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  2. Iodás, who is no healer, ust has to wait while others see to their new companion, Daithan. After a while, it looks like he’ll live. “Ok, looks safe enough now. Let’s take a look..” he adds beginning to take off his armor and helmet.
  3. %5Bfont%3D%22Comic%20Sans%20MS%2C%20Century%20Gothic%2C%20Arial%22%5D%5Bsize%3D3%5D%5Bb%5DRodnel%20Glamerstone%5B%2Fb%5D%5B%2Fsize%5D%5Bsize%3D2%5D%5Burl%3D%22https%3A%2F%2Fwww.myth-weavers.com%2Findex.php%3F%2Ftopic%2F9725-rodnel-gnome-diviner%2F%22%5D%5BSheet%5D%5B%2Furl%5D%5B%2Fsize%5D%5B%2Ffont%5D%20%5BCOLOR%3D%22SandyBrown%22%5D%5Bb%5D%5Bsize%3D1%5DAC%3A%2017%20%7C%20HP%3A%2020%2F20%20%7C%20Initiative%3A%20%2B4%20%7C%20Speed%3A%2025%20%7C%20Passive%20Perception%3A%2014%20%7C%20Spells%20Used%3A%201%2F4%2C%201%2F2%20%7C%20Portent%20Used%3A%201%2F2%20%7C%20Runes%20Used%3A%200%2F2%5B%2Fsize%5D%5B%2Fb%5D%5B%2FCOLOR%5D%20%5Bfieldset%3D%22%22%5D%5Bfloatleft%5D%5BIMG%5Dhttps%3A%2F%2Fgroups.tapatalk-cdn.com%2Favatar%2F14669%2F7311102_1510318574.jpg%5B%2FIMG%5D%5B%2Ffloatleft%5D%0ARodnel%20scurries%20into%20the%20chamber%20to%20stand%20next%20to%20his%20druid%20friend.%20%5Bcolor%3Dbrown%5DUp%20and%20not%20away!%5B%2Fcolor%5D%5B%2Ffieldset%5D Rodnel Glamerstone AC: 17 | HP: 20/20 | Initiative: +4 | Speed: 25 | Passive Perception: 14 | Spells Used: 1/4, 1/2 | Portent Used: 1/2 | Runes Used: 0/2 Rodnel scurries into the chamber to stand next to his druid friend. Up and not away! OOCWill cast Levitate on the nearest fox, using my low portent score to force it to fail it's save. Let's raise it high enough it cannot run away but low enough that my friends can still hit it if needed.
  4. Read a Tense Situation When you read a tense situation, roll with Cunning. Role(2d6+2 6,5 13) On a 7–9, ask 1. On a 10+, ask 3. Take +1 when acting on the answers. Ώ What’s my best way out / in / through? Ώ Who or what is the biggest threat? Ώ Who or what is most vulnerable to me? Ώ What should I be on the lookout for? Ώ Who is in control here? Roll EDIT: So I'll ask " What is the best//saffest way throught this chaos? " and act accordingly.
  5. He can at least determine the level of the various effects.l from Detect Magic, and if there are items involved, he can I'd all or part of their effects or commands. After doing this he moves on with the others. He continues to check for and analyze magic as they progress.
  6. Well, you lose all your class skills, but get Perception and a good chunk of background skills (Craft, Perform, and Profession) as class skills regardless of your tradition, much like how martial traditions give you simple weapons/light armor/bucklers.
  7. Moving up a few decades from my normal time period I've a tale to confess, I got blown the best In a room way out west, in a room way out west She came down on my head, I got bruised, I got bled Now my wounds are so red Yeah my wounds are so red
  8. Don't forget that each vocation talent gives you some bonus abilities too, not just the class skills. They aren't listed on the trade tradition page, you have to go to the vocation sphere page to find them, but those alone absolutely make the trade worth it, even if you end up with fewer class skills overall. There are plenty of X to Y abilities in there. I highly recommend picking up a trade tradition, they are a great way to dip your toe into Sphere of Guile content.
