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Post by Yngvord Aurvanding on Jul 24, 2013 11:31:28 GMT
The Ismark A Brief HistoryThe territory of the Ismark is the home of a centuries-old race of half-giants knows as Islings. Long ago, humans wandering among the mountains intermingled with the Frost Giants of that land, giving rise to a hardy folk at ease among the heights and frozen tundra of the region. Stronger than mere humans, wiser than mere giants, the new people congregated in between the two worlds of mountain and plain, where they began to lead agrarian lives seasoned with adventure.
In time they forged a culture of hearth and frost-forged steel, and the Islings took their place among the wider world. Though Islings as a people are settled and tend to keep to themselves, their deeds are a shade grander than the humans who surround them, and tales of the Ismark are hearty enough to be told in lands far away.Current AffairsRecent generations have seen a rise in population, expansion, and fortification, as the Icemark and its people develop further. The ideas of castles, cities, even port towns become more and more commonplace, and with them a greater sense of culture and society, community, religion, and higher learning. Their reality, however, is still very much attached to their agricultural roots, and the threat of too much change, too fast, begins to cause some tension between differing factions and clans.GovernanceIslings are a people defined by family, community, and the unity of the whole. Their leadership takes the form of councils, the members of which must best perform a series of traditional trials measuring both strength and wisdom. Once a year, candidates compete to win a place on their province council; those councilors may then compete in an even more rigorous set of trials for a seat on the high council. Vacancies on the provincial councils are filled by the next highest performer; vacancies on the high council are filled from a fresh hold of the high trials.Alignment & Goals Islings believe in the wisdom of common sense and in the goodwill of others, especially their own family and people. They have little use for rote laws and ordinances, but neither do they allow savagery or evil among their communities. The Ismark as a nation can seem unambitious, as it has always been content merely to grow and live and savor peace and hard work. There are enough dangers in the world without rubbing other nations the wrong way. But though the Ismark may appear to be neutral ground, one should not think its people blind, and against ill will their hands are as strong as their walls are high.Influential FiguresHigh Councilors of the Ismark ~ [to be specified] ~ [to be specified] ~ [to be specified] ~ [to be specified] ~ [to be specified] ~ [to be specified] Isling Liasons to the High Magistrate of Calidor ~ Yngvord Aurvanding, liason of the eastern provinces of the Ismark [PC] ~ Dolgrún Aurvanding, liason of the western provinces of the Ismark [PC] Isling Members of the Senate of Calidor ~ [to be specified] ~ [to be specified] Esteemed Elders of the Ismark ~ [to be specified] ~ [to be specified] Renowned Heroes of the Ismark ~ [to be specified] ~ [to be specified] Influential Clans of the Ismark ~ [to be specified] ~ [to be specified] ~ [to be specified] ~ The Aurvandings ~ [to be specified]
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Post by Dolgrún Aurvanding on Jul 24, 2013 11:51:33 GMT
Greetings adventurers, friends, and all good folk! My brother and I are excited to be here. We've been saving this kingdom and these characters for a special occasion. The Islings are a race of half Frost-Giants, though it is possible to find full humans as well as full giants roaming or inhabiting the Ismark. Details on the race will follow. If you have any questions, or if you would like to join us, please let us know! Among other things, if you create an Isling, I can make a clan medallion for you.These medallions build off the core emblem of the Ismark, pictured in the flag I designed at the heading of this topic. Each clan has their own, and there are many possible configurations. We hope you enjoy! Again, more details to come. --------------------------- Update: Islings are now GM-approved and Character Creation is live! >>> See Below! <<<
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Post by Deleted on Jul 24, 2013 20:14:49 GMT
Hello, Colin the High Magistrate has recently ruled that you may only use races from paizo.com/prd/His quote: "On another point, there will be no variant or home brewed content of any kind allowed so do not ask." Fair is fair, if everyone else has to limit themselves to those rules, don't you think you should too?
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Post by Colin Clout on Jul 24, 2013 20:22:26 GMT
I have already made a ruling privately regarding the Ismark. Their race from the Ultimate Psionics book will not be allowed as it is not official Paizo material. However, I am allowing race building to anyone who strictly follows the Race Builder as it is official material. The Ismark will be remade using this system to adhere to our rules of official content only. Having said that, there are some constraints to creating a custom race and anyone who wishes to do so must contact me first and afterward make their race information available to everyone.
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Post by Deleted on Jul 24, 2013 20:35:32 GMT
On a different note, since Ismark appears to be very close in Spirit to Veiðimaðurheim and I would gladly allow you to enter and take one of the council seats... That of course, if you do not wish to continue with your own faction now that your homebrew race was disallowed.
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Post by Dolgrún Aurvanding on Jul 24, 2013 23:07:20 GMT
We would love to explore those possibilities with the people of Veiðimaðurheim!
And the re-make of the Islings is complete, ready for GM review.
