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Old 03-13-2012, 10:51 PM   Top  -  End  -  #121
unosarta
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Default Re: The Blackwood - A Folkloric "Mini" Setting (WIP, PEACH)

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Here's a story I just finished. I kind of started it before I got permission, so I didn't use any specific names or places that were already mentioned. If it's okay with you and I write another one I will try to use more names and stuff.

This was really, really fun to write.
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Old 03-14-2012, 07:42 AM   Top  -  End  -  #122
Zap Dynamic
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Default Re: The Blackwood - A Folkloric "Mini" Setting (WIP, PEACH)

Cool stuff! It the fairy tale theme really well. I feel like I'm catching glimpses of everything from the story of Turin Turambar to Princess Mononoke.
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Old 03-14-2012, 10:14 AM   Top  -  End  -  #123
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Yeah, that was basically what I was thinking, mostly a combination Princess Mononoke and a lot of the more moral based children's stories. I really liked the combined themes of Wuxia and Grimm, so I decided to try to fuse them together.

The Storysinger is going really well. I am basically making them in the form of Gnorman's E6 classes, and exactly like a bard, but instead of songs they get stories, which are taken directly from the Grimm's Fairy Tales, Volume 1. So, they tell a story and give allies a mechanical benefit. Gnorman's poet seemed to be more about healing through song, so I am going to leave that to that class, and instead just have it be more buffing and stuff. I haven't any ideas for the archetypes, but I will cross that path when I come to it.
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Old 03-14-2012, 10:22 AM   Top  -  End  -  #124
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Can I see the Storysinger? I like Gnorman's stuff, and I'd like to see how you wrote it up. And you can put it up on Gnorman's thread if it fits in with his idea, so he can include it in with Community Contributions, if you want to.
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Old 03-14-2012, 01:21 PM   Top  -  End  -  #125
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Default Re: The Blackwood - A Folkloric "Mini" Setting (WIP, PEACH)

So, I would like to express my approval of this project. I have been looking for a game setting that really did allow for traditional-style storytelling. I find it ironic that baseline D&D, which borrows heavily from Tolkien, often lacks the feel of the Lord of the Rings, where a little magic goes a long way.

I would be very interested in playing in a campaign in this setting. I have no campaigns going on right now, except for the RL one I am DMing. Now that swim season is over, and I have already applied to college, the next six monthes promise to be a lot less busy than the past year has been. I would volenteer to DM, but as I said I'm already DMing one campaign and I'm not sure if I could make good on that commitment.

By the way, a very different homebrew setting has a magic system that I think works the way a magic system should. Maybe not in the way that this setting should, but still, food for thought.

And as for magic users, weren't local witches and hedge wizards relatively common in the middle ages, esp. in the era that these type of fairy tales hail from? Wise women, midwives, etc. were about as common as skilled blacksmiths. So, I don't see why a 1st level, subtle magic user wouldn't be, say, 1/500 instead of 1/10,000.
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Old 03-14-2012, 02:22 PM   Top  -  End  -  #126
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Default Re: The Blackwood - A Folkloric "Mini" Setting (WIP, PEACH)

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Originally Posted by The Anarresti View Post
So, I would like to express my approval of this project. I have been looking for a game setting that really did allow for traditional-style storytelling. I find it ironic that baseline D&D, which borrows heavily from Tolkien, often lacks the feel of the Lord of the Rings, where a little magic goes a long way.
Thanks! It's been a labor of love for a little while now, and I like it better and better as I go on. That's a pretty rare thing for my campaign settings!

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I would be very interested in playing in a campaign in this setting. I have no campaigns going on right now, except for the RL one I am DMing. Now that swim season is over, and I have already applied to college, the next six monthes promise to be a lot less busy than the past year has been. I would volenteer to DM, but as I said I'm already DMing one campaign and I'm not sure if I could make good on that commitment.
At some point, I plan on running a campaign in this setting. If you subscribe to this thread, you'll be among the first to find out about the post over in the Recruitment section of the boards.

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Originally Posted by The Anarresti View Post
And as for magic users, weren't local witches and hedge wizards relatively common in the middle ages, esp. in the era that these type of fairy tales hail from? Wise women, midwives, etc. were about as common as skilled blacksmiths. So, I don't see why a 1st level, subtle magic user wouldn't be, say, 1/500 instead of 1/10,000.
1/10,000 was kind of a ballpark figure, but something to keep in mind is that (as far as we know, which I would argue is pretty dang far) the hedge wizards and witches of the middle ages didn't actually have access to magic in the way we're defining it here. I would imagine that there is no shortage of people (say, 1/500) who are healers or brewers or fortune tellers of some kind or another that have no magical ability, but those few that are magic users make everyone suspicious of the ones that don't.

