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Seven Stones and a Pale Shadow: A Norbayne Campaign Log

Welcome once more, my friends, to a campaign log set in the world of Norbayne. With our previous main game, Three Coins, Two Birds and a Gilded Sword now complete, our attention turns swiftly to the next chapter of the story. Over the course of who knows how many years, I will be posting 7 Stones here, a full two weeks before anywhere else, giving Exilian members exclusive access to the chapters as they are completed.

I hope you will enjoy our story as much as we do.

Table of Contents:
Prologue: Many Paths Converge on Stonebridge
Session 0.1: The Swordsman and the Idealist
In which we are introduced to the southern town of Stonebridge and witness the meeting of Michael and Ailbhe in the Pallid Mare inn…
Session 0.2: The Shadow, the Healer and the Woman
From the North: In which we see the haunted Viltshaws north of Stonebridge and meet Shadow, Brynhildr and Marwolaeth…
Session 0.3: The Minstrel, the Hunter and the Smith
In which Syntherion leads his companions, Hadrina and Ignus, to Stonebridge, to experience the Festivale…
Session 0.4: The Watcher, the Potion-Seller and the Ice-Maiden
In which Shadow checks out the keep of Stonebridge, Marwolaeth receives some mail and Brynhildr makes some friends in the Pallid Mare Inn...
Session 0.5: The Good Brother
In which we are introduced to Charlie and receive some insight into a slice of his life before it is all turned upside down...

Arc 1: Another New Beginning
Session 1.1: A Dark Night
In which some of the companions meet each other in the Pallid Mare, Marwolaeth ventures into a burning building and the Chéserquine comes and goes…
Session 1.2: The Day After
In which the companions come to terms with the events of the previous night, the investigation begins and more introductions are made...
Session 1.3: The Red Star Rides:

In the next post, I will introduce our players and their new characters.

Also, while you're at it, go check out the game's Instagram page. There's heaps of artwork and photographs which will surely keep you entertained or something like that.

We're on Facebook too. Give that a cheeky follow for updates if you feel so inclined:

Norbayne / Bestiary (Lands, People and Creatures)
« on: March 13, 2019, 11:56:39 AM »
The first post in a thread detailing the world and its inhabitants.

- The Highland Moors and Midland Forests and Valleys
- The Southlands and Oso Montanya
- The Airddeal Bailte (The Wardenfells)
- The Boltmoors
- The Icebay of the Selkye, Deighlas Mountains and Northern Wardenfells
- The Merigund

- Southreach and Other Southern Lands of Unterguardt
- The Vestlig Bight and Raven Isle
- The Nordlig Tundra and the Svartryggrad (The Blackspine)
- The Deepwood
- The Isle of Varr

- The Sjeverni Coast and Other Northern Lands of Sothbayne
- The Vasaris Ranges and Other Southern Lands of Sothbayne
- The Black Fens
- The Lemarian Archipelago
- The Nizina Kosci (Plain of Bones) and the Wispaniyali Range

The Westrand
- Zariste
- The Kandsza Isles

- The Blue Mountains and Khaliros
- The Three Kingdoms of Gyre, Murai and Taeran
- The Akira Plains

Norbayne / Magic
« on: February 22, 2019, 05:06:06 AM »
Another placeholder, this thread is intended to explain how magic works in the system, and also to serve as a collation point for the Miscast Charts.

Arcane Magic:

Black Magic:

Spirit Magic:

Blood Magic:

Lore Magic:

Miscast Charts:

Minor Miscast Chart
00-05 Witchery: Within 10 yards of the caster food spoils, wine goes sour and milk curdles. The caster has a -10 to Charisma for D10 hours as there is a pervading feeling of wrongness around them. They do gain a +10 bonus to Intimidation for the same duration.
06-10 Rupture: The caster's nose starts to bleed and continues to do so until the caster makes a successful Toughness Check. For every minute the effects of Rupture continue, the caster loses a single Health point.
11-15 Witch Eyes: The caster's eyes turn bright red and glow in darkness. The effects last for D10 hours.
16-20 Breath of Winter: A cold and unnatural wind blows through the immediate area.
21-30 Pitch Black: For a single Round, the area within d100 yards of the caster is plunged into darkness equivalent to a moonless night.
31-40 Unnatural Wind: The caster's hair shifts as if it is blowing in a strong breeze for D10 Rounds.
41-50 Wyrdlight: The caster glows with unnatural light for D10 Rounds.
51-60 Unnatural Aura: Creatures within 10 yards of the caster must pass a Fear Check or immediately attempt to flee the caster. If they cannot do so, they must attack the caster. The creature may be restrained with a successful Animal Training Check.
61-65 Silenced: The caster is unable to vocalise anything for D10 hours.
66-70 Overload: The caster is overwhelmed with magical energy and is stunned for a single round.
71-75 Haunted: Ghostly voices fill the air around the caster for D10 hours.
76-80 Aethyric Shock: The magical energy coursing through the caster causes them to lose a single Health point, ignoring Toughness and armour.
81-90 Mental Block: The caster attempts to channel too much energy and finds their soulfire conduit is now unable to function properly. The caster loses a Magic level for D5 hours.
91-95 Aethyric Attack: Magical energy burns through the caster's body. The caster loses D10 Health points, ignoring armour, but not Toughness.
96-99 Well, armadillo: Roll on the next table.

