Saturday, October 24, 2015

Interlligence: Religious Lore

Considering the bemusement at Shimu's valediction, I wanted to share what I've thus far developed with regard to religious orders in Påmidgard.  The orthodox position for all orders is that there is a Supreme Being that created Påmidgard and can intervene in its affairs.  However, there is much disagreement between the orders over the character qualities of that Being, and by what means and frequency divine intervention occurs.

Thus far, I've established outright hostility between the Articulate Lion and the Vigorous Loaf, but it's not my intention that each order be at odds with one another.  In fact, many may be in fellowship with one another, but certainly not with all other orders at once.

Should you wish it, you can establish your character as a layperson associated with one of the orders.
(Elemenopi, I'm operating under the assumption that you are in fact a bona fide member of the Vigorous Loaf! Or perhaps a sect therein...)  Implications would largely be for story (and perhaps entertaining roleplaying?), as there is not a Cleric class/specialization in Fantasy Age.

Religious Orders in Påmidgard:
Holy Order of the Articulate Lion; Well-Spoken, Commanding; practiced almost exclusively by humans.

Holy Order of the Benevolent Herder; Graceful, Compassionate; practiced mostly among halflings and humans.

Holy Order of the Conflagrated Conifer; Passionate, Demanding; practiced almost exclusively by orcs.

Holy Order of the Flourishing Vine; Patient, Jubilant; practiced mostly among halflings and gnomes.

Holy Order of the Latching Door; Protective, Discerning; practiced almost exclusively by orcs.

Holy Order of the Steadfast Sheep; Bold, Merciful; practiced mostly among humans and dwarves.

Holy Order of the Unshakable Stone; Strong, Uncompromising; practiced almost exclusively by dwarves.

Holy Order of the Vigorous Loaf; Joyful, Supportive; practiced mostly among dwarves and gnomes.

Level 2 Awaits

As stated on Facebook, all characters (save Selvarius) are about 400 XP away from leveling up.  That being said, I foresee this taking place soon.

Given our pace of play (and insider knowledge as GM), we may not need to worry about this until after next session proper.  Should level advancement take place mid-game session though, here is the gist of it (see pg. 26):

1) Your character's Health increases by 1d6 + Constitution ability.
(Magical characters also increase MP by 1d6 + Willpower ability.)

2) You get one advancement to spend on one primary ability, meaning:

For Mages (Lily & Zarra):
Increase your Accuracy, Interlligence, Perception, or Willpower ability score by 1.


For Rogues (Meg & Vi):
Increase your Accuracy, Communication, Dexterity, or Perception ability score by 1.

For Warriors (Durgash, Elemenopi, & Renbar):
Increase your Constitution, Dexterity, Fighting, or Strength ability score by 1.

3) Pick one new ability focus in one of your primary abilities (see above).  The focuses are as follows (see pg. 10):

Accuracy: Arcane Blast, Bows, Black Powder, Brawling, Dueling, Grenades, Light Blades, Staves
Communication: Animal Handling, Bargaining, Deception, Disguise, Etiquette, Gambling, Investigation, Leadership, Performance, Persuasion, Seduction
Constitution: Drinking, Rowing, Running, Stamina, Swimming
Dexterity: Acrobatics, Calligraphy, Crafting, Initiative, Legerdemain, Lock Picking, Riding, Sailing, Stealth, Traps
Fighting: Axes, Bludgeons, Heavy Blades, Lances, Polearms, Spears
Interlligence: Arcane Lore (Various), Brewing, Cartography, Cryptography, Cultural Lore, Engineering, Evaluation, Healing, Heraldry, Historical Lore, Military Lore, Musical Lore, Natural Lore, Navigation, Religious Lore, Research, Writing
Perception: Empathy, Hearing, Searching, Seeing Smelling, Tasting, Tracking, Touching
Strength: Climbing, Driving, Intimidation, Jumping, Might, Smithing
Willpower: Courage, Faith, Morale, Self-Discipline

4) Finally, there is a Class Power you gain specific to your class:

For Mages (Lily & Zarra): You become a Novice in a new talent or gain a degree in a talent you already have (non-magical only, I believe).

Talents include: Alchemy, Animal Training, Armor Training, Archery Style, Carousing, Chirurgy, Command, Contacts, Dual Weapon Style, Horsemanship, Intrigue, Linguistics, Lore, Mounted Combat Style, Music, Observation, Oratory, Pole Weapon Style, Quick Reflexes, Scouting, Single Weapon Style, Thievery, Thrown Weapon Style, Two-Hander Style, Unarmed Style, Weapon and Shield Style.*

*some restrictions apply; see GM for details...or pgs. 42-47

For Rogues (Meg & Vi): You become more adept at finding the weak spots in your opponents' armor. You can perform the Pierce Armor stunt for 1 SP instead of the usual 2.

For Warriors (Durgash, Elemenopi, & Renbar): You gain one of the following ability focuses: Dexterity (Riding), Intelligence (Military Lore), or Strength (Climbing)


Scheduling next game

(OOG)

Hi all,

Really enjoyed today's session.  Let me know any thoughts you may have over what's going well and what I can work on (knowledge of spells is on my list).

In the next couple weeks or so, please look ahead to November for when we can meet again.  I've started a Doodle poll that you can reach here.  I'm steering clear of Thanksgiving weekend etc. given our own travel plans.  For now I'm keeping scheduling to Saturdays 9-noon, but am open to other options if desired/needed.

Hoping to hear from you soon!

Your friendly neighborhood GM,
Dan

Session #2: PLEASE don't split the party!

Following the cart trail from Haregate, the party made its way down the Triboar Trail, discovering a group of Aelrimcosians camping for the night.  Befriending them, the party shared a meal and lodging, while also gaining a contract for the successful escort of the cart to the nearby town of Phandalin.  A human mage Selvarius joined the party in this effort, adding his knowledge of Lightning & Water Arcana (as well as Linguistics) to the fray.

Coming upon the horses presumed to be those of Dareth Brewmaster and his escort, the party fought back a group of Goblins, interrogating one who revealed the location of a hideout.  Despite considerations for splitting the party, the group at last decided to conceal their cart and follow the Goblin Path to the Goblin Hideout.  At the close of the session, the party had just successfully attacked the sentry guards and stopped a moment seemingly out of danger.

(OOG, what did that hourglass mean?!)