Aside from taking the decidedly risky chance of asking them outright, there's no means of determining whether or not a person can use magic, and those that do use it are more likely to be malevolent than kindly. With odds like that, most people are wary enough to give even a potential magic user a wide berth, if only to avoid the wrath of an actual magic user. Sure, they may not actively quell all of those professions, but they're very superstitious about recruiting them for help.

Update:
The first post has been edited to give a teaser of the latest draft! This first post will contain sections on The Wood, The River, and The Elder Kingdom, and each will have subsections detailing the region's inhabitants, Locales, Factions, and notable Figures.

Updated Update:
I added a little bit more (the "Factions" section for The Wood), and I've decided that there will be one large, blanket section of notable Figures, rather than one in each regional section.
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Old 03-14-2012, 09:32 PM   Top  -  End  -  #127
The Anarresti
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Default Re: The Blackwood - A Folkloric "Mini" Setting (WIP, PEACH)

It's your setting, but in my mind that, although the hedge wizards of the medieval era did not have access to magic, that is also because magic does not exist in our world. Remember that people actually believed back them, even the hedge wizards themselves, that they had access to magic. In a world that is based on fairy tales, in a kingdom ruled by half-elf, in haunted woods with spooks lurking around every tree, it seems to me that the charms and superstitions that every person lives by would actually have a small amount of potency. To make magic-users as scarce as all that in a world saturated with (albiet subtle) magic, seems to me to reduce verisimilitude rather than increase it. Goodwife Wimple curing the whooping cough with a chant, or Old Man Carrow having a house where an unseen force does household chores, always out of the corners of visitor's eyes, doesn't seem too far-fetched.

The crux of my argument is that, if the medieval germanic tales of elves and giants are true in this world, then why not the belief in the very minor, everyday magic they practiced be true as well?
I think that it shouldn't be too hard to find a minor 1st level mage if you do some poking around, any harder than it is to find a modern-day witch in haiti or other areas where belief in witchcraft still abound.
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Old 03-14-2012, 10:50 PM   Top  -  End  -  #128
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Default Re: The Blackwood - A Folkloric "Mini" Setting (WIP, PEACH)

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Can I see the Storysinger? I like Gnorman's stuff, and I'd like to see how you wrote it up. And you can put it up on Gnorman's thread if it fits in with his idea, so he can include it in with Community Contributions, if you want to.
I am still working on the Storysinger, and it will be quite a bit before I am really done. I kind of reworked the whole class. Writing the Storysongs is really difficult, since I am trying to translate the literal meaning of the first 15 stories of the first volume of Grimm's Fairy Tales into direct mechanical effects, which can be really difficult. That isn't even getting into the issue of Archetypes, which I haven't even started yet...
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Old 03-15-2012, 07:48 AM   Top  -  End  -  #129
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I see your point, and there are a few ways I'd like to respond.

First and foremost, my goal with this setting is to "keep the last few pages blank," so to speak. As far as I'm concerned, my job as a worldbuilder is to create potential and opportunity--always according to a unifying vision--rather than try to provide for the needs of everyone. Some people are going to want all that "small magic" in every single village, and some aren't. To that end, I want to build to the point where either could be possible, then let the individual tables decide on their own which path to take. If I've failed to do that, then I definitely want to know about it, but in general I think they way I've gone about describing things should be adequate.

Second, the aforementioned "unifying vision" that I'm trying to build is--like the Grimm tales--a little darkier and grittier than you would at first suspect. People live in the midst of magic, but more often than not it comes at a price that's not worth paying, or is used to malignant ends. That creates a hefty dose of superstition amongst certain groups of people. Here's the way I picture it right now:

Woodfolk (from the Blackwood): Surrounded by magic that hurts more than it helps. Very superstitious. Very wary.

Riverfolk (from the Way): Not exposed to much magic, but almost every one of them has a "friend of a friend" who saw a Waymaiden or fell under a curse or something. Pretty superstitious, but pretty skeptical.