Moderate Miscast Chart
00-10 Unwanted Guest: A daemonic entity (level 1) enters the material world and attacks anyone in the vicinity. 
11-20 Natural Protest: The earth shakes under the caster's feet. The caster and anyone within 5d10 yards must make an Agility Check or be knocked over. Natural Protest incurs a Structural Fortitude Check on structures within that radius too.
21-30 Chaos Foreseen: The caster gains a glimpse of the Otherworld. The caster gains an Insanity point, but may now purchase the Common Knowledge (Otherworld) Skill if they wish.
31-35 Concussive Force: The caster and everyone within 3d10 yards must make a Toughness Check or be Stunned for a Round.
36-40 Leeching: Every living creature within 3d10 yards of the caster loses D5 Soulfire. If this would cause them to drop beneath 0 Soulfire, they take 1 Damage, ignoring Toughness and Armour. The caster gains +1 Soulfire for every creature drained in this way. Every point above the caster's maximum inflicts 1 Damage, ignoring armour.
41-50 Bainsidhe Howl: Everyone within 5d10 yards of the caster is deafened, Perception decreased by 20 for d10 minutes. Any glass in the radius is shattered by the howl.
51-60 Aethyric Attack: Magical energy burns through the caster's body. The caster loses D10 Health points, ignoring armour, but not Toughness.
61-70 Enfeeblement: Chaotic magical energy wracks the caster's body. The caster's Toughness is reduced by 10 points for D10 Rounds.
71-80 Mindnumb: The caster attempts to draw on too much magical power and their soulfire conduit no longer functions properly. Their Magic level is reduced by 1 for D5 days.
81-90 Daemonic Possession: The caster is possessed by a powerful daemon for D10 Rounds. The GM controls the caster for this period of time. The caster will have no memory of what occurred in this time period, but will gain an Insanity Point.
91-95 Wild Magic: The caster loses control of the spell completely. The caster and everyone within twenty yards of the caster lose D5 Health points, ignoring Toughness and armour. 
96-99 Trick of Fate: Roll on the next table.

Major Miscast Chart
00-05 Wild Magic: The caster loses control of the spell completely. The caster and everyone within twenty yards of the caster lose D5 Health points, ignoring Toughness and armour.
06-10 Bloodied Eyes: The caster's eyes start pouring blood. The caster's Perception is decreased by 30 points for D10 hours and loses D5 Health points, ignoring Toughness and armour.
11-20 The Withering Eye: The caster's Toughness and Strength are decreased by 20 points for D10 hours.
21-25 Foul Sleep: Magical power overwhelms the caster, knocking them unconscious for D10 minutes. When they awaken, they must pass a Willpower Check or gain an Insanity Point.
26-30 Unnatural Decay: All plantlife and any animals of the Tiny size category or smaller within 3d10 yards of the caster withers and dies.
31-40 Aethyric Assault: Magical energy lashes at the caster. The caster loses D10 Health points, ignoring armour and Toughness.
41-50 Nightmare Visions: A powerful daemonic entity shows the caster horrific visions of the Otherworld. The caster gains D10 Insanity Points, but may purchase the Common Knowledge (Otherworld) and Common Knowledge (Daemons) Skills if they wish.
51-60 Mindeaten: The caster's conduit to their soulfire is horribly damaged. The ability to use magic is burnt out of them. Their Magic level is reduced to 0. For each full day which passes, their Magic level increases by 1 until it is returns to full strength.
61-70 Uninvited Company: D10 daemonic entities (level 3) enter the material world and attack anyone in the vicinity. 
71-80 Dark Sacrifice: The caster loses D10+6 Health points, ignoring armour.
81-90 Howling Nightmares: All living creatures within 2d10 yards of the caster must make an immediate Terror Check or flee directly away from the caster. 
91-94 Hordes of Hell: 2D10 daemonic entities (level 4) enter the material world and attack anyone in the vicinity.
95-97 Your Soul is Mine: The caster's soul is ensnared by a powerful daemonic entity. GM's discretion on how this actually affects the character. May be best played out as a whole session where the party ventures into the Otherworld to retrieve their companion's soul.
98-99 Called to the Void: The caster disappears in a maelstrom of blinding magic. Time to roll a new character.

Norbayne / Equipment Lists
« on: February 22, 2019, 04:34:46 AM »
Just a placeholder for now, but this thread will collate our various pieces of equipment.

Food & Drink
Raw Materials

Game Reviews / For Honor Closed Beta Impressions and Review
« on: January 30, 2017, 02:34:27 AM »
Well guys, that was fun.

Fresh off the end of the Closed Beta, I'm going to tell you all about it. It was, to put it bluntly, really good.

Hard to rate because we all know that big developers often release prettier beta versions than finished games, but it looks fantastic. One thing both Ladyhawk and I appreciated was the way the characters move. They run in a realistic way and they climb up and down stairs in a realistic way (that was the kicker for me)

The colours are vibrant and the character models, for the heroes at least, look fantastic. The mooks you butcher in the dominion mode don't look as good, but then I suppose they're not supposed to.

Well, the learning curve is extreme guys. Early on even the lowest level bots will give you an absolute beating. Once you start to get a feel for it though, it handles beautifully.

If you've played Mount and Blade at all, you'll probably have a slight advantage to start with. It feels similar in a way.

I was on an Xbox One for this, and with no Xbox Live, I wasn't able to test myself against other human players, but I can say that I thoroughly enjoyed it regardless.

One thing which did get me was the lack of splitscreen. Not that long ago, the developers claimed splitscreen was going to an integral part of the game, but they dropped the feature a couple of weeks ago. I can honestly say that it almost made me drop the controller and walk away then and there when I found out. Luckily I didn't, because I still thoroughly enjoyed the experience, but splitscreen was a major selling point for me personally.

Unfortunately, the beta did not include the single player story mode, which means we have no idea how that will pan out.

I can say, that despite it being third person, I've yet to play a game which makes you feel as under threat in combat as this.

Overall my impressions were positive and Ladyhawk and I are eagerly awaiting our pre-ordered copy. I give the beta a solid 8/10. Honestly deserves a 9, but I'm still dirty on the lack of splitscreen.

