The Amaryllis New Dawn Starting Thingy
Setting and Story
A long, long time ago, in a galaxy not too far away, some mortals ascended to godhood. One of these, called Karnage now, decided to make a world of his own and populate it. Thus was Amaryllis created. Karnage turned from his lofty ideals, however, and became a god of incarnate evil, terrorizing Amaryllis and seeking to slaughter the very people he created. Some of the other gods sided with him, some against him, and some remained neutral, but all took part in the struggle in some way. About 1000 years ago, Karnage came particularly close to annihilating the planet, but a group of heroes called the Warriors of Hope kicked the ever loving stuffing out of Karnage. He died. He died hard. Fell a couple hundred miles onto the spire of his own Palace of Frost. Since then, Amaryllis has rebuilt itself into a paradise of sorts – not a true one by any means, people are as they always have been, and evil and strife still exist in the world, but organized evil and demonic invasions are no longer everyday occurances, and most nations live in contentment and slightly boring idyll.
Or, at least, that’s the story the survivors of the Fall of Karnage have passed down. The immortals, when pressed for details, are evasive as a rule, and will always invoke the final bastion of “You don’t want or need to know any more.” Which has been true. History is written by the victors, and no matter what really happened, it is undoubtable that the Fall (and the brief, apocalyptic war accompanying it, which wiped out a good 75% of the planet’s population) is the defining event in the recent history of Amaryllis.
As for the world now and its people… the forces of good have never forgotten what once was, and every nation maintains at least the semblance of an army. The study of magic is alive and well, people are in tune with nature, and all sorts of beings can be found if you know where to look. (translation: All base races and classes, and more, are in existence) The immortals reserve their interventions to things truly worthy of them, giving people the duty of preserving what they have been given.
Important Places
Asgard: A highly organized (and quite large) nation built around might of arms and the churches of Luthien, Tiyreal, and Gabriel (aka The Trinity of good gods). Many paladins come from Asgard. Almost the definition of a lawful good society. Currently ruled by King Ethen Heolstrom, formerly Ethen Tenebrae. The surname “Heolstrom” is given to the ruler of Asgard out of respect for Evrain and Emily Heolstrom, even though they had no children. Castle Grym is in the same city as the Temple of Light, an extravagant and most holy place, and the two are often seen as interchangeable. Alice Morissey, the current High Priestess, keeps a low profile.
Gelendar: The lands of this region are scarred to this very day by the events that occurred upon them. The capitol city of Gelendar boasts a distinguished mage’s guild, but the government is quite democratic, and magic is kept strictly in check within its borders. The underlying principles of Gelendar are solemn remembrance, and a healthy dose of respect bordering on fear for the past. The northeast peninsula was inherited from the dead nation of Cunar, and the inhabitants there lead harsher lives than most Amaryllians due to the cold and the Crater’s proximity.
Perenolde: Your typical god-fearing happy mostly human constitutional monarchy-democracy. Quite a cosmopolitan place nowadays, and ‘ruled’ by the Cinlach-Llanar line, which at present is represented by Queen Mary Doria Cinlach. The congressional assembly takes care of what actual ruling needs to be done, and they have become almost painfully politically correct in holding on to the tradition of serving all the good gods equally.
Penobscot: At the time of the Fall of Karnage, another Warrior of Hope, the half-orc Throkk, rallied the scattered orc and harpy and assorted demihuman tribes of this region under one banner to combat the evil threatening the world. They stuck together ever since, becoming one of the most powerful yet most free nations. This region is home to all who don’t quite feel comfortable in normal, human, stuck-up society. The prevailing atmosphere is chaotic good, and the government as such exists only to provide services and military organization. Justice as most people conceive of it is doled out on the streets by the populace when necessary (which thankfully isn’t often).
Whittyre: Whittyre is a relatively new nation, founded by a group of mages who got sick of being discriminated against (however mildly) in Gelendar and decided to set up shop elsewhere. Most of the nation is a great desert, but the mages have found quite creative ways to live and rule themselves. Whittyre’s contacts with other nations are few, and mostly with Penobscot – both nations share the goal of quiet individual existence, and have skills the other lacks.
