Heaven's Kingdom as it is known to the orcs and the Darklands Empire to outsiders is an empire of competing philosophies and political factions. The current reigning philosophy is Legalism, which states that all must be equal before the law regardless of circumstance in order to avoid corruption or bribery, as it is championed by the current Imperial Dynasty, the Earthshakers. Unfortunately in the hands of an incopetent ruler such a philosophy creates a tyrant, as it has with the current Emperor Hio. Despite a great famine that grips the land the emperor still demands a large portion of each farm's produce in taxes, driving the peasants to starvation, and fails to share any of the imperial larders.
The most common competing philosophy is Humanism which emphasizes compassion to those in need, and understanding of situational morality. There are many believers in humanism who are pushing for the overthrow of the current emperor and as such they are persecuted as rebels.
Citizens within the empire are divided among one of five castes. First are nobles by birth those who are born to a noble house and are generally philosophers, generals, or landed lords. Second are nobles by test those who have proven themselves skilled or quick of mind through one of the empire's many standardized tests they are local officials, advisers, and engineers. Third are soldiers whose lot in life is self-explanatory. Fourth are monks who live in isolation to perfect their minds and bodies. Finally last are the peasants who live as farmers or artisans.
Most of the empire's lands are covered in jungles infested with horrible monsters and plants which produce beautiful dyes and tasty beverages. This means that most travel between communities is fraught with danger unless one of the well maintained imperial highways are used.
Monasteries
Spoiler
There are many monasteries throughout the empire. They are places for men and women to get away from the distractions of city life and focus on perfection of the mind and body. They are also convenient places to deposit unwanted children, and as such many orphans end up being raised by the monks to uphold their customs and teachings. Each monastery is usually dedicated to a single philosophy or the worship of a single deity, but monks are allowed and frequently encouraged to seek out other monasteries to study at in order to broaden their horizons.
The Gods' War
Spoiler
Slightly over two thousand years ago the gods of many pantheons waged open war over the planet's surface. This led to the destruction of most continents and the extinction of many races including the dwarves, elves, and gnomes. This war left all but the most local of gods dead. As such deities who were once only local spirits have been elevated in power, but their genesis as local spirits means they can still take an interest in individual mortals. Due to this the emperor and all other leaders try to stay on good terms with them to avoid their wrath.
Other Nations
Spoiler
To the east is the great Grey Sea. It is from across these waters that most foreigners reach Heaven's Empire. These aliens are one of three tribes of man.
There are the Invictans who live in the Northeast and worship their emperor as the reincarnation of the sun god Sol Invictus, and seek to convert all others to their religion. They greatly value gold, light, and honesty. As such they usually dress in whites and golds in order to emphasize these aspects. Their homelands are a vast network of floating fortresses that sit in a portion of the sea where the sun never sets and their powers are greatest, as a result their skin is tan and leathery. They fear the darkness, even normal nighttime takes some getting used to for those who come from their homeland.
Then there are the Katabalans men with sharp teeth and wide eyes from lands at the Grey Sea's southern end that are continually covered in ice and winter. They enjoy trading frequently with other cultures because their own lands monotony; it is how the world's only known source of ivory and as such they are welcome at every port. Despite their friendly manner Katabalans cannot stay for long in any one port for long because they all must make a pilgrimage to their homelands once a year to visit what they call the City of the Gods. Katabalans dress in leathers made from sea mammals and cannot digest plant matter.
Finally Raft Dwellers are men who live on great wooden raft cities beneath a gigantic cloud known as Dante's Shade that hangs over much of the Grey Sea. They are a somber lot you dislike anything connected to the gods, as they blame them for the destruction following the Gods' War. They are adept fishermen and sailors and frequently trade in items made of volcanic rock and glass as the Shade holds many many volcanic islands. They usually wear brass helms that obscure their face from the unfamiliar sunlight and allow them to breath underwater for short periods of time.