Elderfolk (from the Elder Kingdom): Inundated in magic that has helped them to live fairly advanced, healthy lives. They consider magic to be something like a spiritual gift. Not terribly superstitious, and more-or-less welcoming of it. This is your typical "idealized" fairy tale kingdom, the place where people have invisible helpers and enchanted items and stuff. Their tales have spread across the whole of the Blackwood, but they are more or less isolated from travel and immigration.

Does that do anything to answer your concerns?

And unosarta, I'm reading through the Grimm tales right now, and I understand completely about the challenges you're facing. Assigning mechanic to most of them would be a challenge, and even assigning a moral element to some of them would be a stretch. Can't wait to see what you come up with!
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Old 03-15-2012, 09:33 AM   Top  -  End  -  #130
unosarta
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And unosarta, I'm reading through the Grimm tales right now, and I understand completely about the challenges you're facing. Assigning mechanic to most of them would be a challenge, and even assigning a moral element to some of them would be a stretch. Can't wait to see what you come up with!
I have managed to finish all but the last two stories. I am worried, though, because while I want to assign specific mechanical aspects to the stories, I also want to keep them interesting for the users, and I am worried on the balance in an E6 game.

I'll just put up the ones I have done so far, just in case.

Spoiler


[Edit]: Just finished all of the Stories and have added them to the list. I skipped two stories because there was absolutely no way for me to work Hansel and Gretel or the Three Spinners.
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Old 03-15-2012, 02:06 PM   Top  -  End  -  #131
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I see your point, and there are a few ways I'd like to respond.

First and foremost, my goal with this setting is to "keep the last few pages blank," so to speak. As far as I'm concerned, my job as a worldbuilder is to create potential and opportunity--always according to a unifying vision--rather than try to provide for the needs of everyone. Some people are going to want all that "small magic" in every single village, and some aren't. To that end, I want to build to the point where either could be possible, then let the individual tables decide on their own which path to take. If I've failed to do that, then I definitely want to know about it, but in general I think they way I've gone about describing things should be adequate.

Second, the aforementioned "unifying vision" that I'm trying to build is--like the Grimm tales--a little darkier and grittier than you would at first suspect. People live in the midst of magic, but more often than not it comes at a price that's not worth paying, or is used to malignant ends. That creates a hefty dose of superstition amongst certain groups of people. Here's the way I picture it right now:

Woodfolk (from the Blackwood): Surrounded by magic that hurts more than it helps. Very superstitious. Very wary.

Riverfolk (from the Way): Not exposed to much magic, but almost every one of them has a "friend of a friend" who saw a Waymaiden or fell under a curse or something. Pretty superstitious, but pretty skeptical.

Elderfolk (from the Elder Kingdom): Inundated in magic that has helped them to live fairly advanced, healthy lives. They consider magic to be something like a spiritual gift. Not terribly superstitious, and more-or-less welcoming of it. This is your typical "idealized" fairy tale kingdom, the place where people have invisible helpers and enchanted items and stuff. Their tales have spread across the whole of the Blackwood, but they are more or less isolated from travel and immigration.

Does that do anything to answer your concerns?
Right, I see now. That makes a lot of sense, actually, especially the part about "keeping the last few pages blank." Also, the part about people usually avoiding instead of embracing it.
My next question now is, to what extent does magic pervade the Elder Kingdom, really? Is it more like a subtle, spiritual thing that ensures good harvests and protects from wandering trolls, or is it the kind of place you could buy a flying carpet from a roadside vendor?
Also, what about other areas? Koss, Freeport, the Grey Folly area? What are their views on such things? And where is Cerai, I can't find it on the map. I assume that's the Western empire? Why not have that be a relatively new thing, in contrast to the small, stable Elder Kingdom?
The witches really intruge me. Were you thinking Baba Yaga type witches, barely human? Human magic users? Or something in between, like Serafina Pekkala (my personal favorite).
I'm really inuendating you with questions here, which probably shows how much I love this setting.
And, do you have any examples of common superstitions (that may or may not work, at the DM's option). I would be happy to write up some of these "flavorful tidbits," such as slang, superstition and common practices, probably by researching such things as they existed in the real world, if you like.
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Old 03-15-2012, 02:40 PM   Top  -  End  -  #132
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My next question now is, to what extent does magic pervade the Elder Kingdom, really? Is it more like a subtle, spiritual thing that ensures good harvests and protects from wandering trolls, or is it the kind of place you could buy a flying carpet from a roadside vendor?
Definitely more of the subtle kind. I don't picture any really overt magic anywhere in the Blackwood. In my mind, the Elder Kingdom is this sort of idyllic, shangri-la-esque place where (like you said), crops are always plentiful, the weather is very rarely bad, and peace reigns. To draw out the wuxia influence, you might compare the Elder Kingdom with the perfect ancestral dynasties that Confucius talks about. In one way or another, I imagine all the good things the people of the Blackwood possess (civilization, laws, etc.) came from the Elder Kingdom, whether or not the people of the Blackwood realize it.

