| Post/Author/DateTime | Post |
|---|---|
| #1shatteredtowerJun 13, 2004 23:32:12 | Hello and welcome to Garic's City. This thread will serve as your guide to how this game is played and run, and some of the options available to you. The thread will undergo modifications as time allows. We will announce additions and changes in the General OoC threads. First, however, there are a few minor points: Until you have been cleared for play, please do not post (except within the Noise thread). Out-of-game/Out-of- character posts are to be sent to the OoC (Noise) thread. Please do not start a thread without GM approval.
Conceptual Credit: The name and original concept of Garic's City and many of the original ideas are the intellectual property of Tom Gammon, also known as shanks, and may not be used for commercial purposes without his express, written, permission. |
| #2shatteredtowerJun 14, 2004 0:14:28 | This game is based on 3.5 D&D rules. You may find this (or this, if you have trouble with rtf format) of some assistance in the character creation process. It should not serve as a replacement for the core rulebooks in your home game, but it's a handy extra resource when you're playing online. 1. Submission and Approval: Before a PC is able to play, the person must receive approval from the DM's. If your name does not appear on the Garic's City Census, then you have not yet been approved. People without appropriate names for a character are required to create a new username for this game. To gain approval, please e-mail your character and a description to kneyejailb and Shatteredtower (see #5 below). Please do not submit characters within attachments. If you do not receive an e-mail regarding your approval, check the census thread. Characters who post without having been approved will have their posts subject to deletion or editing. You are permitted to begin play when your character has been added to either the Census or the Character Information Thread. |
| #3shatteredtowerJun 14, 2004 3:37:34 | In-Game Etiquette
1. The word of a DM is final. If you feel you have been unfairly treated, you have the right to appeal, but please do it by e-mail to the DM involved. Note that even if the DM admits a mistake was made, it may not be possible to rectify it. 2. If you feel that a complaint about DM conduct should be brought to the attention of other DMs, send that complaint by e-mail to both of the other DMs. 3. All posts to this board, whether by DM or player, in character (IC) or out of character (OoC) are required to observed the Code of Conduct (CoC) posted by WotC. Violation of said CoC is to be reported to either WizO Shadow or Autumn, not to the DMs. 4. If you post an action that others might oppose in the situation, post your intention, not the completed action. A DM will arbitrate the rolls, or a third party in the form of another player, if a DM is not present. Please request such arbitration via e-mail, private message (PM), or an instant messenger service. |
| #4shatteredtowerJun 14, 2004 3:40:00 | Before a PC is able to play, the player must submit a character sheet to the three DMs by e-mail for approval. Your DMs are Shatteredtower, kneyejailb, Number 2, and wolf_suit. You have been approved once your name appears on this Census, and your character will be displayed in The Character Information Thread. Please e-mail a query to the DMs if you have not heard a reply to your character submission within three days. If any of the details below are inaccurate, please let us know. |
| #5shatteredtowerJun 14, 2004 3:42:11 | Maps (and other resources) 1. The Garic's City Gazette 2. The Garic's City Information Desk Chronicles For a digest version of many of the events that have occured in the city over the past few years, please go here. (It is necessary to register to the site to view this material.) Thanks go to Magellan, NaShae, Ran, and Sensandela for the efforts put into the links above. |
| #6shatteredtowerJun 14, 2004 3:48:22 | The Time Chart For a rough idea of the time of day during the course of normal play in Garic's City, please consult this Time Chart. Important Note: Monday is 'Lockdown Day.' Saturday is Day, Sunday is Night, Monday does not exist. Remember that this chart lists Garic's City time against Pacific Standard time (also known as 'boards' time'), and that it is a guideline. A conversation that was started at noon Garic's City time and took you two real days to complete is unlikely to have taken you a whole day by the GC clock. The Time Chart is a guide only; don't feel too bound to it. Given the nature of the boards, things sometimes take much longer to play out than it would take within the game. |
| #7shatteredtowerJun 14, 2004 3:59:33 | (Holding pattern) |
| #8shatteredtowerJun 14, 2004 4:19:54 | This thread is for reference and consistency. A listing of all past punishments (and the crimes for which the punishments occured) will follow. Below that is a listing of all currently outstanding punishments, and the duration for which they will be occuring. Please note that all crimes are what the criminals were charged with, not neccessarily what they were guilty of. Previous Sentences
|
| #9shatteredtowerJun 14, 2004 4:48:33 | 1. Costs for Spellcasting The costs for spellcasting are measured in gold pieces, using this formula: Spellcasting cost = 10 gp x (spell level + minimum caster level - 1) The formula assumes a caster of the minimum level required to cast a spell of that level, even if that class could not normally cast said spell at that level. For example, the minimum spellcasting level for a 3rd level spell is 5th level, even for a bard, who would have to be at least 7th level. If the spell is to be cast at a higher level of ability than the minimum, increase the cost by 1/5th per additional caster level. The bard casting a 3rd level spell in the example above would therefore charge 70 gp for the base spellcasting cost, plus another 28 gp as a 7th level caster, two levels above the 5th level minimum. Treat a cantrip or orison as a 1st level spell for the purpose of the calculations above, but halve the final cost. Double the costs listed above for spells of 4th to 6th level, and triple them for spells of 7th level or higher. For magic items, the costs listed above are further multiplied as follows: scrolls x2.5, potions x5, tattoos x7.5, wands x75. For ease of calculation, use the chart provided below: |
