Lords & Rascals: a D&D 3.5 ed. story
Posted: November 5th, 2016, 7:32 pm
A Dungeons & Dragons 3.5 ed campaign
Links coming soon.
Links coming soon. 1. Introduction
Lords & Rascals is a role playing adventure set in the Dungeons & Dragons 3.5 edition ruleset with a few slight modifications. This game will require well thought-out characters and at the very least basic knowledge of the 3.5 ed rules. I do not have the time nor the energy to sit down with someone and teach them how to play this game from square 1, but I am willing to answer most questions. The campaign setting is a high fantasy game in a world I have created myself. There will be different currencies, languages and a lot more - you will learn as you read on. You will have a character sheet of your own of which you send me a copy and keep me updated with any changes. My way of storytelling is sometimes less according to the rules and more movie-like for a more epic experience and I do not tolerate fuckery for the sake of fuckery, I want more serious roleplay.
2. The World
The world is divided in several countries and regions, all with different cultures and ideals. I will list a few regions for you below which you need to create a basic concept for your character.
The Daviokian Empire - This is a typical "southern europe" country with a rather warm climate. It is inspired by the Greek and Roman Empire. The Elite is strictly human and it is ruled by its emperor Daniel Daviok and his First Council. There are a total of 3 councils: the first are nobles and advisors of the emperor, the second are high-ranking lawmen who are responsible for the justice system, army and tax regulations, and the third consists of representatives from different classes who deal with minor everyday issues, infrastructure and run the courts. While the Empire (and many of its inhabitants) look upon themselves as the shining pillar of light in this world with the most technologically advanced and most civilized country, their way of ruling is rather barbaric. Resistance is often not just met with a corpse to statue a example, but ethnic cleansing.
The Iron Isles - This region is inspired by the British Islands. The lands consists mostly of islands in different sizes, some rather small, some are huge. What makes this country reknown (and given its name) are that some of the islands are made of sheer steel, once molten in the fires of the deep underground and released in a massive volcano outburst from the bottom of the sea. Some of these islands have been worked on by metalworkers through the ages and have slowly been transformed into natural forts to defend against intruders. The Iron Isles are ruled by King Cathú, a mighty dwarven warlord from the northern isles. Its population are mainly humans (south) and dwarves (north) but there are no racial tensions. They all see themselves as Islanders and stand by eachother in that brotherhood. They are a grim and proud people who specialize in metalworks and seafaring, and they are said to be the only nation with a fleet powerful enough to stand up to the Empire.
The Northes - As you might have guessed by the name, this region is inspired by the vikings, but also by the Sami, the indigenous people of northern Scandinavia. The people here survive the long and harsh winters by being excellent hunters and fishermen. They have a habit of not speaking much and combined with being naturally large in size, they have recieved a reputation as a brutal people with bloodbonds to giants. The Northes society consists of different species and clans, each clan ruled by a Jarl, who all answer to the King. Different from most countries in the world, the title of King and Jarl does not automatically pass from father to son, but are all elected as leaders by their people. If a Jarl should misbehave and treat his people unfair, they can strap him of his title and tax share. This had lead to the people becoming hard to govern and rule over, and any attempt from a invader to control them by forcing rules from above have had no effect at all. At the end of it, the northeners are a sovereign people in their own right with a strong sense of individuality combined with a large portion of respect for your neighbour as they all have to cooperate to survive the winters. A person who doesnt do his part is quickly shunned and sometimes even punished by mob rule, something that sadly is more common practice than exception. More law-abiding people take their business to "Meetings" where the entire clan shows up to settle disputes and plan their future. Meetings are ruled by Lawmen who are also advisors of their jarls. Meetings take place once a month, while Grand Meetings (where different clans come) take place roughly twice a year.
The Meadows - Inspired by western Europe, this region is rich in farmland above anything else which makes it one of the richest in the world. While consisting of 5 smaller kingdoms, they all co-operate with eacother since they share many similarities in the Council of Nobles, essentially making them into one big nation. Their society is based on the Bannerman principle - each king has nobles who rule more or less rule themselves only with a few federal laws from the King who serve as guidelines. In return for this freedom, they are expected to rally to the King's side in his moment of need with armies and resources that reflect their wealth and status. This has lead to the poorest people being close to slaves under their lord, while the middle-class have a lot of freedom of both trade and movement, this leading to a population of many trades and races. The nobles set up their own courts and arrange taxes and infrastructure as they please.
Everwood - Inspired by central Europe this country is rich in forest and wildlife ontop of a already superb farming community. It too follows a Bannerman principle, but are more controlled by the crown with stricter federal laws, for example they have a federal court which is ruled by a council of neutral lawmen not bound to any noble familiy or other powerstructure. Large portion of the population are elves and dwarves, depending on the area. It is ruled by King Harold and his council.
Blackwoods - Inspired by eastern europe and western asia. This country is much of a wildland containing many different species all governed by the self-proclaimed Emperor Blackhand. He is rumored to be a witchking and some even say undead, all that is known is that he is absurdly wealthy while his people are miserable, and that he's well guarded by extremely loyal followers. The society is strictly feudal and the general population are more or less at the mercy of their lords. Rumors speak of massacres of insubordinates. Overall, its a region shrouded in mystery and danger.