Quote:
Also, what about other areas? Koss, Freeport, the Grey Folly area? What are their views on such things?
Much less magical interference. Weather patterns and growing cycles are as per standard RL stuff. There also isn't as much in the way of great wisdom or learning, compared to the Elder Kingdom. The idea is that when you descend from the Elder Kingdom into the wood, you leave the ideal world behind. You go from benefiting from magic to having to deal with it.

Quote:
The witches really intruge me. Were you thinking Baba Yaga type witches, barely human? Human magic users? Or something in between, like Serafina Pekkala (my personal favorite).
There was talking further back in the thread about having one/a few Baba Yaga types, and I encourage that. For the most part, I picture witches to be humans with magical skill, rather than sub/super/pre/post/whatever humans. Serafina (as I remember her) would fit in with my vision of the Elves, though she would only be one representation of that highly-varied race of creatures.

Of course, this question gets into the grey area of stuff that I'd like to leave open to the interpretation of individual tables. I'm hesitant to define it, because I think it would be fun for people to draw their own conclusions.

Quote:
And, do you have any examples of common superstitions (that may or may not work, at the DM's option). I would be happy to write up some of these "flavorful tidbits," such as slang, superstition and common practices, probably by researching such things as they existed in the real world, if you like.
This is another thing that I had planned on keeping vague. People may carry a charm or trinket to ward against evil, and they may have hand gestures and things like that, but I don't feel compelled to elaborate on them beyond indicating that they are things that happen.

That said, if you'd like to come up with stuff, if it's good material then I'll be sure to include it in the "Recommended Homebrew" section!

UPDATE: I've posted the first 2/3 of the section on "The River." As I'm going through and putting these things up, I would LOVE for anyone and everyone to give it a read through, critiquing word choice, grammar, and general flavor.
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Old 03-15-2012, 05:43 PM   Top  -  End  -  #133
The Anarresti
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So, when you do get your Blackwoods game up and running, what game system do you intend to use? Thief, Warrior, Mage?
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Old 03-15-2012, 08:31 PM   Top  -  End  -  #134
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So, when you do get your Blackwoods game up and running, what game system do you intend to use? Thief, Warrior, Mage?
YOU!
Where did you get your LGBT sig thing?!?
(Completely off topic, I realize, but I've been trying to figure out who made those for months...)
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Old 03-15-2012, 08:43 PM   Top  -  End  -  #135
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Storysinger

Spoiler


HD: d6
Class Skills: The Storysinger's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points: 6+ Int

LevelBABFortRefWillSpecial012
1st
+0
+0
+2
+2
Archetype, Spellcasting, Singer of Stories3--
2nd
+1
+0
+3
+3
Lesser Archetype Power31-
3rd
+2
+1
+3
+3
Singer of Heroes32-
4th
+3
+1
+4
+4
Moderate Archetype Power, Unite331
5th
+3
+1
+4
+4
Mythsight, Tapestry of Mind432
6th
+4
+2
+5
+5
Greater Archetype Power, Singer of Epics433

Proficiencies: The Storysinger is proficient with all simple weapons and two martial weapons of her choice. She is also proficient with light armor and light shields.

Archetype: At first level, the Storysinger chooses an archetype from the list below. She gains the advantages and abilities at the appropriate levels, as indicated on the list. Once this choice is made, it is final.

Spellcasting: The Storysinger casts arcane spells from a specialized list, which is included below. The Storysinger need not prepare spells ahead of time - she may spontaneously cast any spell on her list from the appropriate slot. She still requires eight hours of rest to refresh her spells. Her sole casting stat is the ability score chosen through the Singer of Stories, which dictates both the DC of her spells and her bonus spells. To cast a spell, the Storysinger must have a chosen ability score equal to 10 + the level of spell in question.

