff +3 (1d6); SA spells; SQ summon familiar; AL CG; SV Fort +3, Ref +4, Will +5; Str 9, Dex 15, Con 12, Int 20, Wis 10, Cha 14.
    Skills and Feats: Knowledge (arcana), Knowledge (geography), Knowledge (local), Knowledge (religion), Knowledge (the Planes), Knowledge (history), Knowledge (nobility And Politics), Knowledge (architecture And Engineering), Knowledge (travel Guides); Spell Focus (Illusion), Greater Spell Focus (Illusion), Silent Spell.
    Wizard Spells Prepared (4/6/4/3/2):
    Equipment: Traveller's clothes, +1 quarterstaff, bag of holding (with a bunch of cool books and stuff), throwing knives, a pendant of unknown origin, a signet ring, passports, and a vial of strange red liquid.
    Avatar by Kris On a Stick.

  11. - Top - End - #41
    Orc in the Playground
     
    EvilClericGuy

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    Default Re: Create an NPC, Building, Country, or Guild!

    Quote Originally Posted by Vortalism View Post
    Well I sort of have this idea of a wandering M'aiq the liar type dude, except to make him more interesting by adding some dimensionality and have the PCs have to figure out some mystery revolving around him. In terms of stats and mechanics you don't really have to use what I give at all, it's just like a random placeholder for whatever style you want. Thanks for the opportunity.


    He is your campaign world's version of Marco Polo, an adventurous spirit both learned in the ways of magic and civility, he is... Id'n Al Kh'radeen of the faraway land of Karsus.

    He is a catman. A walking cat, kind of pretty much like the Khajiit from TES. I have no idea how to stat that since its your setting, but this dude is some kind of Catfolk or Shifter or beastfolk like person.

    He is famed for writing really interesting travel guides and has travelled all across the world in search of the greatest wonders to document about in his books. He is also kind of supremely rich considering how much he travels. Furthermore, he is a scholar and kind of a holyish religious teacher/philosopher guy.

    Spouting such useful advice as,"Always remember to always put random items in your inventory, you may never know when it might be quest relevant.. purr.. I mean of interest to you... prrr." and "If you're low on cash it might be wise to try to spruce your purse with some crafty fingers, it's not like anyone remembers to lock their doors in this town... or any town for that matter.. hmmrr.." and "apparently you can just find out about anything through talking with bartenders... who knew... mrr".

    If the PCs talk to him too much he begins to repeat his lines as if he were a video game NPC. "If you keep doing that I'll repeat my lines until you leave... mmmmrr"

    Besides the fact that he's meant to be a kind of comical character that unwittingly leans on the 4th wall, he is secretly apart of a mystery cult of a dark god who tells Al Kh'radeen to travel due to the fact that he (the dark god) asks him to specifically murder chosen people on every full moon. This message is delivered to him through his ink, which is why he always carries paper and pens. So Al Kh'radeen poses as a very convincing (with the help of illusion) learned scholar and holy man who writes travel guides and breaks the 4th wall, but is secretly a wandering assassin for his deity.

    His favored technique is to transform himself into the likeness of a housecat to gain access to the areas where he can perform his dirty work.

    Here's a really rough and simple stat block. I couldn't really come up with anything mechanically special. He's pretty charismatic and a generally charming dude, as far as cat people go. And for some reason he's unconsciously aware that he's in a game. He primarily makes use of illusion and takes great strides to remain incognito.

    Id'n Al Kh'radeen, male cat person Wiz7: CR 7; ECL 7; Medium-size Humanoid (cat person); HD 7d4+1d8+7; hp 25; Init +2; Spd 30 ft; AC 12 (+2 Dex); Melee +1 quarterstaff +3 (1d6); SA spells; SQ summon familiar; AL CG; SV Fort +3, Ref +4, Will +5; Str 9, Dex 15, Con 12, Int 20, Wis 10, Cha 14.
    Skills and Feats: Knowledge (arcana), Knowledge (geography), Knowledge (local), Knowledge (religion), Knowledge (the Planes), Knowledge (history), Knowledge (nobility And Politics), Knowledge (architecture And Engineering), Knowledge (travel Guides); Spell Focus (Illusion), Greater Spell Focus (Illusion), Silent Spell.
    Wizard Spells Prepared (4/6/4/3/2):
    Equipment: Traveller's clothes, +1 quarterstaff, bag of holding (with a bunch of cool books and stuff), throwing knives, a pendant of unknown origin, a signet ring, passports, and a vial of strange red liquid.
    A wandering assassin who realizes he is in a game... So a cat Deadpool? Haha, joking aside I love love love this idea!