The Wildlands: Ranging from forests to mountains, these places have been found to be almost literally unmappable, and therefore ideal for those beings that prefer to avoid society altogether. Yet there are safe and quick roads through them. Most people believe this the work of some high power.
The Crater: In the days of the Fall, a nation called Cunar controlled the northeast peninsula of Amaryllis. Karnage blew Cunar’s god, and most of Cunar, into atoms, resulting in a whopping titanic crater. In the years since, the crater has mostly filled with clear, clean water, yet rumors circulate that the area causes sickness through poison in the air, poison in the water, just plain evilness, what have you. The crater was extensively investigated shortly after the Fall, but nothing unusual was found by the surviving researchers. Few venture near it willingly to this day.
Sithicus: Former site of Karnage’s Palace of Frost, where he ruled from and was slain. No plants grow in the area surrounding the former castle, even though it was long since replaced with a shrine commemorating the defeat of evil. Nobody is quite sure who built it or why the inscription on the shrine’s gate reads “Arbeit Macht Frei,” but there it is. Contrary to what one might expect, the shrine is not a favored gathering site for evil cultists – those of evil alignment who enter the area at night rarely come out again.
Nagukor: The smaller major continent of Amaryllis. It was the only civilization not horribly transformed by the Fall, remaining a collection of allied yet infighting clans with a culture resembling ancient China/Japan. Nagukor has been very slowly losing its cultural identity. Some clans turn ever more inward to the old ways, and some outward to embrace the new. They do worship the same gods as the mainland, though the forms may be different. Seeing as how there only IS one set of gods, after all. Nagukor’s cultural slide has been greatly lessened by the fact that only Asgard is really in a position to engage in much commerce, and Asgard doesn’t particularly want to.
Important People and Historical Figures, leading into The Pantheon
King Ethen Heolstrom: Current King of Asgard, human, age 67. Ethen is best known for his intellect, which won him many a debate back in the day, but some say his wits have been degrading rapidly. He appears about as you would expect the king of a lawful good paladin nation would, and is currently estranged from his wife, Maris, and daughter Philia.
High Priestess of Luthien Alice Morissey: Co-ruler of Asgard, human, age 23. Though young, Alice’s rapid ascent to her position was no accident. She is a master (mistress) of politics and maneuvering, albeit adhering to a strict code of ethics. She is also strikingly beautiful, when she appears in public, which is rarely. As rumors fly of Ethen’s encroaching senility, public pressure for Alice to take a more active role in Asgardian public affairs has been growing.
Queen Mary Doria Cinlach: Nominal ruler of Perenolde, half-elven, age 124. The Cinlach line, besides maintaining half-elven features, has also been blessed with unusual longevity, and Queen Mary is just entering middle age. She’s known as something of a tomboy, which delights the citizens and exasperates the Council, who hopes she’ll grow out of it soon. Half-elven soon, that is. As with all the members of the true Cinlach lineage, she possesses the power of death itself.
The Warriors of Hope, as told by the legends: (yes, this is fanservice to the old players. But still useful history)
Lexoleus Chromeus, the Godslayer: Chromeus was one of the Warriors from beginning to end, and it was his amazing speed which struck the final blow upon Karnage.
Johan Ailworn Cinlach, the Bladesinger: Johan is most noted for being the advisor, mentor, and finally husband of Queen Sarah Llanar, thus making him the first king of Perenolde. He also had a hand in lifting the curse of darkness Karnage laid upon Amaryllis.