Norbayne / Norbayne Timeline
« on: January 24, 2017, 01:08:28 PM »
So my ideas regarding Norbayne's timelines are rather sketchy I'm afraid, mainly a random mess of 'eras', 'ages', and 'periods'. Sorry about that. Hopefully this thread will help me put together something a little more solid.

The Primordial Age: A time when the world was shaped by the beings most modern races call gods.
- The forging of the world and the purge of the precursors.
- The coming of the Sidhe.
- The arrival of the Fomoraigh.
- The destruction of the Gealai Aisling and the Ri-Foraoirse.

Mythic Era: When the 'gods' began to abandon the world, mortals became the most powerful beings in existence.
- Varr is inhabited. The first Stormlord claims the Gilded Sword and calms the Everstorm. The Devourer is defeated for the first time.
- The Roanfaille emerge. The blood of the Biesz. Jaroslaw and the Ilaena.
- The Bruin. The death of Sostenir, last of the true Aen'Cead.

The Time of Maudh: A tainted 'god', Maudh ruled Norbayne under an iron fist.
- The rise of Maudh.
- The Midland Settling. The people who would become the Midlanders arrive from over the sea. The Fyrst-Dynion flee to the deep woods or to the northern ice-bays.
- The tale of Balor Olc-Suil.
- The Emergence. The Dunscarth join the surface war against Maudh.
- The Bovus arrive in Norbayne.

The Border Wars: Conflict arises between the Dwergar of the mountains, the Hillmenn clans and the Urskinn of the lowlands.
- Boldar of Clan Irondrake: A cunning Dwergar general unites several holds and wages war on the Hillmenn.
- The Siege of Lansebrudd: A strong Urskinn fortress, Lansebrudd is laid low by the forces of Nilfrost of Clan Goldmonger. There are no survivors and Lansebrudd is rebuilt and appropriated by the Dwergar.
- The Unification of the Hill-Clans: Sven of the Nine-Fingers unites the hill-clans, but is murdered by his own sons.
- The Border Wars Conclude: The Dwergar retreat to their mountain fastnesses after a series of defeats in the west of Unterguardt. The kingdom of Drakon is established on the western coast of the continent.

Reign of the Bovus Empire: The Bovus came, they saw, they conquered...
- The Bovus Expansion: The Bovus push south, all the way to the foothills of the Oso Montanya. Skirmishes are fought between the Bovus and the Bruin, but neither side commits to outright warfare.
- The Golden Age of the Merigund: The underground realms of the Dunscarth see their longest continuous period of peace.
- The Toraa are reached.
- The Woodsmen Rebellion: Led by a charismatic figure, Seann O'thewoods, the Woodsmen secede from the Bovus Empire.
- Thorus Stormhammer: A former Dwergar slave, Thorus leads his people to freedom in the Boltmoors, founding the Geardarr people, who proclaim him the Raddare.
- The Bovus Empire Crumbles: Plague and warfare has seen the Bovus population fall over the centuries til they possess but a shadow of their former power. With the Woodsmen and the Geardarr both seceded successfully, the Midland client kingdoms rise up in open and often violent revolt. Many Bovus retreat into the woods, forming enclaves to keep the old ways alive.

Dynasty of Gods: The continent of Arlend is riven by discord.
- The Malantai Darkhand makes his pact with the entity Zara and arises as the God-King in northern Khaliros, subjugating the Northmenn tribes north of the Jaglaw Mountains.
- The first incursion into the Three Kingdoms is halted at Howling Pass. Malantai Darkhand dies the first of his seven deaths in the rout, ridden down by a brigade of Muraini royal guard.
- Malantai Darkhand emerges six months after the disaster at Howling Pass and personally leads a small, elite band of infantry south, over the Jaglaw Mountains, razing Snowton and slaying the old king of Murai in retribution.

The Common Era: After the fall of the Bovus Empire.
- Kresimina, the Witch-Queen of the North.
- The Great Inquisition: The Bruin Inquisition, formed centuries ago to maintain a watchful eye of magical activities within Grimguarda, expands its influence, leading to a spate of murders across the Southlands of Norbayne.
- The Lemarian Wars and the Loschain.
- The Brilliant Towers of Drell. An academy is founded in the Southron kingdom of Drell to both further the study of magic and ensure the safety of those who practice it, who are still under threat at the hands of the Inquisition.
- The Seekers of the Flame.
- The Ice-Bay Purge: Wrothdar tribes come down from the mountains in what seems like concerted strikes against Selkye settlements.
- The Jeleni find Norbayne.
- The Enclave Wars: Feartarbh enclaves strike against Southron kingdoms holding Feartarbh slaves.
- The Krona and the Great Maw.
- The Meadean Labyrinth.

More eras will probably be added, probably with different racial outlooks. The Northmenn of Unterguardt for instance probably don't account their calendar to the fall of the Bovus, though I'm not certain on that count.

Dates and Years
Most dates presented in this document will be according to the Midland Reckoning, a record which begins with tentative dates in the Mythic Era (abbreviated to M.E.), a period which spanned from the destruction of the Gealai Aisling, through to the arrival of the Bovus on the shores of Norbayne. According to modern scholars, the Mythic Era lasted approximately 600 years, but it is the nature of such studies that accounts are vague and we may never know the true span of years.

The years of Bovus Rule in Norbayne are subject to much greater documentation, and as such we can determine the length of their domination with greater accuracy. The years between their arrival in Norbayne and the sack of the great city of Palatium and the eventual fall of their empire are referred to as the Imperial Era (abbreviated to I.E.), a period which lasted 378 years.

The time after the Bovus Empire's fall is referred to as the Common Era (abbreviated to C.E.), spanning through to the current year, at the time of writing, of 1648 C.E.