| #10shatteredtowerJun 14, 2004 4:57:32 | The following information is not currently accurate at this time. Show There are only three deities in the world of Garic's City: Agathalos (good), Ordemetrex (neutral), and Kakodemmion (evil). These names are the same amongst man, orcs, dwarves, halflings, elves and every other race, although different races may believe different aspects of a given god to be the true face of the deity. Druids and rangers originally derive their spellcasting powers from Ordemetrex, but they are free to place one of her sons ahead of her in their hearts (a druid must still retain the proper reverence for nature, of course). Paladins, on the other hand, are all devoted to Agathalos first and foremost. (For example, humans believe Agathalos the Lightbringer to be the true face of Agathalos, whereas dwarves are more likely to worship Thalos the Wise.) The Aspects: Each god focuses more on the axis of good-evil than on the law-chaos axis. However, various aspects have developed within the religious communities, focusing on various themes. Each deity has a lawful, neutral, and chaotic aspect, and the nine aspects (one for each alignment combination) are used instead of the PHB deities in all respects. A cleric may be one alignment step away from his deity's aspect. (So a lawful neutral cleric could be devoted to either the lawful aspect of either Agathalos or Kakkodemmion, or to either the neutral or lawful neutral aspect of Ordemetrex.) The aspects have more domains each than the PHB gods, which means that followers of the same aspect can differ wildly, although the domains they choose should reflect their own way of best serving that aspect. You may not take an alignment-based domain unless your alignment matches it. Full details of the aspects can be found below. Organized Religion: Each god's followers use the same basic ranking structure. Clerics of Ordemetrix will call clerics of the other two deities by the term "Cousin" if they are on friendly relations with them. Novice ("Child"), 1st level Acolyte ("Brother/Sister"), 2nd-4th level Priest ("Father/Mother"), 5th-9th level Abbot ("High Father/Mother"), 10th-15th level Bishop ("His/Her Holiness"), 16th+ level The designations of Mistress and Master are also used in some temples for those in charge of novices, acolytes, and other sundry details. Abbot is the title used for the person in charge of a specific temple, monastary or similar, or bishop for those who are in charge of the local religious and political doings in the greater community. The highest ranking bishop of a given religion in the land is known as the archbishop. The levels are a guideline only; a character may reach a higher level but not be granted leadership over a temple, and therefore would still be known as a priest, not an abbot. Creation of Undead: As per the PHB, creation of undead requires tapping into forces that man was not meant to toy with, and is considered an evil act in and of itself. Neutral clerics and wizards may choose to do so, however, if they consider that the end justifies the means, without turning evil (unless they abuse the power). Turning/Commanding Undead: As per the PHB, save that followers of the lawful aspect of Ordemetrex must choose to channel positive energy and thus be destroyers of undead rather than masters. Clerics and Domain Spells: Clerics do not receive bonus domain slots. Instead, they may cast any domain spell spontaneously by expending a prepared spell of the appropriate level (or higher) in its place, the same way they would spontaneously cast a cure or inflict spell. The cleric must also expend a turn or rebuke check to spontaneously cast the domain spell. (A turn check is not necessary to cast a domain spell that the cleric selected when preparing daily spells. Domain spells may be prepared in the normal spell slots available to clerics.) Other information that may be of interest to those whose characters have a religious interest may be found in the creation myths. -Original material by Gawain (modified) |
| #11shatteredtowerJun 14, 2004 5:48:16 | The following information is not entirely accurate at this time. Show Mythos: Ordemet is the Mother of All, creator of the world and guardian of the balance between Thalos and Demmion, Good and Evil. She is the mother of both Thalos, who was born out her tears of loneliness, and Demmion, who was born out of her tears of anger. She also created the first races; orcs, dwarf, and human, and her curses diminished the orcs to their current state after they blinded Thalos. Ordemet values balance in all things. She stripped a great deal of power from each of her sons and imprisoned them as the sun and moon, so that their strife would not destroy the world. She will adjudicate fairly between all. She is the Goddess of birth and beginnings, of life and the harvest. In the balance she is also the Lady Who Waits Beyond, the goddess of death. She constantly strives to keep the balance between the forces of Good and Evil both in the world at large and in every living thing in itself. She adjudicates the dead and sends them either to the sun-filled plains of Thalos' Realm or into the desert wasteland of the Destroyer, Demmion. Metrex the Leveler (Lawful Neutral Aspect) Followers: Brotherhood of Final Justice Favored Weapon: mace (light or heavy) Symbol: a merchant's scale with a skull on one side and a crown on the other. Domains: Air, Destruction, Earth, Healing, Law, Protection, Strength, and Travel Metrex is the Goddess of Death and the Afterlife, the keeper of souls. There is only one law, but it is unwavering: That which lives must eventually die. A life must always be balanced with a death. No matter how great a difference between a king and a commoner in life, eventually death will make them equal. Metrex will judge the weight of their souls, not the weight of the gold they have