Besides humans there are also deep ones and the cursed crew of Barbados' Armada. The deep ones are fish men who live nomadic lives hunting great schools of large fish. They trade in good they retrieve from sunken cities flooded during the Gods' War. Usually they accept human or orc children as payment for these goods because they are unable to have children of their own instead having to change the children of other races into deep ones. This makes certain aspects of human society such as the importance of ancestry and owning land as property very alien to the deep ones. They tend to wear clothing made of fish scales or nothing at all.
The cursed crew are men who were press gained into the crew of the mad pirate lich Barbados. Service under him curses them to become one of the undead and assume the mannerisms of this pirate crew from the time before the Gods' War. They try to eat and drink despite their inability to digest and when they attack ships they demand gold coins despite their being no nation left that mints currency in gold. Some of the crew are however given long periods of "shore leave" provided they send booty back to Barbados' black ships and during time away from their crew mates are able to slowly overcome the mental portions of the curse but not the physical ones.
Serpentmen
Spoiler
Sometime shortly after the Gods' War the orcs that would go on to found the Heavenly Empire were enslaved by a vile race of serpentfolk. They killed their slaves in rituals to power their spells, and were working to resurrect their serpent god who perished in the Gods' War. Fortunately however just as the rites to raise him from the dead were reaching their climax the four great ancestors of the four major houses led the slaves in rebellion and threw down their horrible overlords. Now centuries later there are no known surviving serpentfolk, but much of their magic still tains the land and has to be hunted down by diligent turtle inquisitors.
The Four Houses
Spoiler
Though there are many more noble houses than the four none command the same level of power and respect as the founding four.
First is the Turtle Clan characterized by extreme orthodoxy and their numerous inquisitors who hunt down any evidence of serpentfolk culture or use of their fell magic. They live in the west and have many jade and silver mines. They descended from Endo the great an orc who is said to have stood twelve feet tall, exhaled purifying mist, and used trees as clubs.
Second is the Girallon Clan which usually account for most of the emperor's personal guard and are known for loyalty and violent rages. They live in the north and control much of the empire's good timber. They are descended from Junji the Bloody an orc with six arms, breath of fire, and blood made of liquid gold.
Third is the Macaw Clan known for gifted artisans and great cunning, they provide most of the emperor's concubines and advisers. Their house controls most of the empire's silk and dyes. They are also known for having a higher than average number of human members and openness to foreign influence. Their founder was Morgan the Clever a man of mixed heritage who was said to possess golden wings, a voice that commands the winds, and a tongue made of silver.
Finally there is the Octopus Clan known for traveling and the accumulation of knowledge. They have many sea traders, libraries, and scholars, this naturally gives them control over most foreign goods that come into the Empire. Their lands occupy the Empire's eastern coast. Their founder was Matyu the Diplomatic an orc who could breath water as easily as air, had skin as strong as stone, and could command sharks as a normal man commands hounds.
Races
Barbados' Crewman
Spoiler
Ability Score Racial Traits: Crewmen characters gain a +2 racial bonus to one ability score of their choosing Type: Crewmen are undead Size: Crewmen are medium size Base Speed: Crewmen have a base speed of 30 feet
Languages: Crewmen begin play speaking Common, and may select any language as bonus languages for high intelligence scores except secret languages Sure Footed: Crewmen gain a +4 bonus to all acrobatics checks to maintain balance and a +2 bonus to their CMD to avoid being tripped as well as a +2 bonus on all saves to avoid being knocked prone. Having spent much of their unlife aboard a constantly moving ship, crewmen are easily able to avoid being tripped or falling over. Weapon Familiarity: Crewmen are proficient in all weapons belonging to the pirate weapon group (crossbows, cutlass, dagger, hook hand, rapier, and short sword).
Deep Ones
Spoiler
Ability Score Racial Traits: Deep ones are naturally tough and possess powerful memories but lack individual drive. They gain +2 Constitution, +2 Intelligence, -2 Charisma. Type: Deep ones are monstrous humanoids with the aquatic subtype. Size: Deep ones are medium size Base Speed: Deep ones have a base speed of 30 feet and a base swim speed of 20 feet Languages: Deep ones begin play speaking Common and Aquan. They may select any languages as their bonus languages. Scales of the Deep: Deep ones gain a +2 natural armor bonus. Chill of the Depths: Deep ones gain 5 cold resistance Natural Weapons: Deep ones possess 2 claw attacks that are secondary natural weapons dealing 1d3 damage each.