EDIT* 1648 C.E. is the year in which the events of Three Coins, Two Birds and a Gilded Sword begin. These events conclude in 1650 C.E. Our most recent chronicle at this point is Seven Stones and a Pale Shadow, which begins in the year 1731 C.E.

Stories and AARs / The Great Maw: Another Norbayne Campaign Log
« on: January 06, 2017, 02:59:41 PM »
A quick intro to our episodic campaign.

The Great Maw

The Campaign:
I pitched this to the players as being something which could be played on days when the whole group was not available, or while waiting for some players for an extended period and so on. The premise was something that characters could drop in and out of without trouble from session to session. So far we have only played two sessions of the campaign, but both worked pretty well.

The idea is that each session will begin with the players present receiving or choosing a mission which they will attempt to complete in the session, which has so far been around the two hour mark.

The Story:
The characters are all members of an ancient organisation, the Seekers of the Flame. The Seekers have existed, in some form of another for centuries. They originated as a mercenary band which turned against its employers in order to safeguard the smallfolk. Since then they have been involved in many conflicts, always seeking to protect those who cannot protect themselves.

The Seekers are ostensibly heroes, but with a slightly dark tint to them. They are generally poorly equipped, as fighting for the poor doesn't pay well. They do not conscript, but must take volunteers and as such they take anyone to join their ranks, and so many Seekers are criminals escaping the law. That said, the Seekers do try to keep a tight rein on their own. Their enemies are many, and plenty of the nobility dislike them intensely for what they represent.

Far to the west of Norbayne, over the sea, lies a chain of islands, sparsely populated. Unfortunately, these islands appear to be a staging ground for an invasion by the foul Krona, a race of hardy, war-like creatures with an insatiable appetite. The Seekers have been sent to combat this menace, but they are few in number and cannot afford to send more than a handful of troops at a time.

It is time for heroes to stand up and be recognised...

The Players:
At this stage, we have had the following players.

Spoiler: Duke Dev (click to show/hide)

Spoiler: Duke Dev (click to show/hide)

Spoiler: Ladyhawk (click to show/hide)

Spoiler: Sins of Dusk (click to show/hide)

Spoiler: Sins of Dusk (click to show/hide)

Spoiler: Lady Darkmoon (click to show/hide)

Spoiler: Yohan Yorrvaskr (click to show/hide)

Spoiler: Redshirt No.482 (click to show/hide)

Spoiler: OwlShifter37 (click to show/hide)

Spoiler: LaPimpDaddy (click to show/hide)

I have Lady Darkmoon helping me out with writing these sessions up. Thankfully. My workload at the moment is absolutely ridiculous, so a bit of help offered has been fantastic.

Now it is almost 3am here, so I'm going to head off. The next session of Three Coins should hopefully be posted by the new year, with another, again hopefully, not long after that as we intend to play on the 8th of January and I would like both finished by then.


Norbayne / Norbayne Character Creation
« on: December 30, 2016, 02:13:22 PM »
This thread contains most everything of what one might need to create a character to play a campaign in the world of Norbayne.

Let's get started.

Personal Details:
- An essential part of creating a character in any game, there's a fair bit of material covering the languages and naming conventions of the races and cultures of the world.
- There are five bands of age. Child, Youth, Prime, Ageing and Elderly.
Height and weight:
- These only rarely have much of an effect, but sample ranges are provided for each race.
Eye, hair, skin/fur colour:
- Much the same as height and weight, this is pretty much only for aid in visualising your character. There is/will be artwork which will provide examples.
- By default this does not mean much, if anything, however these can be used almost as a roleplaying guide for the character. It is intended to help new players grasp the idea of playing a character separate from themselves. Each birthsign comes with a sample 'personality' which can be used as a guide in acting as your character. This is not to say that in acting in opposition to your birthsign, you are acting out of character, but rather to provide a framework for a player to use if they are unsure of how their character may behave. It is entirely up to the individual player as to how they choose to interact with this option.

Quote from: Norbayne Horoscope
Eagle: Those born under the sign of the Eagle tend to be born explorers, often going out of their way to take not only the path less travelled, but the more difficult and challenging path too. Because of their high focus on intellectual exploration, many inventors, eccentrics and highly original trailblazers are born under this sign. They can be objective in judgement, and tend to not let their emotions get in the way of the right decision. Outgoing and amiable, Eagles attract friends wherever they go and those whom Eagles befriend have their unswerving loyalty.

Boar: As a credit to those of the Boar and considering their many vulnerable characteristics, they are incredibly adaptable and resilient. As a trend, Boars tend to fantasize about situations and people and because they spend so much time in their own fantasy land, this can catch them unawares in other more worldly areas. Because of this inner world of fantasy, Boars seldom perceive whatever is going on around them in its true light. They see life instead as they want to see it, colouring their view of the world in hues and tones far removed from its true reflection. When at their worst, Boars often become depressed, obsessive and confused and usually feel a need to dream.

Ram: Although they are independent, outgoing and assertive, those born under the sign of the Ram are also surprisingly trusting, often innocently walking into the danger knowing the consequences. They are impulsive and usually act first and ask questions or have doubts later. Rams also love challenges and if everything is running smoothly, they are quite capable of going out and disturbing the balance just for the excitement.

Bull: Underneath their cool, calm and collected exterior, Bulls are usually a maelstrom of pent up energy. They will let others get close, but only so close as they want them. It is for this reason that Bulls are sometimes regarded as withdrawn or even boring. Bulls hate to be put in jeopardy of any kind and this usually leads to Bulls going out making the future happen as they want it, rather than leaving it to fate.

Crow: Those born under the sign of the Crow often have a gift for talking, are talented writers or have a special interest in foreign languages. They are quite gregarious and often feel lonely very easily. The Crow personality can appear mysterious or detached to others and therefore they are often misunderstood and unappreciated for the talents they offer to the world at large.