Eversands - Inspired by the middle-east and Africa. While still in a pretty much feudal society and scarce farmlands, they have found great revenue in mining useful materials such as precious metals and gems combined with excellent crafts and jewelry. Their trade fleet excel in numbers and reach, making them one of the worlds largest trading nations and the base of rich and resourceful banks. Many different races are welcome here as well, even though humans vastly outnumber most of them. It is ruled by King Ordo, also called "the ball" by his enemies. He is rumored to be so obese that he cannot even come out of his chambers anymore.
The Freelands - Inspired by east asia. This is a socially advanced nation ruled by a mock democracy. While the people are in the illusion that they elect leaders through voting, the rulers help eachother to trick the system and thereby always remain in power one way or the other - all from using puppets to rigging elections. The state is strictly capitalist while the poor are at the mercy of the rich and goodwill for medical care and survival. Courts are created and run by the people, but are generally corrupt to say the least. The current leader - called People's Choice - is Singham Zhin.
Isles of the Divines - Inspired by feudal japan and just like japan, its a society with very strict honour codes. In contradiction to its powerful nobles, the religion is very peaceful and world-leading in philosophy and peace. The gardens of its temples are rumored to be groomed by the gods themselves, and that one through meditation can find a path directly to god. The King is named Lotan Seing and is at the start of this campaign merely 11 years old.
City States of Southsea - Inspired by the tribal cities of South America. A vast mountainous landscape divided between several city states that are allied with eachother and watches their borders closely for any foreign invadors. Far off from the rest of the world, this continent rarely have any contact with the others except for a few occasional trading ships. While their sociey is heavily based on religion and the High Priests have tremendous power over the peole, they also have socialist ideals such as providing even those without income with basic healthcare and services, among simple food and shelter.
If you have anymore questions about any of these regions, send me a PM.
3. Character creation
When it comes to character creation I'm very open-minded, but I have to ask you to at least stick with humanoids without level ajustment. If you really wish to play with a race that does have level ajustment, talk to me about it and perhaps we can figure something out - I can normally fix that by making you take monster classes instead of standard classes. Before you go ahead and start making your character, please bounce your concept and ideas with me. I may have to correct and change a few things or come with suggestions to make it fit better into this world and its history.
I do recommend the use of the 4 page Eberron sheets, you can find them here.
You roll abilites by the standard roll 4 - pick the best 3. Your starting level will be 1.
Presentation of house rules.
1. Following skills is striked out: Autohypnosis, Psicraft & Use Psionic Device.
2. The Skills Hide & Move Silently are striked out and combined into Stealth (DEX). Feats and items giving you a +2 bonus to Hide and Move silently instead gives a +3 bonus to Stealth.
3. Your first class is now a occupation you had before you became a adventurer, it can be farmer, blacksmith, carpenter, legionere, basically anthing. The class level of that is 0. For this class you get 1 feat and 10 skills of your own choice. 5 of these skills must be tied to this class and you must be able to explain how and why. You then get (4 + INT mod) x4 skill points to spend on those skills. Max ranks is still level+3, so in this case 3. If you get more skill points than you can spend, either cross-class them or talk to me about it, you can buy some special advantages for them. This NPC class is now also your Profession for your adventure class.
4. As per idea from the 5th ed, cantrips can now be cast more or less at will and will very slowly increase in effectiveness with time. However, if you cast more than you have spells / day, the effect of the first ones you cast disappear - this is to prevent someone doing something rediculous such as flooding a city by creating water, or similar.
5. Ranged weapons now add the DEX mod to damage, just like melee weapons add STR mod.
6. Power attack now works both ways. You can choose to subtract points from your damage roll to add to your attack bonus. This is worthless in combat and just made for the sake of a character to be able to do the "Robin Hood arrow split" for dramatic effect.
7. I am allowing content from different rulebooks as long as you bounce your ideas with me.
8. Add APP (Appearance) as a new ability.
9. Add Seduce as a skill. Ability mod is (CHA mod + APP mod) /2.
4. Interaction with other characters
When you have a group of people, it's only natural that every doesnt always agree with eachother. Believe me, it is completely fine to argue within the group! It makes for a more immerse roleplaying experience. You just need to know when the line is crossed. I do not want to see lethal attacks against other players and even if you disagree on something you can always resent yourself and conform to the will of the group if its a majority unless it goes completely against your moral principles. If that would be the case, it's better to play your character and be stubborn. I do not want the entire group to stand behind a murder one person did in cold blood for example unless they too are evil. I think you know what I'm getting at by now. If you should feel that your characters will often clashes with the rest of the group and that you are a bad fit, you can always talk to me and we can start planning a new character to replace your first.
5. Your playstyle
Be advised that meta-gaming and loophole-hunting is something I dont tolerate. A diverse group of characters makes for a much more delightful game. They are people like you and me and are not perfect. They can have a number of flaws, instabilities or even physical drawbacks such as a lost eye. For example, in a campaign I play in IRL I play a sort-of-pacifist bard who's really not good at anything battle-like, however he's very resourceful with knowledge and always drops witty comments to the amusement of other players. He is also older, in his late 30s and have a family. Another character in the group is a bookworm and great researcher. Another is a fat flobby kid who blacks out at the sight of blood, yet is a healer. We are a flawed group - but a great group.
I think that is all for now. I'm sure I have forgotten something so if you have any questions or need more clarification, just post below!