Evrain and Emily Heolstrom: As the legend goes, Emily de Azathoth,daughter of a necromancer, was working as a barmaid when she met Evrain Heolstrom, the strongest knight to ever come out of Asgard. They fell in love at first sight, though their adventures separated them often. Emily became the High Priestess of the Trinity in Asgard waiting for her love to return, while Evrain stayed away and adventured with the Warriors of Hope, despair and dread clawing at his soul – for he and only he knew that he had been born a half-demon, created by his evil father as part of a twisted pact to resurrect the demon lord Soggoth. Emily eventually persuaded him to marry her, but despite all of Evrain’s mental control and clinging to his chivalric ideals, Soggoth overpowered his personality when Karnage began taking over the world. The Dark Knight slew the other Warriors of Hope and dragged all of Asgard into Hell, but Emily raised the Warriors and led them down to the very depths of burnination on a quest to rescue her husband. Love and light prevailed, Soggoth was slain in a titanic battle, and Evrain and Emily were reunited at last. They led the armies of paladins at the Fall, and vanished into seclusion afterwards, to the peaceful life they always hoped for.
Astaroth Makalos: A former demon, converted to the light by witnessing the power of Emily and Evrain’s love and the defeat of Soggoth, or so the bards sing. Astaroth is now seen as an immortal angelic figure who overcame his evil heritage and worked (works?) for the good of all, teaching the virtues of humility and pacifism. That he happens to be a real historical figure who participated in the Battle of the Fall is almost a footnote.
Throkk and Glasya: Throkk was an illiterate and savage half-orc who joined the Warriors of Hope to save his tribe’s and father’s names. He became quite eloquent under the tutoring of Sir Evrain, and went on to rally the tribes of Penobscot and fight against Karnage in Tiyreal’s name. Tiyreal rewarded Throkk and his beloved/partner, the harpy Glasya, by making them the incarnations of his power on Amaryllis, gifting them with immortality and 1337 powahz. They’re said to live in the Wildlands, helping those who need help.
Keikeru Tayashi: Keikeru was Evrain’s pupil, and his equal in strength of mind and heart. He wielded the legendary Excalibur against Karnage and kicked a whole lot of ass, becoming an instant icon to fighters anywhere.
Ceredryn: The last of the old Druids, Ceredryn alone remained pure when the rest of Gaea’s servants had been corrupted by Karnage. He fought against Karnage bravely, and liked nature, healing, and turning into a giant gold dragon to kick serious arse.
Dugragar “Grag” Walfermax: Sir Grag Walfermax was a half-orc knight who became Sir Evrain’s best friend. He learned the ways of the Dragoon, and fought against the dread black dragon Aldur. Though he perished in the quest to destroy Soggoth, he continued to help Evrain and his friends from the heavens, and is lauded as a gentle saint and friend to children.
Nellix: Nellix was a half-elf sorceror and one of the Warriors of Hope. He also became a Fatespinner before the power of fate was sealed off, and eventually learned that he was directly created by Gaea to be her will, her power, and at last her replacement. After his role in vanquishing Karnage, Gaea decided to enter the Long Sleep, and Nellix more or less willingly accepted her powers and position. He was and is usually taciturn and slow to action, but when action is required, his response tends to awe those who it didn’t annihilate. He functions now as the god of nature, the planet, and magic. Few clerics serve him, but he has the nominal services of all druids at his call, though he tends to leave them to their own judgements about things. Nellix is Neutral Good, and appears as a totally unremarkable average looking half-elf with an aura of indescribable otherworldliness and desynchronization about him. It is rumored, particularly among fearful evildoers, that he also appears as a spirit of death, and can split himself in two. Riiight.
DOMAINS: Animal, Plant, Magic, and more…
Favored Weapon: Nonmagical scythes.
Tiyrael: The God of Lawful Goodness. Tiyreal works on Amaryllis through Throkk and Glasya when necessary, and most of Asgard leans toward his worship. Steadfast but a little stuck-up and violence prone, Tiyreal represents a stiff ideal that many aspire to. And those who don’t, well, ought to shape up.
DOMAINS: Law, War, Good, Destruction, Strength
Favored Weapon: Greatsword
Gabriel: Gabriel resembles Tiyreal, albeit more likely to understand and joke around than snap at those who can’t follow his ideals, in the true chaotic good style. He likes weapons and fighting even more than Tiyreal, especially when the fight is against evil, and has been bored for quite some time now.
DOMAINS: Good, Magic, Healing, Air, Sun
Favored Weapon: Anything and everything!