Singer of Stories (Ex): The Storysinger gains a number of uses of Storysinging per encounter equal to her choice of her Intelligence, Wisdom, or Intelligence modifier, or 3, whichever is lower. She must choose whether to have Intelligence, Wisdom, or Charisma affect this ability at first level, and may not change that choice thereafter. She gains access to the following stories, all of which cost 1 use of Storysinging to activate.
Spoiler


Lesser Archetype Power: Starting at second level, the Storysinger gains the appropriate power for her archetype.

Singer of Heroes (Ex): Starting at third level, the Storysinger gains an additional use of her Storysinging ability, and can play the following songs, which cost two uses of Storysinging to activate.
Spoiler


Unite: Starting at fourth level, the Storysinger may unite allies with but words. Once per encounter, the Storysinger may grant allies a +1 competency bonus to attack and damage rolls made while flanking per ally flanking a single enemy. Allies also gain a +1 bonus to armor class per ally within 10 feet. This effect lasts 1d4 rounds, plus a number of rounds equal to one half of the Storysinger’s Storysinger levels. Activating this ability is a standard action.

Moderate Archetype Power: Starting at fourth level, the Storysinger gains the appropriate power for her archetype.

Mythsight (Su): Starting at fifth level, the Storysinger may use the Analyse Dweomer spell once per day, as a full round action. She is always considered under the effects of the Detect Magic spell.

Tapestry of Mind (Su): Starting at fifth level, the Storysinger may weave a tapestry out of stories and illusions. By spending a full round action, and spending all of her Storysinging uses, and casting one [Figment] spell of at least first level, the Storysinger may create a vast, beautiful Tapestry. All creatures with an Intelligence 2 or lower within 300 feet are drawn to the tapestry, and take 2d4x2 minutes to reach it. All creatures with 3 Intelligence or above who see the tapestry, or even catch a glance, must make a Will save or be fascinated, as the bardic music ability. The DC for the will save for this effect is (DC 10 + 1/2 Storysinger levels + Storysinging ability modifier). The tapestry lasts for 1d4x10 minutes, or until the end of the encounter, whichever comes first.

Greater Archetype Power: Starting at sixth level, the Storysinger gains the appropriate power for her archetype.

Singer of Epics (Ex): Starting at sixth level, the Storysinger gains two additional uses of her Storysinging ability, and can play the following songs, which cost three uses of Storysinging to activate.
Spoiler


Archetypes

Harmonist


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Lesser Archetype Power: By spending one use of the Harmonist’s Storysinging ability, the Harmonist may grant two characters within 30 feet of herself the ability to share thoughts. Those characters gain Telepathy 100, but may only communicate with each other. In addition, they gain a +3 competency bonus to all attack and damage rolls made when within 10 feet of each other, and whenever one of them makes a full attack and hits with all attacks, that enemy provokes an attack of opportunity from the other creature. This effect lasts for 3 rounds, and the Harmonist may increase the duration by spending an additional use of Storysinging in order to increase it by one round.

Moderate Archetype Power: The Harmonist gains a +3 bonus to all Diplomacy checks. Whenever she uses Aid Another with an ally, that ally gains an additional +1 bonus to the attempted roll, and the Harmonist gains 2 temporary hit points. If they succeed, then the Harmonist and that ally both gain a +1 competency bonus with the skill that they succeeded on for 3 rounds. Following successes stack, but do not refresh the ability. This ability may only be used on with ally per encounter.

Greater Archetype Power: Once per day, the Harmonist may spend two uses of her Storysinging ability in order to harmonize all allies within 30 feet. They gain a Hivemind until the end of the encounter, and whenever an ally who is part of the hivemind successfully hits a target, all other allies gain a +1 morale bonus to attack and damage rolls made against that target. This ability stacks with itself, and successive hits refresh the duration of the ability. This effect lasts until the end of the encounter.



Teller of Tales


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Lesser Archetype Power: The Teller of Tales may spend a use of her Storysinging ability as a standard action, and force all enemies within 30 feet to make a Will save (DC 10 + 1/2 Storysinger level + Storysinging ability modifier) or be Fascinated, as the Bard song, for as long as she Concentrates. Every time a member of the Fascinated group is damaged, the Teller of Tales must make a Concentration check with a DC equal to the damage, or the effect breaks. Concentrating on this ability is a move action.

Moderate Archetype Power: Any enemy who is currently under the effects of your Stories takes a -2 penalty to Armor Class, and takes an additional 1 damage from any melee or ranged attack.