Stallion: Those born under the sign of the Stallion appear to change and deviate from their usual behaviour with the phases of the moon. Life doesn't stand still for this sign, even if they remain in one place. Most Stallions feel one way one minute, then sometimes totally different the next and often have a need to travel and see new things.

Lion: Those born under the sign of the Lion tend to allow pride to dominate them. Flattery and the good opinions of others seems to be what Lions strive for the most. They are charismatic and positive-thinking and attract an abundance of friends and opportunities. At their worst they are vain, lazy and arrogant, however Lions also tend to be astoundingly loyal.

Hare: There is ingenuity around those born under the Hare, a kind-heartedness, which unfortunately is sometimes played upon by others for their advantage. Despite this, most Hares find cynicism a foreign concept.
Generally creative, Hares are also often delicate and shy, happy to allow others to take the glory but are fully capable of standing up when necessary.

Dragain: Dragains often tend to switch off from the world around them, almost hibernating to come to a decision. As such, many are almost incapable of coming to a decision without this contemplative stage, becoming easily flustered when forced to choose. However, when the proper decision making process is observed, a Dragain is stubborn and will do everything in their power to see it done.

Mhor: Even as children, those born under the sign of the Mhor are often found to be wise beyond their years. As such, most Mhors are winners, known for being tough and resilient. Their attitudes often get them into trouble however, as when they are negative about something or someone, or critical of themselves, they can tend to get in their own way.

Wolf: Trying to tie down these free-spirited individuals is often frustrating for those around them as Wolves are happiest on the move, exploring new cultures and ideas. Freedom loving, optimistic and honest, Wolves are notorious for their lack of tact however they do tend to work well in groups, both as leaders and members of the pack.

Stag: Those born under the sign of the Stag are often patient and persevering. They reach their goals because they know the longest journey commences with a single step and that the first step is always the most difficult. Stags usually rise to the occasion when faced with a deadline, even if something has come to a grinding halt, their ambition to reach the goal keeps them moving forwards. As such they tend to be both hard workers and loyal companions.

Game Details:
- There are 12 playable races in Norbayne, each with multiple backgrounds to choose from which will have an effect on your character, providing skills and resources. There are also sub-races for most of the 12, which provide further customisation.
Primary Class and Level:
- There are 18 playable classes at this stage, most of which are in a reasonably playable state. (Finalised Talent, Combat Manoeuvre, Spell and Major Talent lists are still to be completed, but work is continuing apace)
Secondary Class and Level:
- A character's primary class must always be at least one level higher than their secondary class. Otherwise, the character is free to choose whichever class they like to increase in.

Age Modifiers:
- Child: -20 to Strength, Toughness to a minimum of 10,  and -10 to Speed. -4 Health, +5 to Dexterity and Perception. Take the Small size category and a bonus to Charm members of your race who would be predisposed to help a child. Reduce Strength and Toughness hard-caps by 40 until character is no longer considered a Child. The game is not exactly designed to facilitate playing as a child, however these modifiers are a suitable guide for GM's creating child NPC's, if stats are required.
- Youth: -10 to Strength, Toughness and Speed. -1 Health, +10 Dexterity, Agility and Perception. At GM's discretion, take the Small size category and a bonus to Charm members of your race who would be predisposed to help a child, depending on the character's age. Reduce Strength and Toughness hard-caps by 20 until character is no longer considered a Youth.
- Prime: +1 Health at character creation.
- Ageing: -5 to Strength, Toughness and Agility. +5 Willpower. Character gains 5 Advance Points which can be spent on Skills or Talents, but not Stats.
- Elderly: -15 to Strength, Toughness, Agility. -10 to Speed. -5 to Dexterity and Perception. -1 Initiative and Health. +10 to Willpower and Intelligence. Character gains 22 Advance Points which may be spent on Skills or Talents, but not Stats.   

- Strength: Represents physical strength. Has an effect on damage caused in combat. May be increased by 5 for 2 Advance Points every level. Strength is considered a Physical Stat. 

- Toughness: Represents the ability to take a hit and general resilience. May be increased by 5 for 2 Advance Points every level. Toughness is considered a Physical Stat.

- Dexterity: Represents hand-eye coordination and skill with hands. May be increased by 5 for 2 Advance Points every level. Dexterity is considered a Physical Stat.

- Agility: Represents the character's agility and general mobility and athleticism. Is used to dodge attacks. May be increased by 5 for 2 Advance Points every level. Agility is considered a Physical Stat.

- Health: An active tracker of the character's vitality. Health generally increases at a rate of 1 point every 2 Levels, however some Talents and Traits may affect this. Usually when a character's Health hits 0, the character is considered Incapacitated, but some exceptions exist. Also usually, when a character's Health hits -10, the character is considered permanently dead.

- Initiative: Represents the character's reaction times, sense of timing in general and ability to react to violence or other surprising events. May be increased by 1 point for 4 Advance Points every 5 Levels. 

- Willpower: Represents the character's mental fortitude, strength and stubbornness. Is used to deal with daemonic entities. May be increased by 5 points for 2 Advance Points every level. Willpower is considered a Mental Stat. 

- Charisma: Represents the character's force of personality and ability to influence people. Physical appearance is considered to be a part of this, but it is possible to be quite plain and still have high Charisma. May be increased by 5 points for 2 Advance Points every level. Charisma is considered the only Social Stat.

- Perception: Represents the character's ability to perceive things around them and use their senses to search for things. May be increased by 5 points for 2 Advance Points every level. Perception is considered a Mental Stat. .

- Speed: Represents the character's pace when travelling at top speed. Speed starts as a Racial Base, but may be increased by 5 yards every 5 Levels for 3 Advance Points each time.