Luthien: The goddess of light, love, and life, beauty, independence, marriage, passion, you get the idea. Nellix was a devotee of hers before becoming a god himself, and she enjoys a popularity among women especially. She is neutral good, and doesn’t like gears or fighting.
DOMAINS: Good, Chaos, Fire, Healing
Favored weapon: Longbow. Luthien is pacifistic, and her clerics generally are too.
The Judicator: Her name alone tells you what she stands for. Though technically true neutral, ol’ Judy has picked up a good bent ever since the events of the Fall. Nellix has let her handle a lot of affairs dealing with the earth. And yes, the Judicator is female, despite appearing as a tall knight totally covered in armor.
DOMAINS: Law, Destruction, Earth, Protection
Favored weapon: Maces and warhammers
Satan: Well, someone has to stand for evil. Satan always did think Karnage a little reckless in his independence, and favors careful plans and a strict code of honor, even among evil beings. That’s not to say he doesn’t appreciate a little pillaging and burning here and there, just pillage carefully, please!
DOMAINS: Evil, Law, Destruction, War, Diabolic, Fire
Favored weapon: Whips
Sakhmet: The former wife of Karnage, Sakhmet preferred not to take a role in Amaryllis, but was forced into it when Karnage got himself killed. She mourns for her husband, and whispers to those who seek revenge or power at any price. Chaotic Evil, of course.
DOMAINS: Evil, Darkness, Water, Death, Animal
Favored Weapon: Nothing in particular
Karnage: The Manipulator, the Lord of Savagery, the Prince of Demons, the…. dead guy. Really, really, dead. Karnage was a bad, bad, bad person, and got owned in the end. His name is a bogeyman to small children, but adults know that he’s really not coming back.
….. right?
DOMAINS: None. He’s kinda dead.
Favored Weapon: None. He’s really kinda dead.
Gaea: According to legend, Gaea was Karnage’s sister. She died, but was raised from the True Death itself by Karnage, the only being to ever come back from such a fate. Bad move on his part, for she eventually became the god of nature and created Nellix, helped destroy her brother, and passed into sleep/death, leaving her position and powers to Nellix.
DOMAINS: Used to be nature, plant, animal, all the elements, etc. She’s gone now though.
Favored Weapon: The mighty snore. No, really. She ain’t around.
Philemon and Nyarlathotep: Not gods per se, but the guardians of the afterlife created by Karnage. Philemon tends towards good, Nyarlathotep towards evil. These spirits have little to no bearing on the physical world, but some people worship them and are sometimes granted spells.
DOMAINS: Law, Death, Magic, Good/Evil (Phil and Nyarl respectivly)
Favored weapons: None
Rules Changes
1. Characters do not die at -10 HP. The negative HP they die at is equal to 10 + CON mod + BAB (thus a 10th level fighter with 20 CON dies at -25 HP). The chance a character has of stabilizing while dying is their CON score plus BAB (aforementioned fighter has a 30% chance to stabilize each round). A dying character (stabilized or not) may stand and fight again if he makes a Fort AND Will save against DC 22 (seriously nasty stuff starts happening to you if you fight with negative HP however, like losing limbs).
2. A bow's enhancement bonuses and an arrow's enhancement bonuses do not stack. When a bow is sundered, the defending character makes his roll against the sunder as follows: BAB + Dex + Weapon Enhancement + Weapon Focus if they have it. And characters fighting with two weapons, with the appropriate feats, may attack with both weapons with a standard action. As in, you may move, and then attack twice. This does not increase the number of attacks you get in a full attack. Instead of attacking with both weapons, you can opt to forego your extra attacks, and attack with your main hand weapon as though you were wielding only one weapon, while using your off hand weapon to parry, gaining a +2 bonus to Armor Class. These are all mostly normal rules, and probably were fixed in 3.5, but I’m restating them anyways.
3. Characters using shields (with their hands, rather than with the Animated shield ability) may add their Shield bonus to their Touch AC and to most area-effect Reflex saves (the latter may result in damaged shields).