accumulated in life. Followers of Metrex the Leveler have accepted that death is an inevitable consequence of life and do not fear it. As a result, they are often quite jovial types, determined to live life to the full. They hate undead of all kinds, seeing them as a blasphemy. They especially hate intelligent undead, whom they consider to be cheating death. However, they are not above condemning those who would cheat death in other ways to the prison of undeath, distasteful as they might find this sentence. The only type of death which Metrex does not consider balanced is an outright murder. A hero may fall in a battle of his choosing, and the balance is considered equal. But for the innocent to be robbed of their life before their time is an imbalance, and only in these circumstances will such priests consider using their divine power to bring back the dead from Metrex's domain. The lawful nature of these priests often leads them to positions of power within the church, and thus their attitudes often colour the way organised followers of Ordemetrex as a whole think. Conversely, some take rigid oaths compelling them to actively seek out and destroy creatures of undeath. This often results in them ranging far from home in their quest to eradicate such perversities. Ordemetrex the Eternal (True Neutral Aspect) Followers: Servants of the Seasons. Favored Weapon: scythe Symbol: A set of empty scales in perfect balance. Domains: Air, Animal, Earth, Healing, Plant, Protection, Knowledge, and Travel All things created by Ordemetrex run in cycles, or seasons: life and death, day and night, and winter and summer. The balance is all that matters. Rain falls when it falls and sun shines when it shines, irrespective of what those whom the rain falls on or the sun shines on need, want, or deserve. These priests of Ordemet give aid without judging the person. They may, however, judge the way the person came to need their aid. Those wounded as a natural consequence of their own actions may be considered to have met a balanced fate, and so may not get as much help as they would like. In a war these priests will often create a respected neutral zone where soldiers of both sides can go to be healed. Churches and temples of Ordemetrex usually encompass all three aspects, with the bulk of the followers being followers of the True Neutral aspect. By living in cloisters and monastaries, apart from the "real world", they seek to maintain their impartiality. Some, however, consider this to be a coward's way out, and deliberately follow independent careers, supporting themselves by their own efforts. Such individuals try not to rely on their divine powers to support themselves, arguing that this makes them impartial even to the edicts of their church. Some make no such argument, having their own reason to be free of the hierarchy. Ordemet the Solitary (Chaotic Neutral Aspect) Followers: Pilgrims Favored Weapon: quarterstaff Symbol: A pair of dice, one with six pips face up, the other showing one pip. Domains: Air, Chaos, Earth, Healing, Luck, Magic, Trickery, and Travel. Taking their example from when Ordemetrex was alone, Pilgrims wish to spread their faith through solitary deeds rather than working within the church. As such, they are often forced to travel, and are often taken as good omens when passed on the trail. They preach that any intelligent being, whether god or mortal, is incapable of being truly impartial. Whenever they are faced with a moral dilemma they often let some sign or omen make their decision for them, whether it be the flip of a coin, the roll of a dice, or whether the flock of birds that just flew over head had an odd or even number in it. They will not let their randomness totally endanger life, or lead them into truly evil acts, but they do have a deserved reputation for caprice, unreliability, and unpredictability. Leaving everything to chance means that they hate to plan ahead. This often leaves them short of something they need, and some of them interpret the ways of the balance to imply that those that don't have, but need, should feel free to take from those that don't need, but have. They will not steal from those who will suffer as a result of their theft, but see no reason why they shouldn't take the bread from a fat man's table, or take a coin from a rich man's purse. As a result, this aspect is also commonly worshipped as a goddess of thieves, gamblers and other (non-violent) ne'er-do-wells. More violent criminals tend to worship an Aspect of Kakodemmion. -Original post by Rorshac (modified) |
| #12shatteredtowerJun 14, 2004 5:50:04 | The following information is not entirely accurate at this time. Show Mythos: Thalos is the first son of Ordemet and teacher of the first race, the orcs. He taught them all that they needed to survive, but the orcs grew jealous of his knowledge and wisdom. They trapped him underground and blinded him in an attempt to gain his knowledge. His mother, Ordemet, found him and in her rage, slew many orcs with bolts of lightning while tears of fire ran from her eyes, and cursed the orcs to become what they are today. Thalos then built the forms of men, but they were stolen by his brother, Demmion, who replaced with the molds for the dwarves just before Ordemet blew life into them. This act of sabotage sparked the war between Thalos and Demmion. Many dwarves now revere Thalos above even Ordometrex for his mercy in allowing them to exist and holding them blameless for Demmion's actions. However, other dwarves resent the implication that they are malformed versions of a human ideal... Some say that Thalos has turned bitter in his quest for goodness since he was blinded, and that he will stop at nothing to eradicate evil. They also say that if he had his way the world would know a peace and goodness that would make life miserable of its own, stifling all creativity and binding all life by strict rules. Agathalos the Lightbringer (Lawful Good Aspect) Followers: Warriors of Light Favored Weapon: battleaxe Symbol: a golden sun with seven rays. Domains: Good, Law, Luck, Protection, Strength, Sun, War, and Water. A rigid and disciplined