  9. Vampiric Fetchling Fighter (2) HP: 30/32 | AC: 19 (leather) | Speed: 25' | Darkvision Perception (E): +7 ▪ Initiative: +7 | Fort (E): +8 | Ref (E): +10| Will (T): +5 | Hero Pts: 0 | SkillsTrained: Acrobatics (+8); Athletics (+6); Deception (+5); Intimidation (+5); Lore/warfare (+4); Stealth (+8); Thievery (+8) Untrained: Acrana (+0); Crafting (+0); Diplomacy (+1); Medicine (+1); Nature (+1); Occultism (+0); Performance (+1); Religion (+1); Society (+0); Survival (+1) | AttributesSTR +2 DEX +4 CON +2 INT +0 WIS +1 CHA +1 | AttacksUnarmed: Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed Melee: Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S Ranged: Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range. | Razvan turns to whomever holds the stake. Quickly! Let's not take chances. After the stake is placed (and the dagger sheathed), Razvan offers his hand to Demetrius. Then, turning to the group as a whole: Perhaps Ekul and Aliestor could advise regarding the steps to take to assure that Tallon is destroyed irrevocably? I'm willing to stay behind to guard this place - maybe with Demetrius - until the group can return. I - we - will need to find a place to sleep soon in any case. OOC ACTIONS Character Sheet Razvan Umbra Vampiric Fetchling • Martial Disciple • Fighter 2 Medium • CN • Speed 25 • Darkvision Primary Role: ranged combat & stealth Secondary Roles: melee combat; intimidation & thievery. Abilities Strength 14 (+2) • Dexterity 18 (+4) • Constitution 14 (+2) • Intelligence 10 (+0) • Wisdom 12 (+1) • Charisma 12 (+1) Boosts • Ancestry: +DEX +STR • Background: +DEX +CON • Class: +DEX • Free:+STR; +DEX; +CON; +CHA • LVL 2: +WIS Adventuring & Combat HP 32/32 Perception +7 • Expert+6 • Wis +1 • Item 0 • Senses: Darkvision (Ancestry Feature) Speed 25' Class DC 18 • Trained +4 • Base 10 • DEX +4 • Item 0 Armor and Shields AC 21/19 • Trained +4 • Base 10 • Dex +4 • If shield raised Leather armor (+1) Saving Throws • Fortitude +8 • Expert +6 • Con +2 • Item 0 • Reflex +10 • Expert +6 • Dex +4 • Item 0 • Will +5 • Trained +4 • Wis +1 • Item 0 Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against and . Weapon Proficiencies • Expert in simple weapons; unarmed attacks; martial weapons. • Trained in advanced weapons • Trained in Unarmored Defense and all armors Weapon +0 • Untrained 0 • Str 0 • Item 0 • Damage 1d0 • Notes Unarmed: Fist +10/+6/+2 • Expert +6 • Dex +4 • Item 0 • Damage 1d4+2 B • Agile; Finesse; Nonlethal; Unarmed Fangs +8/+3/-2 • Expert +6 • Str +2 • Item 0 • Damage 1d6+2 P • Brawling; Grapple; Unarmed Melee: Dagger +10/+6/+2 • Expert +6 • Item 0 • Damage 1d4+2 P • Agile; Finesse; Thown (10'); Versatile S Light mace +10/+6/+2 • Expert +6 • Damage 1d4+2 B • agile; finesse; shove Short sword +10/+6/+2 • Expert +6 • Item 0 • Damage 1d6+2 P • Agile; Finesse; Versatile S Ranged: Composite shortbow +10/+5/+0 • Expert +6 • 1d6+1 (1d6+3 w/in 60' PBS feat) • Deadly d10, propulsive (+ STR/2 damage), 60' range. 20 arrows (0.20; 2x L) Background: Trained in Acrobatics and Warfare Lore Cat Fall skill feat (see below) Skills ♦ Acrobatics +8 • Trained +4 • Dex +4 • Item 0 (Martial Disciple Background Skill) Arcana +0 • Untrained 0 • Int +0 • Item 0 ♦ Athletics +6 • Trained +4 • Str +2 • Item 0 • Armor -0 (Class Feat) Crafting +0 • Untrained 0 • Int +0 • Item 0 ♦ Deception +5 • Trained +4 • Cha +1 • Item 0 (Shrouded Mein Ancestry Feat) Diplomacy +1 • Untrained 0 • Cha +1 • Item 0 ♦ Intimidation +5 • Trained +4 • Cha +1 • Item 0 (Class Free Skill) ♦ Lore: Warfare +4 • Trained +4 • Int +0 • Item 0 (Martial Disciple Background Skill) Medicine +1 • Untrained 0 • Wis +1 • Item 0 Nature +1 • Untrained 0 • Wis +1 • Item 0 Occultism +0 • Unrained +0 • Int +0 • Item 0 Performance +1 • Untrained 0 • Cha +1 • Item 0 Religion +1 • Untrained 0 • Wis +1 • Item 0 Society +0 • Untrained 0 • Int +0 • Item 0 ♦ Stealth +8 • Trained +4 • Dex +4 • Item 0 • Armor -0 (Class Free Skill) Survival +1 • Untrained 0 • Wis +1 • Item 0 ♦ Thievery +8 • Trained +4 • Dex +4 • Item 0 (Class Free Skill) Languages: Common; Necril; Shadowtongue Abilities Ability • Type 0 • Notes Fetchling (Liminal) Features: Shadowtongue Darkvision Liminal Heritage You gain a +1 circumstance bonus to locate creatures within 60 feet when using the action. Your flat check to target creatures is DC 3 instead of DC 5, and your flat check to target undetected creatures is DC 9 instead of DC 11. Vampire Features: Fangs Unarmed Attack Revulsion to garlic or holy symbol of a Good Deity Weakness to Sunlight slowed 1 => Drink Blood Action Basic Undead Benefits (below) Basic Undead Benefits : Necril: You know the language. Undead Vision: You gain , or you gain if your ancestry already has low-light vision. Negative Healing: You are damaged by positive damage and aren't healed by effects. You don't take negative damage and are healed by effects that heal undead. Negative Survival: Unlike normal undead, you aren't destroyed when reduced to 0 Hit Points. Instead, powerful negative energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin when reduced to 0 Hit Points. Because you're undead, many methods of bringing someone back from dying, such as , don't benefit you. When you would die, you're destroyed rather than dead, just like other undead. Immunity to Death Effects: You're immune to effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn't make you immune to other parts of the spell or effect. For example, you can still take mental damage and become by a , you just don't instantly die from it. Disease and Poison Protection: You gain a +1 circumstance bonus to saving throws (or any other defense) against and . Feats Ancestry Feats Shrouded Mien => Lengthy Diversion Skill Feats Lengthy Diversion (<= Shrouded Mien Ancestry feat) Cat Fall (background) Intimidating Glare (2nd level skill feat) Class Feats Attack of Opportunity (Class Feature) Shield Block (Class Feature) Point-Blank Shot (1st) Double Slice (2nd) (changed from Assisting Shot to provide a sans shield melee option) Spells & Powers Spell Attack Bonus +0 • Untrained +0 • Spell DC N/A Focus Points N/A Spells/Day: Inventory Money: 1.37 (see purse below) Bulk 0/0 • Enc 7 (5 + Str 2) • Max 12 (10 + Str 2) Armor & Shield: Leather Armor (2.00; 1) +1/+4 (AC Bonus/ Dex Cap) Weapons: Daggers x2 (0.40; L) agile; finesse; thrown 10'; versatile S (paid double for semi-matched pair; no game mechanical effect, just fluff) Light mace (0.40; 1) agile; finesse; shove Shortsword (0.90; L) agile; finesse; versatile S. Composite shortbow (14.0; 1) Deadly d10, propulsive 1d6P 60' range 18/20 arrows (0.20; 2x L) in quiver Adventurer's Pack (0.70; 1 (bulk errata'd 2 => 1)): Backpack (from Adventurer's Pack): Bedroll Flint & Steel Rope (50') Torch (x5) Waterskin (x1) Chalk (x10) Sacks x5 (empty; 0.01; L) Folding shovel/short tool* (0.40; L) *might need to dig a resting place after all! Crowbar (0.50; L) *also for potential use in securing a resting place in addition to accessing other creaky places. Beltpouch #1 Purse (1.37 gp: g/s/c = -/13/7) mirror (1.00; -) signal whistle (0.08; -) tindertwigs (x10; 0.20; -) Beltpouch #2 writing kit (1.00; L) Bandolier (0.10; -) carry up to x8 L items Smokestick-Lesser (3.00; L) Caltrops (0.30; L) Thieves Tools (3.00; L) Total Carried: 12L = 1.2 bulk; + 4 bulk items = 5.2 bulk. Encumbrance: 7 Status: Unencumbered Appearance As a Vampiric (undead) Fetchling: Height: 6'1" (186 cm) Weight: 151# (68.5 kg) Eyes: pupilless, a blue grey color that is brightest in the center and darkens gradually towards the edges, but now have a sort of seething incandescent quality as lighter, brighter spots continually rise to the surface and dim. Fangs (brawling, grapple). Nails hard and sharp, but with no game mechanical feature. Hair: color unchanged, but now has a sense of weak luminescence about it. Complexion: pale marble-like white. Lips have a shade similar to eyes except after blood feeding, when a more purple luster is observed. Shadow: as a vampire, none; nor does Razvan cast a reflection in a mirror.
  10. ST: 11 | DX: 11 IQ: 10 | HT: 10 | Will: 11 | PER: 11 | Speed: 5.25 | Move: 5 HP: 11/11 | FP: 10/10 | Dodge: 8 | Parry: 9 (Brawling) / 8 (Knife) | Thr: 1d-1 | Sw: 1d+1 After running a few dozen yards Malakai realizes the boat is too far away and out in the river to easily wrangle back to shore. They didn't have time. With a quick curse, he turns back toward the camp gathering a couple extra canteens, rations, and any ammunition that would fit with his rifle or pistol. Any other weapons, he tosses into the river figuring there was no sense letting Davy have them back to hand out to any new recruits he might try to gather. That done, he hurries back up the slope to their horses and scans the horizon for any sign of dust that might indicate a large group hurrying toward the ferry. Unfortunately, the rising sun does its utmost to keep him from spotting darned near anything. Perception
  11. Dathan wounds close under the paladin's ministrations, but suddenly you see a redness engulf the druids wounds. Dathan feels an intense burning sensation as the poison takes its effect, causing blisters and boils around the bite marks (19 points of damage) causing Dathan to begin to faint with delirium. The other quick thinking healer, Wu, bends over the druid and pulls out his medicine bag. With a miniature mortar and pestle, he tosses in some herbs and bug parts including from some of the dead centipedes and begins to mix up a possible antidote. Wu massages the muscles around the wound, inserts a needle to drain some of the inflammatory poison, and uses a small spatula to push some of the poultice into the wound, completely negating the damage. Dathan comes out of the delirium after one turn and while still feeling a lingering burning sensation, it is no worse than a sun burn. I'm pretty sure it did this "wrong" by RAW but the shaman ability doesn't say it cannot treat hit point damage from poison, so for "Rule of Fun" lets go with this and I believe Dathan is at full hit points still.
  12. Remember, if you're using a Trade Tradition you lose ALL your class skills, so be sure to double check if you're not losing more than you'd gain, especially for a non Adroit tradition. Each Trade talent nets you 4-5 Skills, non Adroit Traditions give you 2 Trade talents and one Sphere, Adroit Traditions give you FOUR Trade talents and two Spheres or one Sphere and one Talent in that sphere. The flip side being that you can customize your Class Skills a lot more, so if you're a low Int build with only 4 Skills / level you can pick and choose which skills you want to be In Class.