Traits
Spoiler
Imperial Traits
Courtly
You were raised in the imperial courts or in the highly political atmosphere of one of the great houses.
Add sense motive, bluff, and knowledge (nobility and royalty) to your class skills. At any location it can be assumed that at least one courtier or houseman owes you a favor. When at a given location you can PM me that you want a specified NPC to be the favor ower and then call it in. Note this can only be done once per location and there are some limitations. The heads of the nobles houses and the emperor himself are offlimits for this ability and there is only so far a favor can go; few courtiers will risk their own lives for you and monetary favors will rarely be able to go over 1000 gold.
Descended From Greatness
you can still trace your bloodline back to one of the great ancestors directly, but this does not necessarily mean you are apart of one of their houses, you could be from the line of a disgraced son or similar outcast. Nevertheless you still possess some of their innate power. Choose one of the following abilities based on which ancestor you are descended from.
Endo: you have powerful build
Junji: Your blood is thick and does not bleed quickly, you are immune to bleed effects and have DR 5/bludgeoning.
Morgan: you can use glibness as a spell-like ability once per day per 3 character levels you possess at a caster level equal to your level.
Matyu: You gain a swim speed equal to your base land speed.
Monastic
You were raised in a monastery from a young age and as such have honed your body and mind to perfection. This training allows you to resist poison and magic enchantments entirely where others would be incapacitated.
Whenever a spell or ability has a reduced effect on a successful Fortitude or Will save you instead ignore the effect entirely. Additionally you can make a will save to negate any mind effecting ability which would normally not grant a save.
Jungle Dweller
you have lived in the harsh jungles for most of your life. You might have cast aside civilization because you believed it impeded you spirit, because you were branded an outlaw, or for some other reason the results are the same.
Add survival, perception, and knowledge nature to your class skills list. Additionally you gain the woodland stride ability. If you would gain woodland stride again later from a class or similar source you instead gain the ability to ignore all difficult terrain natural and magical instead treating it as normal terrain.
Soldier
you have spent much of your life as a professional soldier and as such are used to reacting quickly to your allies' actions and following orders.
During combat you are considered to possess all teamwork feats that any of your allies possess. Additionally you may always move and charge through your allies' squares without hindrance and they may do the same to you.
Foreign Traits
All foreigners regardless of trait gain a +4 racial bonus on all swim checks accounting for their lives mostly being at sea or in coastal regions.
Shade Dweller
You lived under Dante's Shade for most of your life and as such have adjusted to living in the constant dark and rain. You have also grown up in a culture that blames most if not all problems on the gods and as such you find yourself better able to resist their servants.
You gain low-light vision and you gain a +2 profane bonus on all saving throws made against spells, spell-like, and supernatural abilities with a divine source.
Southern Trader
You come from the lands of the far south and as such are adapted to resist the harsh conditions of your homeland.
You gain cold resistance 5, do not treat natural snow as difficult terrain, and gain a +4 racial bonus to all saves versus blindness. You also treat wind conditions as one step lower for all purposes regarding your ability to use ranged attacks and whether or not you are knocked down or checked.
Invictan
You come from an empire dedicated to the sun's glory and power. While you may not consciously follow the unconquered sun as a deity his presence fills you with confidence regardless.
While in areas of natural sunlight you gain a +2 morale bonus on all attack rolls, saving throws, and skill check. Additionally you are immune to any harmful effects of spells with the light descriptor.