organisation, the Warriors of Agathalos are not content with merely doing good; they actively seek out and destroy evil in all its forms. The Warriors do not seek to rehabilitate evil, nor teach it the error of its ways. They seek to erradicate it from the land. When faced with the choice of destroying evil or saving the innocent, they will usually choose to destroy the evil, arguing that to do otherwise would endanger more innocents in the future. Besides, they maintain, the innocent will receive their rewards in the afterlife. Whilst they would not directly harm innocents, their oft callous attitude and their treatment of those judged to be evil has garnered them a reputation for being quite merciless. The Lightbringer is also worshipped as a war deity by those who believe in "just" wars, or who would rather believe that than admit that the destruction brought by Demmion the Merciless is probably closer to the true face of war. Thalos the Wise (Neutral Good Aspect) Followers: Servants of Reason. Favored Weapon: warhammer Symbol: a pure circle of gold, with no rays. Domains: Animal, Good, Knowledge, Luck, Plant, Protection, Sun, and Water. A loose knit organization, most followers of Agathalos fall into this group, as do most of the churches and temples. They worship Agathalos in his role as a teacher, as the kind and fair being who spared the dwarves. They congregate in churches not out of a need for hierachy and order, but simply because they believe that by working together they can do more good than by working singly. Their hierachy is therefore quite informal. Churches are often schools, hospitals and gardens as much as they are places of worship. The Servants of Reason are often called upon to settle disputes, since they judge according to what is fair rather than the letter of the law. They are as much concerned with seeing the unfortunates of society aided than with seeing evil battled. Thalos the wise is often worshipped as a deity of learning and knowledge. The Divine Spirit of Thalos (Chaotic Good Aspect) Followers: Hermits. Favored Weapon: scourge (whip) Symbol: often a golden sun with rays of varying number and length, but likely to be whatever sign the hermit has most recently decided to be the true face of god Domains: Chaos, Good, Luck, Magic, Protection, Sun, Travel, and Water. The Hermits are not an organised religion. Rather, this is a collective term for those who follow the light but don't wish to be associated with his churches. They are those who wish to be truly good in word and deed, with no thought to laws, codes or disciplines. This may include the social mores of society, such as keeping clean. Eccentrics to the core, they often shun society. They can be found doing all manner of odd things (self-flagellating or extreme fasts) to bring themselves closer to the Divine Spirit. With no thought for law or order, these wandering itinerants travel freely, dispensing their help to anybody in need whether they be friend or enemy of church or state. They very rarely travel to large cities, though -- those that do are almost certainly on some specific quest, and therefore appear to be more focused and less free with their aid, as they conserve their resources for their holy task. The Divine Spirit is also worshiped as a deity of magic by those who believe that magic is by nature chaotic, as magic often seeks to change what would naturally happen (with regard to natural laws) into something quite different. -Original post by Rorshac (modified) |
| #13shatteredtowerJun 14, 2004 5:55:33 | The following information is widely inaccurate at present. Show Mythos: Demmion, the second son of Ordemet, was born of the tears she cried in anger at the treatment of his brother, Thalos. Demmion knows that he would not exist if it were not for Thalos and loathes his elder for this. To mock Thalos in his blindness he replaced the molds for the first men with those of dwarves and watched in glee when his mother blew life into them. Demmion expected his brother to destroy the "deformed" creatures when he found out. He was wrong; Thalos taught and educated the dwarves as he once did with the orcs. The dwarves were unhappy with their form, however. In time, they hid from his light, seeking the darkness of the caves. It was then that Thalos turned and waged war on his brother for this devious act of creation. Demmion tried to influence the dwarves after this, but was rejected by the little people. Hurt and angry, the youngest of the gods then sought the orcs and twisted them even further. He instructed them in the art of warfare and promised riches and eternal life in exchange for the destruction of the dwarves. This was the start of the endless war between those two races, but Demmion's record is larger. There may never be enough paper to record his every deed of malice and evil. Demmion stands for all that is evil: thievery, deceit, murder, betrayal, instigation etc. He revels in acts of malice and gloats over the pain inflicted on innocent people. Demmion is also a destroyer, and a deliverer of chaos. Were he to rule the world it would be a pit of darkness and pain. Demmion the Merciless (Lawful Evil Aspect) Followers: Blades of Retribution Favored Weapon: bastard sword (see below) Symbol: a red flame Domains: Death, Destruction, Evil, Fire, Law, Strength, Trickery, War There is only one natural law: those who transgress against you must be punished. Some act on a personal scale, living only to deliver retribution to those who have wronged them. Some act as enforcers of local law, hunting down criminals and delivering them up to justice, or serving as enforcers or secret police where the rulership is more tyrannical than benevolent. Some act on behalf of their city or state, forming armies of dedicated soldiers who will march to battle at the slightest provocation, glorying in the destruction war brings. This aspect of Demmion is the only one to have an acceptable public face. Demmion is worshipped as a god of justice by some guards and other servants of the law, and worshipped as a war god by soldiers and other professional, disciplined, fighters. Followers of Demmion the