  12. - Top - End - #42
    Halfling in the Playground
     
    Vortalism's Avatar

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    Huh, the comparison never dawned on me. Well I guess it's cause I ran him more like outrageously accented Grucho Marx than anything else. But yeah! Cat Wizard Travel Writer Deadpool.
    Avatar by Kris On a Stick.

  13. - Top - End - #43
    Orc in the Playground
     
    EvilClericGuy

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    Default Re: Create an NPC, Building, Country, or Guild!

    Quote Originally Posted by Vortalism View Post
    Huh, the comparison never dawned on me. Well I guess it's cause I ran him more like outrageously accented Grucho Marx than anything else. But yeah! Cat Wizard Travel Writer Deadpool.
    Cat Wizard Travel Writer Deadpool. That's fun to say haha. Would there be other followers similar to what he does? Maybe not necessarily travel/write.
    Quote Originally Posted by Baptor View Post
    You never go full Samson.
    My 5e Homebrew:

    The Bashou-http://www.giantitp.com/forums/showt...8#post18198938

    The Episcan-http://www.giantitp.com/forums/showt...in-No-Episcan!

  14. - Top - End - #44
    Ogre in the Playground
     
    Lizardfolk

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    Default Re: Create an NPC, Building, Country, or Guild!

    Quote Originally Posted by Hamste View Post
    Chemosh deity of Undeath and Constructs
    Alignment: LN
    Portfolio: Undeath, Constructs, Community
    Domains: Community, undeath, Craft, Family, Forge
    Favored Weapon: Sap (A weapon that cannot hurt the undead or constructs)
    Cleric Training: Clerics of Chemosh often have loved ones who have died. Orphans are quite commonly taken in by his acolytes and often parents who have lost children join the ranks. Training involves teaching of the sacred rules and a general teaching of the types of constructs and undead.

    Quests: Quests often involve dealing with those who try to cheat Chemosh. Sometimes however, the quests just involve spreading the faith to new cities or villages.

    Temples: Chemosh’s is known for having some of the creepiest temples in the world. Around the temples undead clean, light torches and lead those who seek enlightenment in death around the temple. Constructs do menial labor such as lifting barrels of blessed water or helping with construction. The temple is decorated with the convulsing remains of nearby animals on spikes. The eyes of these animals are often picked out as punishment for those who were not faithful enough to Chemosh to get a better undead to be in. Constructs are often included into the architecture holding up key points in the structure allowing the temple to be collapsed at a moment’s notice. There are statues made of stone and covered with skin which are then preserved with spells which are supposed to represent the ultimate combination of undeath and construct. All of their religious artifacts are made of bones and pieces of broken constructs. The temples are often heated by several central blacksmiths used to create the constructs bodies.


    General Information: His symbol is a skull with a set of cogs imprinted in the eyes. Despite their disturbing views on decor the religion is highly focused on community. The acolytes often hire out their creations to local construction guilds and other odd jobs. Most times the cost for renting their creations is the renter’s body after death or a well crafted golem body.

    The acolytes must follow several strict rules and as long as they do Chemosh does not care about their alignment or what they do with the powers they grant. Every month a sacrifice of a large animal or a well crafted item has to be given to Chemosh. The acolytes must also use all the leftovers they can, from using the saw dust from a wood carving to start a fire to animating the bones of their last meal. Any sort of waste is frowned upon in the faith. His followers must give their entire body and soul to their faith. The body is used for animation and their souls are used to keep the constructs and undead working. Chemosh does allow his acolytes to temporarily avoid paying their eternal debts to them and to return to the living for a time as long as they do not stay past what their natural life span would have been. Once you are promised to Chemosh you stay with Chemosh and they are not afraid to send a few inevitable after those they feel are trying to cheat them or to snatch the soul from another deity if the soul tries to flee to another god in death.

    Chemosh’s avatar is one that melds undead and constructs. Decayed muscle on bones made of adamantium, an entire arm of clay and a decayed human head.

    How others view the religion: The religion is not an overly common one. People are often reserved about trading their souls and bodies for power during life A few of Chemosh’s followers turn to raiding with new found powers and this sometimes dims the general public’s view on the faith. When the faith first comes to a city or village it is not uncommon for the temple to be raided in an attempt to kill them before they can finish the temple. This is why the temple is designed in a way to easily be collapsed which would allow them to escape if attacked. Once the temple is built and the original trepidation bypassed they often become an integral part of the community.