  13. "You know just what a woman wants to hear," Ne'charri quips back even as she continues to squeeze him close, both of her still wrapped securely around his torso. Pulling the man skyward, she launches into the air soaring higher and higher. "There," she says contentedly as the two float around the sky. "Now we can talk in private." She looks down, and nods for the sergeant to do as well. From this height, his soldiers look like bugs. "I'll give you this last chance to live, and only because my companion would prefer to avoid your death. Me, well, I'd just as soon gut you as you've gutted these woods, and as you've threatened upon me, but that is up to you." Ne'charri takes a long, deep breath, with the man surely feeling as their bodies press up against one another. "So, is this your life? Is this who you are? And is this where you end...or do you understand? Do you regret? And can you do better?" Actions/OOC Not sure if another grapple check is in order as he isn't trying to escape, but she will use her turn to double fly 120 ft as straight up as she can manage with good maneuverability. Stats Female%20CN%20Human%20Sorcerer%20(crossblooded)%2FDragon%20Disciple%2C%20%5BB%5DLevel%5B%2FB%5D%209%20(5%2F4)%2C%20%5BB%5DInit%5B%2FB%5D%205%2C%20%5BB%5DHP%5B%2FB%5D%2087%2F87%2C%20%5BB%5DSpeed%5B%2FB%5D%2030%0A%5BB%5DAC%5B%2FB%5D%2024%2C%20%5BB%5DTouch%5B%2FB%5D%2019%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2020%2C%20%5BB%5DCMD%5B%2Fb%5D%2028%2C%20%5BB%5DFort%5B%2FB%5D%2013%2C%20%5BB%5DRef%5B%2FB%5D%2012%2C%20%5BB%5DWill%5B%2FB%5D%2011%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B13%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%205.5%20%20%20%0A%5BB%5Dbloodline%20power%2C%20counts%20as%20magic%2C%20includes%20power%20attack%2Frisky%20strike%2C%20weapon%20focus%2C%20arcane%20strike%2C%20and%20amulet%20of%20mighty%20fists%20(keen%2Cthundering)%20Draconic%20Claws%20(2)%20(9%20rounds%2Fday)%20%5B%2FB%5D%20%2B13%20(1d6%2B11%20plus%201d6%20acid%2C%2019-20x2%2B1d8%20sonic)%0A%5BB%5Dprestige%20class%20power%2C%20see%20claws%2C%20str%20and%20risky%20strike%20bonuses%20x%201.5%20for%20damage%20Draconic%20Bite%20%5B%2FB%5D%20%2B13%20(1d6%2B15%20plus%201d6%20acid%2C%2019-20x2%2B1d8%20sonic)%0A%5BB%5DMasterwork%20MW%20Dagger%20%5B%2FB%5D%20%2B13%20(1d4%2B7%2C%2019-20%20x%202)%0A%5BB%5DSpell%20Mage%20Armor%5B%2FB%5D%20(%2B4%20Armor%2C%20%2B5%20Dex%2C%20%2B4%20Natural%2C%20%2B1%20Deflect)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2024%2C%20Dex%2020%2C%20Con%2018%2C%20Int%2011%2C%20Wis%2016%2C%20Cha%2022%0A%5BB%5DCondition%5B%2FB%5D%20None%20 Female CN Human Sorcerer (crossblooded)/Dragon Disciple, Level 9 (5/4), Init 5, HP 87/87, Speed 30 AC 24, Touch 19, Flat-footed 20, CMD 28, Fort 13, Ref 12, Will 11, CMB +13, Base Attack Bonus 5.5 bloodline power, counts as magic, includes power attack/risky strike, weapon focus, arcane strike, and amulet of mighty fists (keen,thundering) Draconic Claws (2) (9 rounds/day) +13 (1d6+11 plus 1d6 acid, 19-20x2+1d8 sonic) prestige class power, see claws, str and risky strike bonuses x 1.5 for damage Draconic Bite +13 (1d6+15 plus 1d6 acid, 19-20x2+1d8 sonic) Masterwork MW Dagger +13 (1d4+7, 19-20 x 2) Spell Mage Armor (+4 Armor, +5 Dex, +4 Natural, +1 Deflect) Abilities Str 24, Dex 20, Con 18, Int 11, Wis 16, Cha 22 Condition None Active Spells: Mage Armor (cast w/extend spell, uses level 2 slot, lasts 20 hours) Fly (increase from min/level to hours/level per mutable flesh, cast w/extend spell, uses level 4 slot, lasts 22 hours)
  14. Hello! I'd be interested in joining, but I have a question about the setting. Is this going to be placed in a specific part of the marvel multiverse like the mcu or 616, or are you going to be mixing and matching to make your own thing.
  15. I think I’m going to roll saves sometime s in the interest of keeping the game moving and being cognizant of peoples post rate since it is possible to just “post and forget” sometimes.
  16. Name | Class Artificer 1 | AC: 15 | HP: 10/10 | Prof: +2 | PP: 11 | Saves: Str +1 / Dex +2 / Con +4 / Int +6 / Wis +1 / Cha -1 | Special Abilities darkvision, Carnival Companion, Carnival Fixture, Magical Tinkering, Chameleon Carapace, Secondary Arms, Sleepless, Telepathy, Ritual Casting Attacks: Lt Hammer | +3 | 1d6+1 bludgeoning, Light Crossbow | +4 | 1d8+2 piercing (80/320) Prepared Spells | Spell DC: 14 | Spell Attack +6 | Hit Dice d8 (1/1) | Death Saves: 0/0 Cantrips: Mending, Acid Splash Level 1 | (2/2) | Tasha's Caustic brew, Grease, Alarm, Catapult Calliope: Chit'Thal continues to giggle at every little thing. His new friends may not realize this, but it is very unusual for him. He is usually very down to business. "Earnest Marigold. Click click, you two are just marvelous. Let me give you a button." He chuckles as he cuts a button off of his apron and drops it into the goblin's cup. Lost Property: "Click click, Dirlagraun, it is good to see you taking care of the lost children. It is a beautiful night. I hate to bother you in your time of loss, but my friends and I have lost some things. I wonder if they might be in the lost and found." He tries very hard not to giggle at the children as they play. "Any word on Star?" The Thri-Kreen says to the cat with tentacles and butterfly wings, speaking in Silvan. Mechanics MOVE: to the Lost and Found ACTION: none BONUS ACTION: none REACTION: none CONCENTRATION: none OOC: none
  17. I'd say you're pretty close to wrapping it up and bringing it home. (Since you go right after them anyway, may as well act in this block too, if the timing works out for you. Smooths it all out)
  18. T'rissae's sword slices into the water to try and hit the target - of course the orb closes up behind the sword, and the density of the water is enough to slow the force of it - the first time she hits her target, cutting her again, this time on the leg - she was not fallen yet, but her efforts to struggle against the orb continued to fail, as did the Wizard's. Both remain trapped on Pym's clever spell. The remaining priestess made no move to flee, despite being utterly unmatched. Zeal, fanatacism, fear of the absent matron, or a spiteful desire to take as many of her enemies with her as she could saw her step back, away from Demaire, and cast a spell, targeting Shizune. A miasma, much like what had assaulted Alfren appeared around her, black and sickly feeling, something deeply unholy and dark at it's core. It felt like grease trying to stain her soul. I need a Will Save from Shizune, DC 19. If she succeeds on the save, he'll take half damage. If she fails, she takes full damage and is sickenedThe character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. for the attendant number of rounds) Also, I realize I probably should have botted Elva last round, so I moved her in closer retroactively.