Greater Archetype Power: Once per day, the Teller of Tales may spend two uses of her Storysinging ability as a standard action, and force one target within 30 feet to make a Will save (DC 10 + 1/2 Storysinger level + Storysinging ability modifier) or be Dominated, as the spell. The Teller of Tales must spend a full round action each round in order to maintain control over the Dominated creature. If they Teller of Tales takes any damage at all during this time, she breaks concentration automatically and loses control of the Dominated creature. In order to maintain control over the Dominated creature, the Teller of Tales must speak or make a sound every round and direct the creature verbally. The creature does not necessarily have to understand the Teller of Tales in order to be Dominated. As soon as the encounter ends, this effect also ends.


Chastiser


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Lesser Archetype Power: The Chastiser may, by spending a use of her Storysinging ability, send a fear of the weird and supernatural into those who listen to her, as a standard action. All enemies within 30 feet must make a Will save (DC 10 + 1/2 Storysinger level + Storysinging ability modifier) or become Shaken. All allies gain a +1 morale bonus to attack and damage rolls, the fear driving them to greater feats of martial prowess. This effect lasts for 2 rounds.

Moderate Archetype Power: Whenever an enemy is affected by a Story that the Chastiser tells, they must make a Will save (DC 10 + 1/2 Storysinger level + Storysinging ability modifier) or be Shaken for one round. Once an enemy is affected by this ability, they are immune to it until the end of the encounter.

Greater Archetype Power: The Chastiser may, by spending two uses of her Storysinging ability, send a fear so strong into an enemy within 30 feet that they may not move. That enemy must make a Will save (DC 10 + 1/2 Storysinger level + Storysinging ability modifier) or be stunned for one round. If they make their Will save, they are instead panicked for 3 rounds. Once an enemy has been affected by this ability, they are immune for 24 hours. Activating this ability is a standard action.



Storyweaver


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Lesser Archetype Power: The Storyweaver may, by spending a use of her Storysinging ability, create a [Figment] effect, as if casting the Silent Image spell. At Third level, this becomes as if casting the Minor Image spell. At fifth level, it becomes as if casting the Major image spell. This effect does not require the Storyweaver to maintain concentration for it to remain. This ability lasts for 3 rounds.

Moderate Archetype Power: Whenever a creature interacts with the Storyweaver’s Illusions and successfully makes the Will save or has their Spell Resistance beat the Storyweaver’s caster level check, they take 2d6 non-Lethal damage. In addition, the Storyweaver’s Illusions, as long as they have not been interacted with by the enemy, can count as flanking that enemy as long as they are adjacent to that enemy.

Greater Archetype Power: Once per day, the Storyweaver may, by spending four uses of her Storysinging ability, cast the Mirage Arcana spell, and create up to three [Figment] effects, as if she had cast the Major Image spell thrice. She must concentrate in order to maintain this effect, and any damage causes her to automatically fail concentration and remove the illusions. Concentrating to maintain this effect requires a full round action each round. The Storyweaver may only concentrate up to a number of rounds equal to the ability score used with her Storysinging ability. Activating this ability is a full round action.



Folklorist


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Lesser Archetype Power: The Folklorist may, by spending a use of her Storysinging ability as a standard action, gain a +4 bonus to any Knowledge check made to identify a monster, and gains a +1 bonus to all attack and damage rolls made against creatures who have been identified by the Folklorist this encounter. For the duration of this effect, they may use any Knowledge skill untrained. This ability lasts for 3 rounds.

Moderate Archetype Power: The Folklorist gains a +3 competency bonus to all Knowledge checks involving creatures upon whom she has used her Storysinging ability in the concurrent encounter. She gains the Lore ability, as Bardic Knowledge but using her Storysinger level instead of Bard level.

Greater Archetype Power: Once per day, the Folklorist may, by spending two use of her Storysinging ability as a standard action, know everything about all creatures within 50 feet. She gains Telepathy out to 50 feet. She knows the thoughts of all creatures that she can speak with Telepathically, and automatically makes any Knowledge checks that she attempts to find information about those creatures. This effect lasts until the end of the encounter, or for one minute, whichever comes first.


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Old 03-15-2012, 09:53 PM   Top  -  End  -  #136
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So, when you do get your Blackwoods game up and running, what game system do you intend to use? Thief, Warrior, Mage?

I will definitely be using WRM, but I was planning on using E6 for a long while. WRM is just exactly the way I envision the setting; it was really no contest, no matter how much I enjoy E6.