Merciless are well organised. They openly meet in their temples, bringing to their fellow's attention any wilful transgressions that they have witnessed, so that the temple as a whole may decide what action to take. Often the brother who brought the news will be instructed to deal with it himself, but occasionally matters of greater import may be discussed. (For example, temples have been known on occasion to prepare a city for war even before the rulers knew that their enemies have raided their territory.) However, the greatest transgression is one against the will of the temple, giving the higher ranking members of the church considerable amounts of power. Please note that Blades of Retribution who select War as one of their domains receive Weapon Proficiency and Weapon Focus with the bastard sword, but one-handed use of the weapon still requires the Exotic Weapon Proficiency feat. Kakodemmion the Cruel (Neutral Evil Aspect) Followers: Talons Favored Weapon: dagger Symbol: three jagged red vertical lines, like a claw wound. Domains: Animal, Death, Destruction, Evil, Fire, Knowledge, Trickery, War. Talons are not organised; their designation is a collective term for those who use the powers granted them in the service of Kakodemmion for personal gain rather than for a religious cause. They are selfish and cruel, caring not what hurts they inflict as long as they achieve their own personal ambitions. They may be masters of deceit, paid assassins, or violent criminals, but they all have one common thread -- when Kakodemmion called them into service, their first question was "What's in it for me?" Kakodemmion cares little that these servants serve mainly themselves, for every little act of evil and malice, no matter what the motivation, brings the world that much closer to his ideals. Kakodemmion the Dark, or The Dark One (Chaotic Evil Aspect) Followers: Initiates of the Dark. Favored Weapon: flail (light or heavy only) symbol: a black flame. Domains: Chaos, Death, Destruction, Evil, Fire, Magic, Trickery, War. The dark is where Kakodemmion lies and where his servants may best place themselves to further his goals. Followers of this aspect use their powers to encourage corruption, hate, and anger. Their sole purpose is to spread chaos and evil so their Dark Master can grow in power. Chaos is their goal, not their organization -- they actually maintain a recognisable hierarchy. Naturally they have little discipline, and the balance of power within the cult is in constant flux as ambitious initiates seek advancement by murdering their superiors, or are cut down by those who recognize a threat from below. But there is an overwhelming desire that binds them together -- the need to see evil flourish no matter the cost. These fanatics wil not hesitate to end their own lives if by doing so they can grant more power to their dark master. Only the constant internal strife prevents this loose organization from being more dangerous than it already is. Occasionally, a leader will arise within the cult who can force his underlings to follow his own particular scheme for bringing darkness to the world. These infrequent and most often brief periods are times when all decent folks have good cause to be afraid... -posted by Rorshac (modified) |
| #14shatteredtowerJun 14, 2004 5:57:35 | (Most of this information is commmon knowledge to those one of the DM determines to have passed a Knowledge (religion) check set at DC 15. (A cleric may choose to take 10 on this check, but all others are subject to DM decision.) Certain elements, however, are less commonly known, and have higher difficulty checks assigned to them, and these are highlighted in blue.) In the beginning ...all was but a grey-lit, shimmering void. A nameless woman wandered through this emptiness, content merely with her existence. This did not last, as in time she came to discover emotions, and among those was boredom. Nearly driven insane by this powerful feeling, she turned her energies to creating a globe covered with land and water. Over this, she then created the sky, filling it with air. Violent storms raged across the surface of this fledgling world, threatening to rip it apart. Filled with fear for her creation, she tore at it, reshaping it so that mountains and valleys would change the unshifting pattern of the wind and quiet it down. With this done, she sat and marvelled at her creation, and for a brief moment she knew joy. As time passed, she discovered that governing a dead world was not sufficient to stave off the boredom, and it was in this realization that she truly became the Mother of All. The little things she created flourished, and so the bugs and other small creatures prospered. Satisfied with this early work, she then took it upon herself to create even more life. She tried to make plants and animals, shaping them from images in her mind. The plants died as soon as she set them into the ground, wilting away, and the animals fell where she placed them. Again and again she set her will to the task, and yet failed to create all but the smallest of things. All else died as if it lacked for something critical. She thought long about this and concluded that her creations could not thrive in the gloom that still encompassed her world. This decided, she set out to create a light to fill her world. Many days passed as she tried and failed, time after time after time. Finally she sat down and cried in despair, sorrow, and loneliness. (An elf who passes a DC 15 Knowledge (history, nature, or religion) check knows that the elves were the only one of Ordemet's advanced creations to survive, and that it was they who revealed to her the need for light to nurture all life that was to follow. To them, this is proof that the elves originated the druid lore. These elves also know that it was their kind who drew Ordemet's attention to the puddle she created. Any of this knowledge is only known to races that pass a DC 20 Knowledge check (religion or nature only), since the elves feel the knowledge only serves to make the less blessed jealous, as the orcs still are.) (Anyone who passes a DC 30 Knowledge (religion) check has heard