ISLINGS (10 RP)
----- Type: Humanoid (human, giant), 0 rp
----- Size: Medium, 0 rp
----- Base Speed: Slow, -1 rp
----- Ability Score Modifiers: Standard (+2 Str, +2 Wis, -2 Dex), 0 rp
----- Languages Standard (Common, Giant) 0 rp
----- Spell-Like Ability, At-Will Gaint's Might (Ex), 2 rp Islings are born with the powerful build of their giant kin and can focus this vitality into their weapons, their strikes heavier and stronger than other, similar beings. ~ gain the effects of Lead Blades at will: melee weapons are treated as 1 size larger when determining damage dice Giant's Shape (Su), 3 rp Giant-kin, the mystic heritage of the mighty Frost-Giants flows in the veins of every Isling, granting the ability to step into the stature of their magical ancestors. ~ gain the effects of Enlarge Person at will: increase one step in size, 1 minute per character level Giant's Vitality (Sp), 4 rp Islings are naturally attuned to the energies of nature and can draw on its power to heal themselves. ~ gain the effects of Cure Light Wounds at will: heal damage 1d8 + character level (max +5)
----- Static Bonus Feat Toughness, 2 rp Islings are a hardy folk, at home among harsh environments. ~ +3 hp, and +1 for every character level after 3rd
----- Alternative Traits Giant's Draw (Ex), 2 rp ~ gain the effects of Gravity Bow at will. This replaces the Giant's Might ability Giant's Hide (Ex), 7 rp Some Islings' hides are thick and tough, whether from birth or from training or exposure. ~ gain DR 10/magic and +1 natural armor. These replace both the Giant's Shape and Giant's Vitality abilities. Giant's Stamina (Ex), 6 rp Some Islings' bodies heal more quickly, without needing to draw on the energy around them. ~ gain 1 hp per round. This replaces both the Toughness static bonus feat and the Giant's Vitality ability.
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Post by Deleted on Jul 24, 2013 23:56:35 GMT
Have I ever told you how much I like giants? No? Well I just did. I think you would do well joining in the worship of our Great Goddess Beshaba, and of course, feel free to join whoever you wish. The only desire the Great Goddess Beshaba has is to spread her blessing, and save you from those who would attempt to rule you, not to own you like some common street animal. Simply praise her and rejoice in her salvation from the winds of fate.
Praise Beshaba!
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Post by Dolgrún Aurvanding on Jul 25, 2013 2:05:42 GMT
Half-giants. Or giant-kin. Frostborn. Islings. ;D If it's approved there will be finer details, like height / weight paramaters, more physical description, all that good cosmetic stuff. We haven't decided on religions yet, so as for Beshaba, we'll have to see.
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samuelm
Knight of The New Order
Posts: 133
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Post by samuelm on Jul 25, 2013 3:24:06 GMT
As I read through the description of your quaint little community I was delighted to see that yourself and the Isling people value both order and wisdom. *hands over a copy of Saint Cuthbert and Common Sense*, please I urge you to read my holy book it is really quite short so you won't have to set aside much time to read it and I truly believe the morals you find within it will be of your liking. St Cuthbert teaches us all that we should preserve the established law, to use common sense, to work together and to help the people who are less fortunate than ourselves. Be warned though, the followers of Beshaba are savage and unpredictable. I strongly suggest that you allow St Cuthbert's light into your life and sincerely hope that you reject the filth this man is trying to sell you before your community is corrupted by the followers of his ancient cult.
Glory to St Cuthbert the only God worthy of our praise...
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Post by Aegis Gram on Jul 25, 2013 7:04:15 GMT
well the Band of the hawk Is always up for hire if you need a few extra swords or shields down the road.