Unosarta, thanks a ton for that class! I'm exhausted, but I'll give it a read through bright and early tomorrow morning. Just to make sure, you submitted it to Gnorman's thread too, right?
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Old 03-15-2012, 10:22 PM   Top  -  End  -  #137
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Unosarta, thanks a ton for that class! I'm exhausted, but I'll give it a read through bright and early tomorrow morning. Just to make sure, you submitted it to Gnorman's thread too, right?
Hahaha, no problem. It was fun. I have not submitted it to his thread yet, but I will go do that right now...
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Old 03-16-2012, 07:14 AM   Top  -  End  -  #138
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The Class looks good! I'm start off by saying that I have next to no idea what a balanced class looks like.

That said, it looks pretty good to these eyes. It's got a lot of nice flavor (especially that capstone ability!), but I find myself wondering about something:

Mythsight: Constant effect Arcane Sight seems kind of powerful. It fits the subtlety of the setting just fine, AS is a pretty powerful ability, right?
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Old 03-16-2012, 07:25 AM   Top  -  End  -  #139
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The Class looks good! I'm start off by saying that I have next to no idea what a balanced class looks like.

That said, it looks pretty good to these eyes. It's got a lot of nice flavor (especially that capstone ability!), but I find myself wondering about something:

Mythsight: Constant effect Arcane Sight seems kind of powerful. It fits the subtlety of the setting just fine, AS is a pretty powerful ability, right?
Oh, that is a good point! I was pretty much trying to port a few class features over from the original, which had permanent Greater Arcane Sight, and I just put it at the lower one. I forgot that AS is a third level spell. I will probably just give them a constant Detect Magic. The ability isn't supposed to be that powerful at all, so that would make much more sense.
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Old 03-16-2012, 04:13 PM   Top  -  End  -  #140
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"The River" now has a "Factions" section. Check it out.

*Disclaimer* I wrote it while I was under the influence of a commendable amount of alcohol, so any criticism you have would be great.
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Old 03-16-2012, 07:46 PM   Top  -  End  -  #141
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Not much I can see, problem-wise, apart from a few typos (although commendably few given the amount of alcohol you said you were on at the time).

However, my new thread here contains my campaign world. If you would be so kind as to look it over and post a comment, that would be most appreciated.
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I want to create a world that is full of possibility, and one of the best ways to handle it is by creating a bunch of stories that haven't yet been finished.
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Old 03-17-2012, 02:19 AM   Top  -  End  -  #142
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So, I wrote another story. This one involves more fantasy-children's tale elements, but it was still really fun to write. I am thinking I want to make Johan a thing, that I can continue to write about. I don't know the direction that I want to take him, but it will be interesting.

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Old 03-17-2012, 09:31 AM   Top  -  End  -  #143
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Do the river nobles have hard-and-fast inheritable titles, or it is more of an informal, shifting nobility?
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Old 03-17-2012, 06:37 PM   Top  -  End  -  #144
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Do the river nobles have hard-and-fast inheritable titles, or it is more of an informal, shifting nobility?
I imagine the nobles at the top are inherited titles, but lesser nobility can come to earn their title. For instance, the Lord of Three Rivers might be a direct descendant of the semi-mythical founder of the city, whereas one of his advisers might have become a lord by distinguishing himself as a trader.

However, this isn't information that I will publish. By maintaining the vagueness common in fairy tales, I leave the proverbial ellipses that allow for greater creativity at the table. "Leaving the option open" has become a very major theme of this setting.
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Old 03-19-2012, 12:01 PM   Top  -  End  -  #145
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Update:

The section on "The Elder Kingdom" is up! It's short and sweet, which is exactly how I want it. In my mind, this is the sort of place that one hears about over the course of several adventures before actually visiting. Half-remembered stories and tantalizing rumors are the best way to go about setting this place up.

Next up, I'll be posting some info about magic in the setting. Because I'm trying to stay system-neutral, I'm going to try my hardest to describe the dichotomy in system-neutral terms. That might be posted as early as this evening!

After that, I think the second post in the thread will transform into a collection of tales. I may end up posting them here, spoilered, in their entirety, rather than linking to them on my blog.
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Old 03-19-2012, 12:20 PM   Top  -  End  -  #146
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What about the magic makes it difficult to explain without including system terms?

Also, the inclusion of possible ToB groups in the Elder Kingdom makes me quite happy.
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Old 03-19-2012, 12:37 PM   Top  -  End  -  #147
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What about the magic makes it difficult to explain without including system terms?