  19. So what's up? I know it's only been two days but usually at least some of you have posted by this time. Feeling stuck or what?
  20. Hello! You can call me Jay. I've had to take a break from voice & irl games, but I still want to play. I've never played pbp before. I'm open to trying any system at least once.
  21. The Vykronan Crescent Region 5 Kingdom of Tumir (Flag Goes Here) Geography Tumir is a kingdom located in the Vykronan Crescent on the sub-continent of Regner, situated between the Ephoristes River in the South, the Kaldores River in the north, the Ortassa Sea in the east, and the southern end of the Vykronan Mountain Range. Much of the area surrounding the two rivers is farmland, while mines dot the southern parts of the mountains. Much of Tumir is fairly flat and prone to flooding from particularly heavy rains or mountain snow melt. These lands are lush in agriculture near the two rivers, with some more arid desert in the distance between them. In the west, however, it grows hilly and more rugged. Here, the more arid climate is much more pronounced, and what plant life grows here is mostly scrubgrass, grazed upon primarily by mountain goats. There are six major cities in Tumir: Dur-Bargaz is the northeastern-most city, lying in the foothills of the Vykronan Mountains. This fortified city is where the output of much of the country’s mines is concentrated before being shipped to other parts of the country. Sarum is located at the headwater of the Ephoristes River. What mines don’t feed into Dur-Bargaz feed into Sarum, and much of the region’s stone is quarried here. Pilgar is located at the mouth of the Ephoristes River, where it meets the Ortassa Sea, and is one of two port cities in Tumir. Pilgar is home to the Royal Palace, and is the center of Tumir’s glass-blowing industry. Sebass-Ur is predominantly an agricultural city, located halfway down the Kaldores River. This area is most prone to flooding, so buildings are typically built raised off the ground to minimize damage. Enkasru serves as the predominant port of Tumir, being built on the westernmost peninsula and surrounded by the Ortassa Sea. There is a thriving fishing industry in the city. The Wall of Torgamesh, built where the peninsula meets the mainland, is a massive construction that has held against every land army that has tried to conquer it. However, it can be circumvented by a sufficiently powerful naval force, as its people have learned numerous times - most recently by Dejan. Doran-Tir is the smallest of the major cities, yet also one of the most important. Standing at the midpoint of the Ephoristes River, it is here that the Great Ziggurat of Sareth-Fal stands, where kings must come upon assuming the throne to ensure their reign has the blessing of the gods. Government Tumir is a Kingdom, ruled by King Giramas IV of the Asmurid Dynasty. Giramas IV is a relatively young man in his late 20’s, who just took the throne last year. As such, he is neither beloved of nor hated by his people as they wait and see what kind of king he will be. The King is the most dominant power in Tumir, issuing decrees and laws governing the entire Kingdom, as well as setting taxes and levying soldiers. The king also appoints royal overseers for each region and city, to ensure the decrees and laws are followed. Each city also has a hereditary governor who has the ability to pass laws and decrees for their city, so long as they do not conflict with laws passed by the King. The hereditary governor is permitted to levy a small defense force for the protection of the city, if needed, but is not permitted to use them against either the king or another city. Up until the past one-hundred and fifty years, inheritance law favored male-only primogeniture. Following the reforms of King Tilbanshar I, however, the law was changed to male-preference primogeniture. While this has not yet led to Tumir having a Queen as its ruler, it has hopefully eliminated the possibility of wars of succession, should the King or a hereditary governor die without a male heir. People and Culture The Tumirean people are humans and tend to be on the shorter side, with bronzed skin, dark brown eyes, and brown to black hair. It is considered fashionable for adult males to sport full beards - the longer and more elaborately braided a beard, the higher the social class of the male. Among women, long hair takes the place of the beard, with longer and more elaborate hair signifying the same as beards. Laborers, farmers, and fishermen typically wear knee length tunics of wool with relatively simple embroidery, while craftsmen and merchants wear ankle-length wool tunics with more elaborate embroidery or even linen, if it can be afforded. The aristocracy wear brightly dyed wool and linen with elaborate embroidery. It is also not uncommon for women to wear headdresses, becoming more elaborate at higher social ranks. Jewelry is worn by both men and women, typically made of colored glass, quartz, and bronze. Gold, silver, and other precious metals are rare in Tumir, so what is mined is typically used for coinage. Precious gemstones are all but unheard of. Food in Tumir tends to vary somewhat by region, but the diet typically includes goat, sheep, fish, lentils, peas, cucumbers, dates, figs, and melons. There are also olive groves along the Kaldores River, but these are typically used to make cooking oil, making them a delicacy more commonly enjoyed by the aristocracy. Spices typically include garlic, cardamom, turmeric, and coriander. Sesame is fairly common as well, with the seeds used for many different applications. Wheat and barley are also cultivated, allowing for the baking of flatbread and the brewing of beer. Cheese is made from both sheep’s milk and goat’s milk. The people of Tumir are descended from 7 nomadic tribes which lived in the area prior to settlement - the Pilgar, the Bargaz, the Enkasru, the Doran, the Sebass, the Sarum, and the Assuni. For the majority of their settled history, there has been no unified kingdom of Tumir, and as a consequence, its people tend to be rather independent and competitive between each other. When introducing themselves, Tumireans from one of the cities or regions surrounding it will often include the name of the city they are from in their introduction. Merchants from different cities in the same market will often compete against each other directly, with their success being directly tied to the honor of their city. Past kings