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Post by Dolgrún Aurvanding on Jul 25, 2013 7:49:37 GMT
With Islings approved by GM, here are the additional details for character creation. ------------------------ Creating an Isling Character Islings as a race inhabit the middle-ground between their Human and Frost-Giant ancestors, cherising as core values the strength of giants and the wisdom of humans. They are communally-minded; blood ties are strong--one's family, clan, and race as a whole. All are bound together and stand on equal footing. At the same time, Islings place great trust and value upon each person's individual strength--strength of body, mind, and character. Islings believe in common sense, in trust, and in hard work, both individually and communally.Physical Description Islings are tall and powerfully built, with males slightly taller and heavier than females. Their size makes them imposing but slow to react. Their skin ranges from fleshy white to bluish tan, with hair colors of similar hue but usually darker. Their eyes typically range from hazel to ice-blue, though more nearly white or black are sometimes seen. Islings' clothing habits vary greatly from person to person, wearing more or less depending as much on personal needs as on weather conditions or even simple preference. This diversity carries through into combat; one Isling might prefer to wear basic scale or hide while another might be just as comfortable in heavy armor.Society Islings mainly group themselves by clans within their nation, with leadership on both national and family level taking place by council. Day-to-day life typically consists of farming, hunting, weaving, smithing, and building, as well as familial and social gatherings.RelationsIslings are closest with Humans and Giants. Elves to them seem to fragile to be very comfortable around, though the closeness to nature is something they can appreciate. They connect somewhat with the hardiness and solidity of dwarves, but aren't quite sure how to overcome the size gap. Folk of most other races are treated on a more individual basis, though the careless and fragile nature of races such as halflings and gnomes is seen with a mix of pity, annoyance, and concern. Races or societies who oppose life or promote foolishness or live under too much stricture are disliked and avoided.Alignment and ReligionWorshiping gods relating to wisdom, nature, winter, and the hunt, Islings are devout but very naturalistic. Most Islings tend to be neutral good, disliking confinement but wise enough also to avoid the dangers of the opposite extreme. They are easily roused to combat selfishness or destruction.AdventurersMost Islings are driven into adventuring by wanderlust--a distinctly human part of their nature. Some are driven by a simple wish to see the world around them; some range far afield on the hunt or on scouting missions; still others are driven by religious conviction. Nearly all have some purpose relating to their people or clan, though some expand this perspective to fight for the good of all. Very few adventure to make money; greed is typically too selfish a concept to most Islings.Male NamesAramir, Brinjold, Dolgrún, Eldmark, Faerún, Grimbolg, Isambar, Jarlok, Mundral, Ornok, Soren, YngvordFemale NamesAuna, Beora, Frelja, Hild, Hvella, Isandra, Kayri, Mistgild, Orlana, Sonja, Tanith, Yvanna
Table: Random Starting Ages
Adulthood | Intuitive | Self-Taught | Trained | 30 years
| +2d6 years
(32-42)
| +3d6 years
(33-48)
| +4d6 years
(34-54)
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Table: Random Height and Weight
Gender | Base Height
| Height Modifier
| Base Weight
| Weight Modifier
| Male | 6 ft. 4 in.
| +2d6 in. (6'6" - 7'4")
| 200 lbs.
| +(1d6x10) lbs. (210 - 260)
| Female | 6 ft. 1 in.
| +2d6 in. (6'3" - 7'1")
| 170 lbs.
| +(1d6x10) lbs. (180 - 230)
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Racial Traits
- +2 Strength, +2 Wisdom, -2 Dexterity: Islings are tough and intuitive, and move steadily and surely.
- Giant Blood: Islings count as both Human and Humanoid (giant) for any effect related to race.
- Medium: Islings are Medium creatures and have no bonuses or penalties due to their size.
- Slow: Islings have a base land speed of 20 feet, but they never suffer movement penalties due to encumbrance.
- Giant's Might: Lead Blades at will (or Giant's Draw: Gravity Bow at will). Islings wield great force in battle.
- Giant's Shape: Enlarge Person at will. Islings can tap into their Giant ancestry to assume a similar form.
- Giant's Vitality: Cure Light Wounds at will. Islings share a fundamental connection to nature and can draw on its power.
- Toughness: Gain the Toughness feat. Islings' bodies can withstand somewhat more than those of softer creatures.
- Languages: Islings begin play speaking Common and Giant. Islings with high Intelligence scores can choose any language they want. (except secret languages, such as Druidic).
Favored class bonuses: Same as Humans. Alternative Racial Traits
- Giant's Draw: The ranged alternative to the Islings' Lead Blades ability.
- Giant's Hide: DR 10/magic and +1 natural armor. Some Islings' bodies can withstand harm better even than their own brethren. Replaces both Giant's Shape and Giant's Vitality.
- Giant's Stamina: Fast Healing 1. For some Islings, their connection to nature manifests as a source of additional inborn vitality, rather than a channel for external energies. Replaces both Toughness and Giant's Vitality.
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Post by Dolgrún Aurvanding on Jul 26, 2013 22:06:54 GMT
As always, if anyone has questions, such as what positions in the country are open, ideas for starting or joining a clan, or whether this or that other race besides Islings might exist within the Ismark (mainly Humans and Giants), or help with character creation, do let either of us know and we'll be glad to answer!
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Post by Aegis Gram on Jul 29, 2013 2:13:33 GMT
man you guys get better and better.
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Post by Dolgrún Aurvanding on Jul 29, 2013 12:03:44 GMT
Wow, thank you! That made our day. I hope we do get better and better. Well, we'll always level up, at the very least.
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hemata
Blackwater Pirate
Posts: 451
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Post by hemata on Jul 30, 2013 1:06:36 GMT
This isn't a complaint but rather an observation that It looks like some of your abilities have more points put into them than they cost, meaning you would still have some more points to spend o.o Specifically looking at your at will spells. All of them are level 1 spells, thus being at will each would be 2 points each, but one is at 3 and the other 4. Was there a ruling on there I missed? Just curious really.
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