- Intelligence: Represents the character's ability to retain knowledge and learn from their experiences. Intelligence affects how many Advance Points are earned at a level up, in addition to being keyed to a large number of skills. May be increased by 5 points for 2 Advance Points every level. Intelligence is considered a Mental Stat.

- Magic Level: An active tracker of the character's ability to harness magical energies. The higher the character's Magic Level, the more dice the character may use in casting a spell, and the higher level spells may be learned. May be increased by 1 point for 4 Advance Points every 2 Levels. A character's first point in Magic increases their maximum Soulfire by 2 and allows the character to learn two spells. Every further increase to Magic Level also increases the character's Soulfire by 1.

- Soulfire: An active tracker of the character's sustainable lifeforce which is used to fuel magical effects. There are several effects which will drain Soulfire before eating away Health, and so it is important that all characters have their Soulfire total noted. Characters' Soulfire starts at a racial base, but may increase it by 1 point for 2 Advance Points every level. Increasing Magic Level also increases Soulfire by 1 point.

- Luck: A special system. Each character, unless subject to certain Traits, has a maximum of 6 Luck Points, which may be used to re-roll a Check of some kind. These points are replenished at a slow rate, but are regained by completing story arcs and such. Luck may also be tested against at times or to barter with the Games Master to 'break' the rules.

Skills, Traits, Talents and Major Talents:
- Skills: There are two types of skills, Common Skills and Class-Based Skills. Common Skills are available to any character, regardless of Class, and are present on the character sheet. Class-Based Skills must be written into the spare spots beneath, and are only available to certain classes.

All Skills require a single Advance Point to learn, and in subsequent Levels, the character may receive +10, +15 and +20 rank bonuses to them for the same price.

- Weapon Proficiencies: Every Class has access to a certain number of Weapon Proficiencies. Common weapons are denoted in the Equipment lists, and Proficiency in them is available to every character, regardless of Class. Martial, Specialist Ranged and other weapon families are also denoted in Equipment, and are available to certain Classes as noted below. A rank of Weapon Proficiency costs a single Advance Point to take, until the '*' level, which requires 2 Advance Points, and denoted Mastery in that weapon family. Achieving Mastery in that weapon family provides the character with the Mastery Talent, which provides all number of advantages, whether flat bonuses or unique Combat Manoeuvres.

- Traits: Traits are acquired at the start of the game, and again are split into two types, General Traits and Racial Traits. General Traits are available to any character for a price, usually 2 Advance Points at character creation. They usually provide some small bonus or a re-roll to a specific skill once per day. Every character rolls once on the General Trait chart to gain one for free, though a GM and player may work together to pick one Trait to fit a concept a player may have.

Racial Traits are available only to that Race, and have a much wider variation in effects and price, from small spells or Talents through to resistances and extra Health. Most Races have mandatory and Optional Racial Traits, which are free, and a character may take as many of these as they wish. 

- Talents: Talents are acquired at any level up, and usually cost 2 Advance Points to purchase. Talents provide bonuses or additions to Skills and are the main way a character is customised. Talents are almost always 2 Advance Points to purchase, whether they be a Skill Enhancement, Class Feature, Spell Enhancement or Combat Manoeuvre. 

- Class Rewards: Class Rewards are essentially more impressive Talents. They may be acquired every 5 levels of a single Class, at a rate of a single Class Reward per 5 levels. Unless otherwise specified, Class Rewards are otherwise free.


Norbayne / Collection of Norbayne Combat Tests
« on: December 17, 2016, 07:32:29 AM »
Just a quick test with the way a basic combat works in Norbayne.

Danann Warrior, armed with a spear and wearing leather armour.
Leathe Rogue, armed with a shortbow and wearing leather armour.
Midlander Warlock, armed with a staff.

6 skeletal swordsmen, 2 skeletal archers and a skeletal champion. All armed with light armour and poor quality weapons.

Rogue: 9 (6+d10)
Warrior: 9 (5+d10)
Skeletal champion: 7 (4+d10)
Mage: 7 (2+d10)
Skeletal archers: 5 (2+d10)
Skeletal swordsmen: 4 (2+d10)
The Leathe Rogue has a higher base initiative than the Danann Warrior and so therefore strikes first. Same applies to the champion and the Midlander Mage. If the base Initiative were equal, both combatants would roll-off, with the highest result going first.

The Leathe Rogue spends half an action nocking and drawing an arrow and the other half action Aiming at one of the skeletal archers.

The Danann Warrior takes up a defensive position directly in front of the skeletal champion who is leading the swordsmen forwards.

The Champion charges the Danann Warrior, who gets to make an Reaction Attack due to the Reach attribute of his spear. 42 (Danann's Combat Skill is 45) which is a hit. Damage is Danann's Strength Modifier + Spear Damage or 4 + 5. The champion negates 3 Damage due to Toughness and another 1 due to armour, meaning 5 Damage is caused by the Danann's Reaction Attack.

The Champion's own Charge Attack scores 86 (Champion's Combat Skill is 40) which is a miss.

The Midlander Mage attempts to cast a Furious Gale spell at the swordsmen, hoping to both slow them down and to reduce the accuracy of the archers. The Magic Level 2 Mage uses a Talent to roll an extra D10 to cast and expends the Soulfire cost for the spell. (3d10 = 3, 2 and 8 or 13) 13 is just enough (Casting Value 12+) to cast the spell and avoid a Miscast. The whole group of swordsmen are blown 18 feet backwards (d10×Caster's Magic Level, or 2d10 = 10 and 8) and take 2 Falling Damage, ignoring Toughness and Armour. For the next turn the archers will be shooting into Heavy Cover as well.