have attempted to channel the spirit of this competitiveness into formal sporting competitions, but nothing particularly notable has come of it. Most buildings are constructed from clay bricks, strengthened with marsh reeds in them, although particularly important buildings use stone, brought in from the quarries near Sarum. While the first the other tribes would go on to found the major cities of Tumir, the Assuni have largely kept to their nomadic ways. The Assuni typically travel with pack animals and their herds of sheep and goats between various grazing areas, usually along the same routes and to the same places they were traveling between before the idea of a united Tumir even existed. Assuni do not value precious metals or currency, often making payment for manufactured goods, services, or taxes in the form of livestock and other animal products. Whenever a Tumirean citizen feels like protesting a new tax levied by the King, they will pay tax in “the Assuni way”, giving livestock and animal products in lieu of coin or more easily portable goods. There is also a small Avakonian population, descendants of the soldiers led by the Avakonian General Typhonus when he claimed the title King of Tumir after the Dejan’s death. They are found almost exclusively among the laborers and craftsmen, and are forbidden from carrying weapons by royal decree. History Much of Tumir’s early history was passed down orally from one generation to the next, so it is just as legendary as it is historical. What the legends all generally seem to agree on is that there were seven nomadic tribes within the area, all inhabiting different areas and generally coexisting peacefully. Eventually, six of those tribes founded settlements within the area they lived, which eventually grew into six independent city-states, typically with some number of smaller settlements nearby. While the Tumirean people lack hard founding dates for the city-states, it is generally agreed that all six were established approximately 2000 years ago (around 1900 BD). The city-states would spend the next 300 years alternately trading with and fighting amongst each other, with particularly notable rivalries between Pilgar and Enkasru over orange lumefish fishing grounds, and Dur-Bargaz and Sarum over mining rights. In 1600 BD, the King of Sebass-Ur, Sebestes, marshaled his forces and succeeded in conquering the other five city-states over the course of a 20-year campaign, which ended in him crowning himself King Sebestes I of Tumir. He ruled for 7 more years before he was followed by his son, Sebestes II, who sought to conquer lands south but was rebuffed militarily. He died in battle after only 12 years, leaving his 11 year-old son to take the throne as King Cal-Basid I. The rulers of the other five city-states, sensing weakness, rebelled, and within three years, the Kingdom of Tumir was no more, leaving only the city-states in its wake. Sebestes I had not bothered with the Assuni people, nor did his son or grandson, and so the Assuni people were largely unaffected by the brief unification of Tumir. It would be 500 years before another ruler would succeed in unifying the country. Sometime around 1308 BD, the Priest-King of Doran-Tir, Sareth-Fal, commanded the construction of a Ziggurat, larger than any that had been built before, or would be built since, to be dedicated to all seven gods of the Tumirean Pantheon. It was here, he said, that the gods had told him those who would rule the Tumirean people must come to ask their permission to do so. The Ziggurat took 37 years to build, and upon its completion, Sareth-Fal called for a great celebration. During this celebration, it was noticed that he had disappeared. The next morning, his body was found lying in repose in the central chamber before the statues of the seven deities. It seemed to be smiling and at peace. To this day, no one knows how his death came about, or whether he posed himself before the gods or someone did it for him. 165 years later, the city of Dur-Bargaz were able to smelt tin and copper together to create a stronger, harder metal - bronze. The King of Dur-Bargaz, Giramas, equipped his armies with weapons and armor made of this new metal and set out to unify Tumir. First, he went to the Assuni and demanded their allegiance, which the nomads readily gave. He then conquered the city-state of Doran-Tir. Upon his conquest, he entered the Grand Ziggurat, knelt before the statues of the gods, and asked them to grant him rulership of all Tumir. He then went on to conquer all of the other city-states in the next five years, crowning himself King Giramas I in 1100 BD, later to be known as King Giramas the Great. He ruled Tumir for 37 years, expanding its borders north and south. His son, Avashili I, also went to the Great Ziggurat to ask the gods permission to rule Tumir. He reigned for 26 years, and built the first network of roads between the city-states, facilitating trade and allowing him to move his armies more quickly. He was followed by his son, Giramas II, another who journeyed to the Great Ziggurat. He ordered the copying and distribution of knowledge to all the city-states, to better educate and unify his people. Upon his death 33 years later, his son Kurnezzar I followed him on the throne. Though his 34-year reign was mostly unremarkable, it was also generally prosperous and successful. He, too, had journeyed to the Great Ziggurat upon taking the throne. 5 years into the reign of his son, Avashili II, a plague swept through Tumir, claiming not only Avashili’s life but also those of his wife, children, siblings, nieces, and nephews. Avashili II had not presented himself at the Great Ziggurat. War between the various descendants of Giramas I broke out, and within seven years, the Kingdom had collapsed yet again into city-states in 958 BD. The Assuni were, once again, relatively unaffected by the civil war and collapse of the kingdom. The Kingdom of Tumir would remain fractured for another 330 years, during which time the High Lord of Enkasru, named Torgamesh, built a great wall to defend his city-state on the peninsula from conquest by the other city-states. It was his grandson, Giramas, who would go on to conquer the other city-states in 628 BD to be crowned King Giramas III, who held his coronation ceremony in the Grand Ziggurat of Sareth-Fal, so that the gods could bear witness to his ascension and grant their permission to rule. Though his reign lasted a mere 7 more