    If appropriate the conjuration (healing) spells would be great if it was Necromancy (healing). It never made sense to me that a spell group focused on the manipulation of life didn't get healing over conjuration. I would also like if the undead spells were not evil (even if most people viewed them as such).

    More history and important npc later on.
    This makes my deity writeup look terrible. A repost is coming! Eventually!

  15. - Top - End - #45
    Ettin in the Playground
     
    Hamste's Avatar

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    Default Re: Create an NPC, Building, Country, or Guild!

    Quote Originally Posted by moossabi View Post
    This makes my deity writeup look terrible. A repost is coming! Eventually!
    Speaking of deities how do you want the Andelin trading co to relate to the followers of Chemosh? They produce fair bit of magical items and well crafted items plus they need expensive ingredients for their creations, that means they would work good together and the factions probably have met at some point. However, there would probably be some consequences to working with them (They definitely are not good for the general public's image of the trading co and if people found out there may be a few who refuse to deal with the trading co). As long as the trading co are not known as thieves or raiders a majority of the acolytes of Chemosh would be willing to trade with them or to have them transport their things.

    Also how do you want Chemosh and Talvara to relate to each other? They represent exact opposites of each other, one represents undead and construction and the other represents life and nature. I already know the followers of Chemosh will hate the Children of Talvara simply for the raiding but that doesn't necessarily mean they hate each other (unless Talvara supports the raiding in which case Chemosh will automatically hate them for it)
    Avatar created by Elder Tsofu

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  16. - Top - End - #46
    Ogre in the Playground
     
    Lizardfolk

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    Default Re: Create an NPC, Building, Country, or Guild!

    Quote Originally Posted by Hamste View Post
    Speaking of deities how do you want the Andelin trading co to relate to the followers of Chemosh? They produce fair bit of magical items and well crafted items plus they need expensive ingredients for their creations, that means they would work good together and the factions probably have met at some point. However, there would probably be some consequences to working with them (They definitely are not good for the general public's image of the trading co and if people found out there may be a few who refuse to deal with the trading co). As long as the trading co are not known as thieves or raiders a majority of the acolytes of Chemosh would be willing to trade with them or to have them transport their things.

    Also how do you want Chemosh and Talvara to relate to each other? They represent exact opposites of each other, one represents undead and construction and the other represents life and nature. I already know the followers of Chemosh will hate the Children of Talvara simply for the raiding but that doesn't necessarily mean they hate each other (unless Talvara supports the raiding in which case Chemosh will automatically hate them for it)
    Talarva is mainly a plant-oriented deity, but deals in some animals. Honestly, she's more CN than good. So the whole opposites deal won't generally be a problem. Also, a business deal with the acolytes would work relatively well, considering that Cavindra has the assassins' guild in her pocket, the business already has a vast network of secret-keeping and espionage, and therefore would easily be able to keep this under wraps. Think of it like the Iron Throne in Baldur's Gate. And the fanatics are only a problem in the southern area of the kingdom, so hatred would be illogical unless the acolytes have a major presence there.
    Last edited by moossabi; 2014-07-14 at 11:33 PM.

  17. - Top - End - #47
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    HalflingRogueGuy

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    If your eyes are sharp and the night is quiet, you may hear the pitter patter of feet across the rooftops of the city. The people call him "Ashe," or occasionally just "the boy." Either way, his very existence blurs the lines of folklore and reality together. Some say he is eternally youthful, but the truth is darker. Years ago, a young priestess, barely more than a child herself became pregnant. And while she could conceal her growing stomach with her orders flowing garb, she couldn't not hide the infant from the temple. She gave birth, alone in an abandon building in the slums of town. Distraught and filled with loathing at the rethed thing, she hid the baby in the chimney where its cries could not be heard.
    The child was found by a passing chimney sweep, who rescued the soot covered boy and raised him upon he rooftops over the city until the age of 15, when the boy left to wander the skyline of the city on his own.
    This boy danced under the freedom of the rooftops, leaping and twirling beneath the moon, his acrobatics eventually attracting the attention of a young girl, no more than 16 years old. He romanced her, and taught her to dance beneath the stars. This lasted one summer, then he vanished. The girl, now without him, fell into a dep despair... Until she found out Ashe had not left her alone. She gave birth to his son alone, and hiding her shame, stuck him into the dark chimneys flew.
    This is the story of Ashe. He has always existed in this cycle, each one raising his son on the skylines of the city, each one leaving his father, only to romance a girl who hides her shame.
    He is light on his feet and very fast. Think jump, tumble, climb and move silently as skills. Some suspect that The Boy is Wraith, but in truth Ashe is much more of a peter pan type character. He is always covered in soot and always barefoot. He will only romance a girl who approaches him, but she will always succumb to him and birth the next Ashe.