The swordsmen pick themselves up but are now too far away to engage the Danann Warrior in close combat.

The archers attempt to shoot at the Midlander Mage. (Ballistic Skill 30, rolls are 19 and 14) Both archers would have hit, except for the Heavy Cover provided by the Mage's Furious Gale. Both rolls are increased by 20 to 39 and 34, so both miss, albeit barely.

The Rogue looses a shot at the archers, unaffected by the Furious Gale which is blowing towards them. (Leathe's Ballistic Skill is 48, the roll is 08) The Leathe has hit easily, but also has a +10 modifier due to the Aim action, pushing the roll to his under 00, making the hit a Critical. Damage is the Leathe's Strength Modifier + D10 + Bow Damage (3+d10+4 = 13). 13 Damage caused to the archer, 2 negated by Toughness. The archer is dead, again. If the archer had survived, the Leathe could have rolled on the Critical Hit chart for that Hit Location and caused some kind of lingering effect or extra damage. The next half action is spent on drawing and nocking another arrow.

The Danann Warrior makes a Quick Attack on the champion, saving the other half action for a Parry. The roll to hit is an 18, which is well under the Warrior's Combat Skill of 45. The Damage is the Danann's Strength Modifier and Weapon Damage, or 4+5, but due to the champion's armour and Toughness, 4 of this Damage is negated. The champion has taken a total of 10 Damage now, and only has 4 Health left.

The champion rolls a Full Attack at the Danann and rolls a 07 to hit, which is well under the champion's Combat Skill of 40. The Danann gets to make a Parry, and needs to roll over the champion's Combat Skill in order to succeed. Because the Danann's Combat Skill is 5 higher than the champion's, the Danann gets a +5 modifier. The roll is a 41, which is a close success. The strike is Parried and the champion does not get to roll Damage.

The Midlander Mage can see that the swordsmen will be able to engage and maybe overwhelm the Danann on their next turn, so attempts to put as many of them down as possible. The Mage uses a one-use-per-day Talent, Unbridled Casting, to use as many D10 to cast as wished, with the drawback that any Miscast incurred is automatically on the most severe chart. The Mage attempts to cast Unrelenting Force with 5D10 (Casting Value 22+ 9, 2, 8, 2 and 6 for a total value of 27, with a Miscast) Unrelenting Force is cast, but at a possible cost. Rolling on the Miscast Chart, the Mage merely loses a Magic Level for d5 days (7, which equals 4 days as this is rounded up). Unrelenting Force causes D10+Caster's Magic Level Damage and blasts the swordsmen back d10×Caster's Magic Level×2. (Roll=7 so 8 Damage is caused to each swordsmen.) They are also blown another 18 feet backwards, the Falling Damage causing another 2 Damage. All up 12 Damage has been caused to each swordsmen, which fells all of them.

The last archer attempts to shoot the Mage and rolls a 28, which would normally be a hit, but Unrelenting Force provides the same cover bonus granted by Furious Gale, and so the arrow misses.

The Leathe Rogue Aims and then Shoots with both half actions. 39 is rolled, which is brought down to 29 by the roll to hit, which is a clear hit. 3+4+d10 equals 10 Damage which puts the last archer down.

The Danann Warrior makes a Full Attack and rolls a 76, but uses a Luck Point to re-roll, getting a much nicer 26 which is a hit. The champion takes a total of 12 Damage after applying Damage reduction from armour and Toughness and is dropped.

Obviously the Mage was the outright star here, in addition to being the one at the most risk. Unarmoured, low Toughness, close to the front and drawing considerable attention due to all the spellcasting. Not to mention the blasé use of magic.

The Rogue was effective without standing out as such. One thing that did become apparent was that rolling, say a 12 under 60 was exactly the same as rolling a 12 under 15. I'm thinking that maybe every degree of success on a To Hit roll might add +1 Damage. It would help combat the fact that Strength and Toughness often cancel each other out with Damage and help make Quick Attacks a little more viable as a means of causing Damage.

The Warrior was unable to showcase much other than how spears work, but certainly the next fight this little group gets into, I can see the Warrior doing a lot more. I will have to make sure the Warrior's Talent list is improved for that next encounter as I think I put a bit more into the other two.

As for the enemies, weak but appeared more so due to the Mage's effectiveness. If those swordsmen had managed to make combat they may have caused a bit of damage, and could have supported the champion.

Norbayne / How Norbayne Currently Stands
« on: December 07, 2016, 06:30:19 AM »
Hey guys,

Reading through the Norbayne stuff here on Exilian, it occurred to me how little there really is.

I am going to, hopefully, give some updates on how the project is looking here in this thread.

- I am meeting with Duke Dev right now to discuss the finalised beta ruleset. We've seen some pretty big changes since the very beginning of the Three Coins playtesting. An extensive changelog will be available shortly.

We've hit a snag here. Mainly because we've not got a dedicated illustrator. We've got some which Lady Darkmoon has been kind enough to do, and I have tried to do some work of my own, but I'm just not very good.

We are currently over 20 sessions into the Three Coins campaign, along with 3 sessions of Whispers and a good few solo games too. The playtesting has gone very well, and detailed narrative reports are available predominantly on Giant in the Playground, but will also be available in their entirety right here on Exilian when I get around to it.

The world of Norbaybe is very much fleshed out. The cultures of the world are distinct and unique, with several contributors helping with this. Special note should be given to Duke Dev for his help with the Invarrian and Bruin cultures, Ladyhawk for her help with the Danann and Dunscarth cultures and Lady Darkmoon for her work on the Leathe.

I will add some links and other bits and pieces to this post/thread soon. I just wanted to get some things down now.


I've wanted to do this for years, so I'm going to put the information here right now so I can access it when I do actually start it one day.

Basically, I'd like to put my Extended Factions mod for Warband into Med 2.