years, his son Kurnezzar II would go on to conquer all the lands along the Kaldores River in his 24 year reign. His son Cal-Basid II would go on to begin the conquest of lands south and around the coast in his 33 year reign, although the conquest would be finished by his son, Sebestes III. After his 28 year reign, his son Kurnezzar III took the throne. In his 31 year reign, Kurnezzar III had the idea to send forth boats along the coast, to explore and meet other peoples for the possibility of trade and the settling of foreign lands, which led to open trade with the city-states of the Choras River. Kurnezzar III was followed by his son, Avashili III, who, unfortunately, was vain and arrogant. He refused to present himself at the Grand Ziggurat, famously saying, “The gods should be so lucky I have become King of Tumir, for I am as they are.” He believed that by becoming King, he had placed himself on equal footing with the gods, and thus had no need to ask them to rule. This sat very poorly with both the priests and the aristocracy, and it was but 3 years later a coup was launched and he was executed in order to place his infant son, Mashda I, on the throne. However, the aristocrats who came together to form Mashda I’s regency argued amongst themselves, and eventually infighting turned to full on civil war a year later when Mashda died of fever. The Kingdom once again fractured into its various city-states, and Tumir lost control of the lands they had conquered. The Assuni remained unaffected in following their way of life. This third civil war gave rise to what is known as “the Assuni period”. Some of those who lived in the city-states, seeing how unaffected by the collapse of the Kingdom the Assuni people were, began saying that it had been a mistake to found the city-states in the first place, and left to form their own nomadic groups in emulation of the Assuni. For the next 150 years it became fairly common for those disgruntled by the fighting amongst city-states to abandon their lives and join a group of wandering nomads. Sometimes entire groups of soldiers would simply abandon their posting to do so. This became less common as, two Kingdoms rose in the region through diplomatic alliances. The first was the Kingdom of Northern Tumir, consisting of the city-states of Dur-Bargaz, Sebass-Ur, and Enkasru. The other was the Kingdom of Southern Tumir, consisting of the city-states of Sarum, Doran-Tir, and Pilgar. The Assuni traveled between the two unimpeded. These two Kingdoms would exist in an occasional state of war for the next 304 years. During this time, traders from both Kingdoms would make contact with the Avakonians. After a prolonged period of peace, King Asmurus of Southern Tumir and King Zimbir of Northern Tumir both held ambitions of uniting all of Tumir under their rule. Both were wary of prolonged conflict, however, so the two came to an agreement. They would enter the Grand Ziggurat together, and whoever the gods chose would be King of Tumir. It was a trick by Zimbir, however, who stabbed Shar-kali once they were alone in the Grand Ziggurat. He thought this would be the end of it, but the wound was not immediately fatal, and as he was announcing the gods had chosen him over Shar-Kali, the latter staggered from the Ziggurat, bleeding, and accused Zimbir of his treachery. Zimbir was killed attempting to flee, and the armies of both Southern Tumir and Northern Tumir met in the open field outside of Doran-Tir. Asmurus’s son Tilbanshar and Zimbir’s son Shal-kiri faced each other in personal combat as the battle raged around them, until a stray arrow took Shal-kiri in the throat, slaying him. The armies of Northern Tumir routed. Tilbanshar ordered the armies of Southern Tumir to hold in their pursuit, and he entered the Grand Ziggurat to ask the gods for their permission to rule. Afterwards, he led his armies to Sebass-Ur, where he demanded the surrender of the Northern Kingdom to him as punishment for both Zimbir’s treason. They capitulated, and Tilbanshar married Zimbir’s daughter to unite all of Tumir together again, becoming King Tilbanshar I. The Assuni did not partake in the fighting. Well educated on the history of the region, Tilbanshar I began a series of reforms. First he changed the laws of succession to allow for female inheritance, then he made the traditional rulers of the city-states the hereditary governors. He then established the Royal Overseers, who would ensure that the laws and decrees passed by the King were followed. He also properly codified Tumirean law, and reconquered the lands along the Kaldores River. It was in his 42nd year of reign (5 BD) that word reached Tumir of Dejan beginning his conquest. With time to prepare, Tilbanshar I marshaled his forces to defend his kingdom. Dejan arrived a year later, and it took him all of a month to conquer Tumir. Tilbanshar I and his sons were all killed. However, when Dejan’s army seized the Royal Palace in Pilgar, Tilbanshar’s 9-year old grandson, Atabesi, was nowhere to be found. He had vanished. Upon Dejan’s death, one of his Generals, Typhonus, seized control and declared himself King of Tumir. Refusing to ask “inferior” gods for permission to rule a conquered land, he defaced the Grand Ziggurat, and declared Perijanism the official religion of Tumir. What followed was a rebellion against his rule, as none of the city-states voluntarily followed him. It took him five years to finish subduing the rebellious city-states, and it was only through an iron-fisted rule of terror he was able to do so. Having finally done so, Typhonus led his armies back towards Dur-Bargaz, where he had set his government. During the journey, his weary forces were ambushed by people he had dismissed as irrelevant. The Assuni had risen up against him, and the ambush was so effective, that Typhonus’s army was quickly routed, and Typhonus himself was captured and executed by Atabesi, who had been in hiding with the Assuni. Typhonus’s death set off yet another revolution against the lesser generals who claimed succession from him, and in 6 AD, Atabesi had consolidated his rule and been crowned King Atabesi I of Tumir, to the rejoicing of his people. His first act as King was to repair the Grand Ziggurat, and when it was done, he entered and asked the gods for permission to rule. He then set about repairing the damage from Dejan’s conquest and Typhonus’s rule. Atabesi I ruled for 49 years, much of that time spent rebuilding Tumir. His son, Atabesi