  18. - Top - End - #48
    Bugbear in the Playground
     
    UristMcRandom's Avatar

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    Default Re: Create an NPC, Building, Country, or Guild!

    The former Human nation of Aman lies on the edge of Deaegg.

    A city-state accompanied by several outlying villages, Aman was lead by an overconfident Sorcerer Prince named Johun, who attempted a military expansion into Deaegg's territory. When Deaegg's own military responded in kind, Aman fell overnight. Most of the citizens died in their sleep, and the town was sacked and burned.

    In the modern day, the area surrounding Aman is a haven for all kinds of villainous types, but no one dares enter the city proper. Its denizens wander the ruined streets as ghosts, seemingly continuing their day-to-day life unaware of their condition, while Johun sits on his haunted throne, guarded by soldiers who serve him faithfully, even unto the death.

    (My thought was that the soldiers are Skeletons and Johun himself is a Lich, but pretty much any other form of undead spellcaster works too. Obviously, any detail of this that is an issue can be changed.)
    Quote Originally Posted by OctoberRaven View Post
    "It's a fireball. It's basically a magic hand grenade."
    My Homebrew

  19. - Top - End - #49
    Barbarian in the Playground
     
    PaladinGuy

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    Default Re: Create an NPC, Building, Country, or Guild!

    The king of your main setting has been dead for at least 2 years, and his corpse is being magically controlled like a marionette to still appear alive.
    Spoiler
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  20. - Top - End - #50
    Bugbear in the Playground
     
    DwarfBarbarianGuy

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    Default Re: Create an NPC, Building, Country, or Guild!

    From my sandbox campaign that still has to find players.
    The two-headed dragon Malachite is expanding his territory. A large group of bandits are collecting taxes in his name. Malachite is intending to attract a mate with his share of the loot.
    As the players can't pay their taxes, they have to find a way to get enough to pay off their debts to the bandits, or find a way to get rid of the bandits. Some possibilities include:
    - Investigate the crash site of a recent fallen star, hoping to find precious skymetal. (The falling star was part of a comet that was used to imprison Pyrax, the elemental god of fire. The heroes will find a fire elemental who will try to reach a forgotten temple of Pyrax. The chunks of ice that are left in the crater are magical, will not melt under normal circumstances and can be used to make magical weapons.)
    - Investigate the recently abandoned mines of the gnomes, hoping to find precious gems. (Something sinister has found its way into the deepest levels of the mine.)
    - The mayor sends you to the king with a request to send the knights to get rid of the dragon. (The knights are currently busy with a dragon who is avenging her children. The dragon used to be on good terms with the king, but is now trying to kill everybody involved in the murder of her children. E.g. merchants that trade in dragon scales, wizards that bought dragon scales as spell components and the dragon slayer himself.)
    - Getting rid of the bandits living at the edge of the forest.
    - Kill the dragon in his forest territory. (He has 2 lairs, a fake lair and a gem mine where the enslaved gnomes are working.)

  21. - Top - End - #51
    Dwarf in the Playground
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    Default Re: Create an NPC, Building, Country, or Guild!

    The Seekers of the Beyond present themselves, to those they present themselves to, as a small organization of esoteric scholars of planar lore. They claim to know some secrets about the cosmos that certain powerful planar groups, perhaps even Powers, would like to see suppressed. They are, themselves, an incredibly secretive organization

    They are also highly hierarchical, though they pretend otherwise. The leaders' important decisions are unquestioned, even when they do harm to those in the lower ranks. Unimportant decisions, on the other hand, may be questioned, to create an illusion of openness.

    Many of them have magical ability, and involvement with other power organizations in the city. They do, also, have extensive knowledge of the kinds of lore an organization of scholars of planar lore might be expected to know. At least one mage in their employ provides magical support for Tony's taverns, and keeps an eye on happenings around the city from there. Those who move in the right circles to know of them hear rumors that they have more unsavory connections to churches of evil gods, devils, and perhaps the Children of Talvara. Most likely these connections are more businesslike than anything else. Some in the more established religions claim that the Seekers are a cult themselves.

    PCs might meet them in any number of ways. Perhaps they need to contact them for sage advice or gossip; perhaps an NPC they know wants to get away from them. Perhaps someone hires them to steal from the Seekers, or even fight against them. Or, perhaps, they just have their fingers in a pie that the PCs are tied up in.