I envisage there being two or three campaigns, each covering a different time period, which details the history of Calradia. The first release will just have the original 6 factions, plus the first four I added and the mini-factions for the ten major factions I am including to begin with.

FACTION LIST (Middle Era):
Swadian Empire
Rhodok Republic
Nordic Kingdom
Khergit Khanate
Vaegir Tsardom
Sarranid Sultanate

Halrond Confederacy
Vorrok Clans
Crown of Lyonesse
Nihon Shogunate

Dharrok Clans (Rhodoks)
Eldorian Kingdom (Nords)
Sauromaglae Tribes (Khergits)
Barder Nomads (Sarranids)
Deisyn Clans (Halronds)

After the first release I will create the next batch of factions, again with mini-factions.

Quetzl Tribes
Szabzla Union
Garwall States
Himanchian Dynasty
Basileia Euriae

Torkol Nomads (Euriae)
Baldark Kingdom (Szabzlas)
Kharnite Clans (Himanchians)

The last release will contain the final five factions, along with at least the Late Era campaign, which will contain all the major factions, with assimilated mini-factions and set in a later era, with early blackpowder weapons.

Swadian Empire
Vaegir Tsardom
Rhodok Republic (Dharrok Clans)
Khergit Khanate (Sauromaglae Tribes)
Nordic Kingdoms (Eldorian Kingdom)
Sarranid Sultante (Barder Nomads)
Nihon Shogunate
Halrond Confederation (Deisyn Clans)
Vorrok Clans
Crown of Lyonesse (Ornelian Protectorate)
Szabzla Union (Baldark Kingdom and Kazak Nomads)
Garwall States
Himanchian Dynasty (Karnite Clans)
Quetzl Tribes
Basileia Euriae (Torkol Nomads and Nirvam Refugees)
City-State of Geroia
Kingdom of Balion
Grand-Duchy of Arhaut
Hird of Jumne (Berthe Rebels)
Medbrandian Union (Duchy of Helmar)

Stories and AARs / Pirates of Lemaria - A Norbayne Campaign Log
« on: October 12, 2016, 03:28:07 AM »
Hey guys,

Just thought I would start posting up all our side-sessions seeing as I had a little time.

This one is just a solo game, played by my little brother, who shall be referred to as Scotticus. He wanted to play a nautical-themed game, with pirates and stuff. I do feel this decision may have been influenced by him playing a lot of Assassin's Creed: Black Flag prior to pitching the game.

Nevertheless, this is his character.

Spoiler (click to show/hide)

So there you have it, Martialis Ironlaw. Join me for a tale of pirates, gold, magic and plunder in the Lemarian archipelago.


The Beer Garden of Babel / Haigh! (Irish Gaelic)
« on: March 14, 2016, 02:33:19 AM »
Failte roimhe mo chairde! Conas ata tu ar seo la brea?

Game Reviews / Dragon Age: Inquisition
« on: March 14, 2016, 02:26:27 AM »
Okay, I'll preface this by saying that I have Inquisition on the 360, so I am unable to play the DLC, which I am led to believe actually includes the end of the game. I have however, bought it on the Xbox One for Ladyhawk, along with the Jaws of Hakkon DLC, and will probably purchase the other two story based ones in time, so eventually I will get around to finishing the game as it was meant to be played.

Graphics - 4. On the 360, there are the occasional clipping and rendering issues, but for all that the graphics are pretty good. The landscapes and vistas are fantastic, and particularly on the One, characters and objects look very nice.

Gameplay - 3. Nothing particularly innovative in the combat system, but Bioware's companion interactions remain a strong point. Combat can get a little repetitive in places, but is generally enjoyable. I particularly enjoyed the way that the combat can be played either exclusively through the tactical camera or pretty well completely ignoring it depending on your preference.

Immersion - 4. You do tend to get pretty drawn in to the plight of the Inquisition and there is a lot of replayability due to the effects your actions have on the world. The humour, generally, works well and the emotional bits tend to hit the right notes. Unfortunately, the PC's voice actors are all a little bit naff, but the NPC's, particularly your companions, are all quite impressively voiced.

Inquisition takes off a short time after the events of Dragon Age 2. A brief recap there, the events in Kirkwall, where your PC in DA2 was from, have led to a war between the mages, an oppressed mob of magic-wielding bookworms, and the templars, their jailors in shining armour.

Upon hitting New Game, the menu screen which has shown lines of mages and templars marching up to a Chantry up on top of hill, explodes. You are taken to the character creation screen, where you get to choose your race from human, dwarf, elf or qunari and class from warrior, rogue or mage. Dwarves can't be mages, but that's the only restriction.

Shenanigans ensue, you fall out of a massive green hole in the sky and are accused of causing the mess. In an attempt to prove your innocence, you pledge to fix it.

And then you go on to become one of the greatest heroes Thedas has ever seen. Or you can be a total jackass. Up to you really.

Overall Rating - 4. Definitely worth playing if you have some time on your hands.

Food Discussion - The Jolly Boar Kitchen / Two Idiots in a Kitchen
« on: March 13, 2016, 05:29:42 PM »
Okay, I posted in the Exilian Channel that I would like to get back into making videos, but I had no ideas. So I came in here thinking I would post something about my relatively recent love of Mexican food and had a brain-wave...

LH is pretty damned fantastic in the kitchen. And I have a spoon.

Together we (she) can make all kinds of foodstuffs just kind of appear out of hundreds of dollars of superfluous ingredients.

So I thought, what if we did a how-to cook like Ladyhawk, with occasional help from Phoenixguard? Would you guys watch it?

We'd have some kickass shortbreads, chocolate cookies and chilli concarne as our first season.

portugaling hell, now I'm hungry.

What do you guys think?

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