II, ruled for 17 and finished the rebuild. He considered expanding Tumir’s borders, but such a war was considered unpopular at the time after the violence previously, so he did not do so. He was followed by his son Asmurus I, whose 37 year reign was spent re-establishing trade with their previous trading partners. After his death just last year, his son Giramas was crowned Giramas IV, and with the permission of the gods, is prepared to set about defining his reign. Economy Tumir possesses abundant foodstuffs, but the most valuable are the different varieties of lumefish. Called such due the faint glow they give off even in daytime, lumefish can not just be eaten, their scales can also be used to make dyes for fabric or to color glass, as well as what Tumireans call “lumebulbs”. Lumebulbs are glass balls, filled with an oil made of the lumefish scales that provide illumination during the night. The lumefish oil eventually loses its glow after about a month, and can then be drained from the ball to be used as cooking oil. The ball is then refilled with fresh lumefish oil, repeating the cycle. Resource: Lumefish While colored glass and copper jewelry are one thing, the Tumirean people have seen traders bring back gold, silver, and precious gemstones. Shiny, sparkly, and beautiful to behold, the Tumirean people desire more of these precious metals, with which to better distinguish status amongst themselves. Required Resource: Soft metals (gold, silver, etc). Faith The vast majority of the population worships the ancient gods of Tumir, the Seven-Fold Heavens. The church teaches that each of the seven gods was the creator of one of the seven original tribes. Each of the seven gods has areas of focus, and each is considered the patron of a different city (or, in the case of Jan-tiri, the Assuni people). The gods do not rule over each other. They are equals, in all things, as they have no need of hierarchy - even if the mortals who worship them do. Jan-tiri: Jan-tiri is the god of journeys and oaths. For Jan-tiri, travel is its own reward, no matter the destination or purpose. Oathbreaking is considered an offense worthy of death, in Jan-tiri’s teachings. Jan-tiri is said to have created the Assuni people, and is considered their patron. Most Assuni worship them, and they are associated with the color white. Dorkal: Dorkal is the god of metals and war. It is he who blesses miners, smiths, and soldiers. He expects soldiers to comport themselves in war with bravery and discipline, as well as moderation. Dorkal is said to have created the people who would found Dur-Bargazu, and is considered that city’s patron. His worship is largest in that city, and he is associated with the color red. Nellini: Nellini is the goddess of fishing and trade. It is she who guides the fishers to lumefish schools and who guides the traders to new ports. Her faith teaches that we must not fish too much, else there will be no fish left. Nellini is said to have created the people who would found Enkasru, and is considered that city’s patron. Her worship is most commonly found in that city, and she is associated with the color blue. Farqinu: Farqinu is the god of the night and rulership. He makes the stars and moon travel across the sky at night, and gives Kings wisdom to rule. It is said that a King who rules without wisdom is one who has been spurned by Farqinu for some flaw in their character. Farqinu is said to have created the people who would found Doran-tir, and is considered that city’s patron. His worship is most commonly found in that city, and he is associated with the color purple. Meshitar: Meshitar is the goddess of agriculture and rivers. She caused the rivers to flow and ensures the crops grow. It is said that famine is a sign of her displeasure. Meshitar’s worship is probably the widest spread of all the gods, but it is centered on Sebass-Ur. She is the patron of that city and believed to be the creator of the tribe which founded it. She is associated with the color green. Sherakhan: Sherakhan is the god of craftsmen and music. He inspires musicians to write great songs and craftsmen to create not just items but works of art. Sherakhan is considered to have created the tribe that founded the city of Pilgar, and is that city’s patron. He is associated with the color orange. Ingsha: Ingsha is the goddess of the sun and weather. She crosses the sky each day on the sun, looking upon the Tumireans, and sends the rains to water crops - or to flood if it is needed. She is believed to have created the tribe that founded Sarum, and is that city’s patron. She is associated with the color yellow. Rituals: The gods of Tumir grant miracles only when asked, and rarely to individuals. Priests of multiple gods must come together in a ritual to request a miracle. The more variety among the priests, and the more of them there are, the more powerful the miracle. Miracles exact a heavy toll on those who call upon them, however - mortal bodies can only take so much divine energy. Typically, a priest can only participate in one such ritual per year - more than that, and they are likely to fall over dead. This typically means rituals are typically saved for specific purposes, and there are almost never more than seven priests (one dedicated to each deity) involved in the ritual. Examples of frequently used rituals include one for reinforcing weapons and armor, healing severe wounds or disease, and restoring fertility to a fallow field. Other Religions: While the majority of the population follows the Seven-Fold Heavens, no religion is truly outlawed. There is a small minority who follows Perijanism, mostly among the small Avekonian population - although royal decree forbids them from building large temples. Dejanism sees little traction in the nation, as most Tumireans care little about Dejan’s ultimate fate. Kings of Tumir who fail to ask the gods’ permission to rule have short reigns - they have seen that time and again with their own kings. Followers of Jalyeong-Bo and Abhidi are unheard of; Jalyeong-Bo would likely view the Seven-Fold Heavens as incompatible with their belief in spirits, and Abhidi has never spread to Tumir. Offical Religion: The Seven-Fold Heavens (Tumirean Pantheon) Majority Religion: The Seven-Fold Heavens (Tumirean Pantheon) Minority Religion: Perijanism NOTES Okay, I think I've got everything here. Please review and let me know if this looks good.
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