  22. - Top - End - #52
    Halfling in the Playground
     
    LarwisTheElf's Avatar

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    Default Re: Create an NPC, Building, Country, or Guild!

    Of the many people employed by Tony, a number of them have begun to gain their own reputation. One such is Franop Selephano (Human Fighter 4/Barbarian 2), who serves as muscle for Tony. However, he has another name, one that is never spoken directly to him, for fear of his wrath: "The Shrieking Flute".

    Franop grew up a lower middle class citizen in Armaleon, as his father was a rather poor merchant. He was always larger than the other kids, if not as bright, and he quickly learned that his muscle could be put to use in exchange for money. By the time he was 12 he was working as an enforcer for one of the city's then numerous drug cartels. However, two things changed his life forever by the time he was 15. The first was that Tony rose to power, and eventually ended up recruiting him. The other was the discovery of the flute.
    When he was 13, he happened across a young bard by the name of Odepiip Heartsong, a halfling who was skilled in both subterfuge and the flute. At the time, Odepiip was working for his current boss as a smuggler, transporting a new drug into the city. They became fast friends, and Franop was always amazed at Odepiip's amazing skills with the flute. He could amaze and dazzle the crowd, and even use his music to manipulate people. Unfortunately, Odepiip and the drug lord Franop worked for had a falling out, and Odepiip was forced to flee the city. Before he left, however, he left one of his many flutes behind as a gift for Franop. Inspired by his friend, Franop decided to pick up the flute and try to follow in the footsteps of his dear friend. There was just one problem: Franop had no musical talent whatsoever. The only sounds he could ever create were various high pitched squeals and squeaks. This did not deter him however, in fact it only made him more obsessed with the flute and flute music in general.

    Today, Franop's obsession with the flute is beyond the norm for even a talented bard. He has convinced himself that he is a master flute player, and constantly loves to demonstrate his "talent" to anyone who wishes to hear. When the inevitable insults and derision come, he quickly descends into a berserk rage, causing lots of damage to anything and everything around him. He also covets anything and everything flute related, from flutes of various styles and makes to flute music in all its forms. Many people take this as a sign of weakness, and offer him music and rare flutes as bribes for work or information, especially about Tony. However, Tony is well aware of Franop's weakness, and has taken measures to counter it. Should someone try to pry info about Tony out of him, he is to feed them false info, and then report it to Tony for a substantial reward (usually rare flute music or a flute made from exotic materials). Several times Tony has even managed to get him a role as a musician in a few rival taverns. The resulting destruction caused several to close down, and others to suffer serious financial hardship. Tony doesn't mind though. To him, the only person better at the flute than him is is old friend Odepiip.
    Last edited by LarwisTheElf; 2014-08-27 at 09:38 PM.

  23. - Top - End - #53
    Bugbear in the Playground
     
    jqavins's Avatar

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    Default Re: Create an NPC, Building, Country, or Guild!

    Quote Originally Posted by LarwisTheElf View Post
    Of the many people employed by Tony, a number of them have begun to gain their own reputation. One such is Franop Selephano (Human Fighter 4/Barbarian 2), who serves as muscle for Tony. However, he has another name, one that is never spoken directly to him, for fear of his wrath: "The Shrieking Flute".

    Franop grew up a lower middle class citizen in Armaleon...
    The city of Armaleon has home-grown barbarians? Was he raised in a special part of the city, sort of a barbarian reservation? Or is all of Armaleon's "civilized" culture a lie, hiding its true nomadic nature?
    (Or is it just to gain access to the rage ability when insulted?)
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson
    And shared laughter is magical

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

  24. - Top - End - #54
    Halfling in the Playground
     
    LarwisTheElf's Avatar

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    Default Re: Create an NPC, Building, Country, or Guild!

    Just for the rage ability basically, since normal fighters can't fly into a berserk rage when insulted.

  25. - Top - End - #55
    Bugbear in the Playground
     
    jqavins's Avatar

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    Default Re: Create an NPC, Building, Country, or Guild!

    Quote Originally Posted by LarwisTheElf View Post
    Just for the rage ability basically, since normal fighters can't fly into a berserk rage when insulted.
    Sure they can. They just don't get extra powers for it. Bersek rage only grants extra powers if you're from out of town.

    In my worlds, "barbarian" is a description, not a class.
    -- Joe
    “Shared pain is diminished. Shared joy is increased.”
    -- Spider Roninson
    And shared laughter is magical

    Always remember that anything posted on the internet is, in a practical if not a legal sense, in the public domain.
    You are completely welcome to use anything I post here, or I wouldn't post it.

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