that the giants were created in this time, but that they showed no more sign of life than most of Ordemet's earliest creations.) As her tears fell on the world, they formed a muddy puddle. The woman looked down on this reflective surface and smiled sadly upon her own image. Absorbing the warmth of her smile, the tears then coalesced into a single solid shape, the form of a young man. As he gasped for his first breaths, a light sprang up all around him, and much that had lain lifeless bloomed in the presence of his life-giving radiance. The woman named him Agathalos and raised him into the sky to be with her. Returning this favour, he named her Ordemetrex. With the help of Agathalos, or Thalos as she usually called him, Ordemet created many creatures, big and small, and populated the world with plants of all varieties. As they worked, they both grew in wisdom and grace, and the light of Thalos shone ever brighter and warmer, bringing about the cycle of the weather. After days unmeasured, they started out to build their greatest creation yet, beings built in their own image, with the power of reason and thought. Remembering how Thalos had come to be, Ordemet made small staues out of clay mixed with leaves and brances. Thalos used his light and warmth to bake them into solid forms, and Ordemet finally breathed life into them. They called these first people "orcs," which means "us" in their ancient and strange tongue. The orcs were tall and fair to behold, despite the greenness of their skin, and they were gentle and emotionless creatures. Ordemet and Thalos sat back and looked upon their work for a long time, and all was in peace. One day, Thalos decided it was time to start and teach the orcs ways to fend for themselves, so that Ordemet would not have to watch them so closely, for he wanted his mother to be as carefree as possible. He descended from the sky in a mortal form and came to live among the orcs. (The elves rarely talk about the reason they weren't involved in this affair, even among themselves. It is generally accepted that they were elevated to Ordemet's halls in those days, being her favoured children, but that they came to live in the world again when Thalos and Demmion were removed to their place in the heavens, with the goal of guiding the other races to live more responsibly. This will be known by an elf passing a Knowledge (religion) check with DC 15, but the DC for a non-elf is DC 25.) At first, they revelled in his wisdom, but as he taught them more and more the orcs became greedy. They demanded he give to them the secret of life and the power of creation. When Thalos rejected their pleas, the orcs crafted a cunning trap and caught Thalos underground, blinding him. Thalos' screams of pain split the ground and soared up to the heavens, where they were heard by Ordemet. Rushing down to save her son, and finding him blinded, Ordemetrex knew anger for the first time. Once more she darkened the world, crying tears of fire. Terrible bolts of lightning slew many of her son's tormenters before she pronounced her curse upon the rest. From that day forth, the orcs would be defiled, as they had defiled her son's purity, hated by the light and hating the light in return. She then cast them down into the dark bowels of the world. (Demmionites have a slightly different version of events. According to them, Ordemet had lost too much strength in those days, and instead pleaded with the orcs to release her son. When they refused, her grief turned to fury, and Demmion plummeted to the world in her great fiery tears. This resulted in the destruction of orcish civilization, as well as the birth of many of the world's monsters, as their lord lay in helpless agony, giving terrible forms to his pain until his body had cooled enough to stand. Once he was strong enough to do this, his mother bid him to avenge the slight to her, sending him to make war upon the orcs. He was the one to pronounce her curse upon them and drive them from the surface before rescuing his unworthy and ungrateful brother. To a Demmionite priest, this is a DC 15 Knowledge (religion) check, but to all others the check is set at DC 20 to know this version of the story.) (Some of Ordemet's priests concede that there might be some validity to Demmionite dogma. They point out that he is recognized as the Lord of Vengeance even in their own rites, and holds more right to the mantle of the Warlord than his elder brother. Others challenge this by asking why the orcs would worship their conqueror, but this counterargument tends to be rebuffed by pointing out that the orcs seem to feel that their strength comes from adversity and conflict. Perhaps, it is argued, they feel that Demmion is testing their worthiness, or perhaps they simply recognize the strongest's right to rule. Or perhaps they simply don't care, and take what they can get.) From Ordemet's anger and her fiery tears another son, whom she she named Kakodemmion -- for he was as dark and cold as his brother was light and warm -- was born. When she was ready to create a new people to cover the land, Kakodemmion assisted in the creation of a new race, but he, envious of the light and warmth of his brother, thwarted the plan. Replacing the beautiful figures Ordemet had created with shorter and stockier versions, which were then baked in Thalos' light, he sought to blame the blind god for deforming his mother's work. These new, misshapen people became known as the dwarves, and at first, they were afraid that they would be destroyed for their imperfection. Thalos, however, could not bear to kill them, for if there were flaws to be found in them, they were not of their own design, and they fell to worshipping him for in gratitude. But while they loved one brother, they reserved a fervent hatred for his younger sibling, whom they named Demmion, for they recognized the face of their creator, and they cursed him for designing their short and misshapen forms. As the orcs before them, the dwarves also hid themselves from the blind god's light, but out of shame for their appearance, not fear of retribution. Soon they came across the orcs, the enemies of their