4. A character using the Total Defense action may add their BAB total as a Dodge bonus to AC. A character Fighting Defensively may add half of his BAB to his AC likewise, but he suffers double that amount on all attack rolls. Also, you MAY use the 'Defense Roll' option described in the DMG. Normally, your base AC is 10. The Defense Roll is a 1d20 that will act as your new base AC. At the start of combat or at the beginning of your turn, you must declare you are going to be using the Defense Roll. A roll of 20 means you dodge no matter what, a roll of 1 allows your foe to automatically hit. Until your next turn, you will roll it against every individual attack that comes at you. On your next turn, you may set your AC back to its base of 10 if you wish.
5. To counter increased defensive options, there are also increased offensive options. Instead of making a full attack, a character with a BAB of 6 or more can opt to make a "Focused Attack". This is a single attack in which your BAB counts twice (an 11th level Fighter will have a +22 bonus to his single attack, etc). Also, if you dedicate a full round to Studying an opponent who is within 30 ft of you, you will strike more accurately if you attack the next turn. On your attack (or attacks, if using a full attack), you receive a bonus equal to half of your BAB.
6. Spell Changes:
I. Spells like Bull’s Strength, Cat’s Grace, etc. function as their 3.5 versions except that their duration is what it was in 3.0, generally 1 hour/level.
II. Haste is a 4th level spell which grants the recipient one extra partial action per round. This partial action does not stack with any other speed enhancing powers, like the Speed enchantment on a weapon or Boots of Striding and Munchkinism. What constitutes a speed enhancement is up to the DM; you can use the Haste action or the other speed power, but not both. Mass Haste is a 7th level spell which works in this fashion.
III. I’m cutting Time Stop into 2 9th level spells, one called Time Stop which actually stops time in an area of 500 feet for 1d4+1 rounds, during which you cannot cast spells or interact drastically with objects in the environment (you can pick something up or move it, but not hack it with a weapon), and another spell called Quick (or whatever you want to call it) which can be cast on any one animate thing in a 10 foot/level range and gives the recipient an immediate turn consisting of 1d3+1 partial actions to use as they see fit. Their actions are speeded up insanely, and they cannot use Haste or any other speed boosts during the effect, but they can attack, cast any spells, and so on as they normally would. If you cast Quick on yourself, you return to and finish your turn as normal when Quick is gone. You cannot cast Quick while quickened. Don’t worry too much about the mechanics of these spells until you can actually use them, y’hear?
IV. Permanency, Limited Wish, Wish, and the XP-costing uses of Miracle are banned.
V. Players are encouraged to create their own spells, but everything is subject to DM approval, of course.
7. Sorcerors use the 3.0 spell tables and cannot change out spells known. Silly 3.5. In addition, Sorcs (well, their players) choose to draw their power from some sort of source or focus, like holy, unholy, fire, alien, what have you. They will gain powers related to their focus at the DM’s discretion, as will wizards. Sorcs also can apply one and only one metamagic feat to a spell and still cast it as a standard action. Applying two or more takes a full round action as usual. Yes, this allows Quicken Spell to be used by Sorcerors as it was intended.
8. There exist things called Hero Points, which are awarded only by the DM, only rarely, and only for acts of great note and courage and much roleplaying value. A Hero Point can be used to reroll any one die roll you make, or that an opponent makes against you directly. You can use more than one Hero Point on a single roll, and always take the highest result out of all your rolls. Hero Points can also be used to shake off any and all status effects, like mind control or confusion or any stat penalties, and act normally for a single round. Even death can be warded off for a little while in this manner, although you cannot heal if you are below your death HP and will die when you run out of or stop using Hero Points. Hero Points may have other uses as well. Asking for Hero Points ensures that you will never receive any. Using them without good roleplaying does likewise.
9. Bards can use either the 3.0 or 3.5 Bard class, but not both.
10. Have fun and play nice. Never whine. Always respect the other players. The DM’s word is law, and disputes with him are fine but should be done in IM and without whining.
10. Space to add stuff later goes here.
THE MAP OF AMARYLLIS – 1000 AK (after Karnage)