Also, the inclusion of possible ToB groups in the Elder Kingdom makes me quite happy.
It's not really that it will be difficult, it was just a disclaimer, I guess. At first I thought about describing magic two different ways: from the perspective of the players, and from the perspective of the characters. At this point, I think I can accomplish what I need to by describing it from the POV of the characters for the benefit of the players, but we'll see.

Long story short: I'll be laying out magic in terms of either "sorcery" or "works of faith."

While I was kicking around the idea of using 3.5 (before I found E6 and--eventually--WRM), ToB was one of the major things I wanted to accommodate. I love the mechanics involved, and it fits in with a lot of wuxia stuff flavor-wise. Theoretically, the Sentinels, Spearwood Brothers, hunters, and even town watch could all use ToB disciplines.

I think you may be thinking that the "Nine Swords" are an homage to ToB, though, and they're not. While they would almost certainly use ToB disciplines if the table decided to include that book, that's not the reason why I named them what I did. Nine is an auspicious number in Chinese culture (as the largest single digit, AND as the result of 3x3, since 3 is another auspicious number for them), and I've included it in a lot of this setting. It's not something that you would notice without seeing all of my notes, but 9 and its multiples are everywhere. For example, every region's population density is based on [a multiple of 9 people/sq. mi.].
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Old 03-19-2012, 05:08 PM   Top  -  End  -  #148
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UPDATE:

The magic section is posted! It's a rough draft at this point, because I'd like to give it another read tomorrow and decide if that's everything I need to cover on the subject. Theoretically, the first post should now be a guide containing everything a player needs to know to create a character in this world.

The second post will eventually be reformatted to include all the information a character might possess, including a collection of all the Tales of the world. This is something that I will likely add to as the world evolves, i.e. as I run campaigns in the world, and will be pretty sparse to begin with.

The Third post will be advice for GMs about elements to emphasize to truly represent the world, as well as a collection of recommended homebrew, variant mechanics, etc.

I've got fourth and fifth posts in case I need any buffer room, but I don't think they'll be necessary. Hurrah!

Now that I've "finished" the first, I welcome the opportunity to have it torn apart by all of you fine hooligans. Does it flow easily from subject to subject? Is it clear and easy to understand (while maintaining a level of narrative intrigue, of course)? Does it seem like an exciting world that you just can't wait to play in?
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Old 03-19-2012, 09:18 PM   Top  -  End  -  #149
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I would edit the sorcery blurb to allow for the possibility of male hedge wizards. There's no reason for the village witch to be only female, or if there is, that's the individual DM's decision. Heck, the village witch could be a young person, or could even be an empty, haunted stump that people throw money into to beg for favors.
EDIT: I'm also a little bit confused about Koss. Are people from Koss Riverfolk or Woodfolk? They're obviously not Elderfolk. And is Koss itself a whole, unified kingdom?
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Old 03-19-2012, 10:31 PM   Top  -  End  -  #150
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I would edit the sorcery blurb to allow for the possibility of male hedge wizards. There's no reason for the village witch to be only female, or if there is, that's the individual DM's decision. Heck, the village witch could be a young person, or could even be an empty, haunted stump that people throw money into to beg for favors.
Good point, thanks! It's been changed.

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EDIT: I'm also a little bit confused about Koss. Are people from Koss Riverfolk or Woodfolk? They're obviously not Elderfolk. And is Koss itself a whole, unified kingdom?
Good question, and for some reason I'm having a really hard time enunciating my thoughts here. I keep erasing what I've written, only to erase it again!

Koss and the Blackwood are two separate, comparably-sized regions. With that in mind, the people of the Blackwood would be separated into Wood, River, and Elderfolk. The people of Koss, on the other hand, would be separated into their own, unique groups (specifically, Winterfolk and Summerfolk), but I haven't elaborated on that because cultural things like that get boiled down when you travel to a different place. It's the same idea that a Oregonian and a Mississippian are very different to U.S. Americans, but both are just "Americans" to, say, a German.

I have this grand meta-plan in mind to eventually elaborate on the entire continent, visiting each of the regions in turn as though they were their own setting. With that in mind, I ended up deciding to leave out the section on Koss that I had thought to write for this setting, because it was straying from the task at hand: realizing the Blackwood. There are a few Kossians that make their way into the Wood (just as there are a few Cerians), but its not enough to warrant spending more time on them than I already have with their respective Tales. If people want to play them, they'll just have to wait for the next "Splatthread!"
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