beloved Thalos, and so began the first war of orcs and dwarves. (Dwarves who make a DC 20 Knowledge (religion) check are aware of the legends that the gnomes and halflings were once dwarves. Gnomes were dwarves who developed too great an interest in magic, venerating Thalos as the Divine Spirit, until they were finally remade by the very magic they worshipped. For this reason, the dwarves tend to eschew arcane studies. Surprisingly, it has made gnomes somewhat shy of more aggressive magical pursuits as well, which explains their preference for a bardic tradition now. Meanwhile, the dwarves maintain that the halflings were dwarves who strove to make themselves fair to the blind eyes of Thalos -- surely a fool's endeavour, if ever there was one. They maintain that Thalos cursed them for their pride, diminishing them in strength and stature to become something more humble. This might help explain in part why dwarven self-loathing no longer seems to be an issue for the race.) (Gnomes who pass the DC 20 Knowledge (religion) check are aware of the legend of their origins, but for other races, the DC is 25. The check to know the dwarven legend of the halflings is DC 25 for all non-halflings. However, the halflings have their own version, which is DC 20 for them and 25 for all others, including the dwarves. They maintain that their ancestors bargained with Ordemetrex during the days of strife, offering her their service in exchange for a return to the surface, and that she remade them to more closely resemble the humans as a reward for recovering the stolen race for her.) Thalos, disgusted to learn of his younger brother's treachery, fought his black-hearted sibling to regain the shapes of the race that would be called human. Their struggle was was a long one, each brother in turn gaining the upperhand over the other and driving him across the world until he could rally and turn the battle in the other direction. Thus began the cycle of seasons. (Those who make a successful Knowledge (arcana or religion) check (DC 30) are familiar with the legend that this is where the dragons first arose, born from the blood shed by the two brothers in their flight across the continents. The dragons may know, or have their own beliefs, but they do not discuss this with the humanoid races. If they display signs of faith, however, it is to one of the two brothers, and their term for Ordemetrex is viewed by those familiar with the legends as proof of the veracity of this story.) (A successful Knowledge (religion) check at DC 25 -- or 20 for giants -- reveals that they appeared in the world at this time, and that most of them served one of the warring brothers in their conflict. Those unaware of the giant's earlier creation, mentioned above, believe either that the two gods created them to serve as an army, or that the fighting woke them newborn from the world, calling them to battle. Stone and cloud giants rarely hold to the second idea, whereas it's almost always the account believed among the few ogres, ogre magi and trolls familiar with the legends.) While the pair struggled, Ordemet retrieved the shapes of the humans and quickly breathed life in them, without waiting for Thalos to harden and purify their form. Quickly, this new race multiplied across the world, offering their praise to the Mother of All, who had retrieved them from darkness to awaken them. Ordemet gradually regained much of the strength she had lost during the creation process, and once thus restored, the goddess rose once more to her place in the sky to balance the fight between her sons. She forced them out of the world, turning Thalos into the Sun and Demmion into the Moon. To this day she watches them both, preventing direct conflict, leaving their battle in the hands of those who choose to serve them on the world below. (Thalos of the Sun and Demmion of the Moon is so ingrained into the psyche of people that most people know this. The DC for this Knowledge (religion) check is 10, and anyone may take 10 on this check. However, those who pass a DC 15 check are aware of the interpretation that states that these celestial bodies are actually prisons, not the forms of the two brothers, while a DC 20 check reveals an interpretation that states the sun and the moon may be a combination of form and prison, sealing the pair within their own power while denying them the use of the greater part of it. A few scholars find this notion disquieting on some level.) (And what of the goblinoid races? That, like several others, is a story for another time.) -Originally from shanks (modified) |
| #15shatteredtowerJun 14, 2004 6:35:05 | The rules mentioned here are currently out of date in regard to the Silver Sword, Hightower, and religious institutions, as least as they apply to PCs. Unless otherwise specified in the course of play, a PC will not have to worry about paying fees to any of the above organizations. Crafts, Professions, and Income When I refer to weekly or daily earnings here, I refer to game time, not real time. A character with ranks in a Craft or Profession earns a number of gold pieces each week equal to the respective Craft/Profession modifier plus 10. For example, if Tynk has a +12 modifier on Craft (alchemy) checks, he earns 22 gold pieces per week. If a character is earning amounts based on anything less than a week of work, the rate is 20% of the amount listed above per day. In the example above, Tynk earns 44 silver pieces per day as an alchemist. A character can’t hope to earn more than the weekly rate, and can’t try to “earn overtime” by working through the night. A wizard’s earning power tends to be severely reduced, as apprentices are required to put in at the Hightower in exchange for learning higher level magics. A Hightower wizard may only earn income from a Craft or Profession skill for a number of days per week equal to the highest level spell that wizard can cast, to a maximum of five days at 5th level. (It’s assumed that wizards can handle their own training without supervision after that point.) Using Tynk as our example once more, if his highest spell level is 3rd, he may earn no more than 132 silver pieces a week as an alchemist. (He is assumed to spend the rest of his time tending to Hightower duties and his studies.) Exceptions can be made for adventures and other duties, but that will require a mentor’s authorization. The Silver Sword Adventurers’ Guild withholds one day of pay per week in exchange for room, board, and use of the facilities. |