Ancient Lore
The School of Nine Swords
Spoiler
It is said that when orcs first rose up from barbarism, in the wake of their overthrow of the serpentfolk, they were given nine perfect swords by the few remaining spirits of war and honor. From these nine swords were founded nine schools of martial combat: Tiger Claw, Stone Dragon, Shadow Hand, Setting Sun, Iron Heart, Desert Wind, White Raven, Diamond Mind, and Devoted Spirit. These founding schools were the prodominant forms of martial combat for the first six centuries of the empire's existance and outlasted its first three dynasties. One by one however the nine blades became corrupted as their spirits turned against their mortal owners, and with their corruption their schools fell into dishonor. These dishonored schools were hunted to extinction by Turtle inquisitors as if they serpentfolk or users of their fell magics.
In the present day and age the nine swords are merely the stuff of legend, and their locations lost to the mists of time. If anyone were to recover them they would simultaneously be seen as scions of glory long lost but also dangerously rash for utilizing the powers of now corrupt spirits.
Surviving Fiends
Spoiler
Over the course of the Gods' War in addition to the gods themselves most of the great powers of the outer planes were drawn to the mortal realm and destroyed in a permanent fashion. The only remaining fiends and celestials were those so unimportant or reclusive that no gods called upon them for aid. Those best known to still exist are the demodands and the kytons; jailers of the multiverse and the cultist of ecstasy through pain. In the present day their interactions with the material plane are limited. Their only consistent actions are to answer the summons of men of strong philosophical beliefs. The demodands will obey the commands of those who follow destiny based schools of thought; while the kytons choose to assist mortals whose philosophies claim that mortals are self determining in nature. Few but the most foolish however are willing to deal with them as treachery is a fiend's very nature.
Temples to Forgotten Gods & Remnants of Dead Realms
Spoiler
The Empire's jungles are dotted by the ruins of civilizations long sense cleansed from the world by the Gods' War. Most prominent are the citadels of the elves, dwarves, and drow. These and other races directly tied to racial deities were completely wiped out by their connection to the divine in the Gods' War. These pockmarked and partially collapsed buildings contain treasures from an age whose magic has been lost to the world. Occasionally cultists and conspiracies use these ruins as headquarters or ritual locations.
Just one of those things about PbP, I think. Arq Kujos volunteered to take over if we needed in the recruitment thread, we could message him if we can't get in contact with Rokku.
Oh, I missed that! I'm out of town until Sunday (Thanksgiving thing) so I won't really be able to do anything until I get back. Just stealing some computer time atm.
Last edited by Nihilarian : 11-23-2012 at 06:21 PM.
I am here. I'll have a character made by tonight. I've had a heck of a time coaching these middle school kids, but some time has finally freed itself up.
I'm borrowing your thread to roll hp.
(3d10)[12]
Man, I can't roll hp for crap. Can I take the average instead so I'm not totally gimped?
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Currently Playing: Rikard Loghaine in [4E] Grandpre Academy
You monks have far too much sense motive for my tastes, it's like you don't want me lying to you.
Welcome to the party, Morbis.
As a side note, I'll be assume that Rokkir is keeping Guidance active on Masiana when I make my rolls. Just so you know where the extra +1 is coming from.
Okay sorry for being gone I didn't have time to get everything worked out for the last few days due to finals. I will still likely be scarce for the next day or two here but I will get something posted within the hour and hopefully be able to do any needed interactions for at least the immediate future.
Okay sorry for being gone I didn't have time to get everything worked out for the last few days due to finals. I will still likely be scarce for the next day or two here but I will get something posted within the hour and hopefully be able to do any needed interactions for at least the immediate future.
No worries, finals are a rough time of year, I shall do my part to fill in the gaps with intraparty shenanigans!
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A big shout out to Kymme for the fantabulous custom Avatar
Is the proud owner of 3 cookies
Spoiler
Quote:
Originally Posted by SamBurke
You have made me laugh. Have a cookie.
Quote:
Originally Posted by Scowling Dragon
Morbis Meh: I like your portrayal of the more Thri-Kreenish human. You get a cookie.
Quote:
Originally Posted by HuskyBoi
That made me spit-laugh my tea all over the laptop. Have another cookie! And then send me £20 so I can get the laptop fixed