| #16shatteredtowerJun 14, 2004 6:41:08 | The rate of production for Craft checks in Garic’s City is calculated every three days, rather than weekly. The Craft check (10 + character’s total modifier for that skill) is multiplied by the DC of the item being created, to determine the amount of work that has been completed in terms of silver pieces. Rates of work can be calculated daily (1/3 the standard rate). If the character’s Craft check (as given above) is not equal to the DC of the work to be done, it is beyond the character’s ability. Masterwork tools and the aid of another with that Craft skill can adjust the Craft modifier in the character’s favor, but if that still leaves the Craft DC higher than the Craft check, then the player must spend twice as much on starting materials, provided that the Craft check is within 5 of the DC. If the DC is higher than this relative to the character's Craft modifier, the cost of production rises to three times as much, or sufficient money to just buy the finished item elsewhere. If the Craft DC exceeds the character's Craft modifier by more than 20, the character cannot do the work at all. Regardless of the expense, the rate of manufacture for items beyond the character's ability (DC > Craft modifier +10) will be the square of the Craft DC. On the other end of the scale, if your Craft modifier exceeds the Craft DC by 10, this will result in a higher rate of manufacture. Unless you have a buyer, the item earns you half of retail value, regardless of how much it cost you to produce. It is possible to produce goods at a loss (or no gain, if you are producing it directly for the buyer). Crafting Poisons and Traps: Compare the product of the check result multiplied by the Craft DC with the price of these items in gold pieces, not silver. Reduce the cost of listed traps mechanical (not magical) traps to 1/5th the listed value, unless they include an unusual element (such as brown mold). Creating Magic Items Each game day of item creation must be dedicated almost entirely to the task of item creation, allowing for only very minimal activity (conversation, a short walk to stretch one's legs, dinner, or a good night’s rest). Should a character attempt more strenuous activity, such as combat, heavy exercise, a rousing performance of Minto’s latest tune (one meant to please a crowd, rather than idly singing for personal relaxation), or exhorting the masses to riot in the streets with an inspiring speech, it will be performed in a state of physical and mental exhaustion (-3 penalty to all checks for the day, not just those based on Strength or Dexterity). The Endurance feat will not reduce this effect, nor will lesser restoration alleviate the condition. (Restoration and the greater version of the spell are effective for this purpose, but the expense of casting either spell offsets the benefit.) |
| #17shatteredtowerJun 14, 2004 7:32:46 | Thanks go to Kelly Tirsori, who offered much valuable input. Credit is given to the person who submitted an entry, but be warned that many of these have been altered to varying degrees. The following feats have been approved for use in Garic's City Advanced Companion General Prerequisites: animal companion, special mount, or summon familiar as a class feature. Benefit: Select one of the prerequisite class features. Use your character level to determine the abilities of the companion, familiar, or mount you acquire. Special: You may select this feat multiple times. Its effects do not stack. Each time the feat is selected, it applies to a new class feature. |
| #18shatteredtowerJun 14, 2004 7:42:26 | The following feats have been changed in Garic's City Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Stealthy: You may take 10 on checks involving a skill in which the selected feat from the above list grants a bonus. You must have a +5 or higher base Reflex save and 10 or more ranks in the skill to gain this benefit. If you have skill mastery with that skill in addition to the other prerequisites, you roll 2d6+8 on the skill check in lieu of d20 whenever you are not rushed or threatened. |
| #19shatteredtowerJun 14, 2004 7:46:55 | Options for using several skills have been expanded upon or altered in this game, as noted below. (A number of the mechanics have been derived from Complete Adventurer, but altered in some fashion.) Accelerated Skill Checks While the rules normally allow one to take a -20 penalty while running on only Hide and Move Silently checks, in Garic's City, characters with the Run feat may also use this option for Balance and Tumble checks. You may also opt to take a -20 penalty on Climb or Swim checks in an attempt to move at your speed. Other actions that can be accelerated (by increasing the difficulty check) are:
|
| #20shatteredtowerJun 14, 2004 7:49:30 | Armor bonuses use an alternate rules system. Characters gain a proficiency bonus to armor class based on the type of armor they are wearing, whether light, medium, or heavy armor. If a character is not proficient with that armor type, select the bonus for the heaviest armor type with which the character is proficient. |
| #21shatteredtowerJun 14, 2004 7:56:26 | The following are now the deities of Garic's City: Mother Ordemetrex (Neutral) The Mother is still the prime deity of the pantheon. She is patron of artists, judges, hunters, mothers, and travellers. People pray to her for safe childbirth, secure homes, and successful hunts and journeys. Traditionally, artists depicting her use their own mothers as their models, for it believed that this is who she most closely resembles to all mortals that see her. Druids venerate Ordemetrex as the head of a small pantheon of a collection of elemental deities. Her symbol is the scale. Domains: Animal, Protection, Knowledge, Travel Weapon: sickle |