Tactics: Orc Chainfighter's keep dangerous or especially mobile enemies occupied while others are either at a distance or doing damage. They can also act as minor controllers shifting and then yanking their targets around the field.
Notes: I couldn't start a site called Free Orcs without any Free Orcs.
Tuesday, August 25, 2009
4E/Creature/Minion - Greenscale Warrior/Blackscale Tribal Fury
Tactics: Greenscale warriors are the front line of most tribes. They protect the mystics and set up basic flanking, but generally try to keep out of the way of the more capable warriors. They do not fear dying for their tribe.
Notes: Lizardfolk really needed a minion in my mind. I'm going to give all of them the hold breath ability to keep the flavor of 3rd edition.
Tactics: Blackscale Tribal Fury lead war parties of lizardfolk into battle. They employ abmushes and flanking tactics, always favoring facing their enemies head on whenever possible.
Notes: These creatures make really good mini bosses. If tow are put together in one encounter it should be a big deal.
3E/Diety - Jortin
Jortin
Greater God (Chaotic Neutral)
Jortin is often depicted as a mad jester though it is said that when he appears it is in an almost constantly shifting form. Known as the mad god, there seems to be no reasoning with him, or reason to his actions. His clerics are taught to create chaos in their daily life.
Symbol: Lightning Bolt
Portfolio: Air, Weather, Music, Art, Wealth
Domains: Air, Chaos, Luck, Madness (CD 139), Passion (Eb 107), Travel, Weather (CD 141)
Favored Weapon: Long Bow
Allies: Bruch (Brother)
Enemies: None, but is considered unstable by the gods
Gender: Male
Home: Limbo
Cleric Training: Jortin’s clerics are often bards or thieves first. They learn the tools of Jortin while accompanying other members of their dual class on missions.
Quests: Clerics of Jortin are always on one quest: to create chaos within order. Some do this with whimsy; others do this in a more disruptive way.
Temples: Jortin’s Temples are often attached to theatres or other local cultural center. They can also be places to sell and buy illegally in out of the way places.
Rites: Clerics of Jortin celebrate the creation of new works and ideas on a daily basis.
Herald and allies: Air Elementals, Visions
Relics: Jortin's Bow, Jortin's Marbles
Jortin is the mad god, totally emodying chaos and madness. For that reason most gods tned to steer clear of him, not wanting his eire or even general attention. Most mortals would do the same but he also governs the weather and sky's of the world and is a patron of creativity. Servants of the mad god follow him for vastly different reasons.
Greater God (Chaotic Neutral)
Jortin is often depicted as a mad jester though it is said that when he appears it is in an almost constantly shifting form. Known as the mad god, there seems to be no reasoning with him, or reason to his actions. His clerics are taught to create chaos in their daily life.
Symbol: Lightning Bolt
Portfolio: Air, Weather, Music, Art, Wealth
Domains: Air, Chaos, Luck, Madness (CD 139), Passion (Eb 107), Travel, Weather (CD 141)
Favored Weapon: Long Bow
Allies: Bruch (Brother)
Enemies: None, but is considered unstable by the gods
Gender: Male
Home: Limbo
Cleric Training: Jortin’s clerics are often bards or thieves first. They learn the tools of Jortin while accompanying other members of their dual class on missions.
Quests: Clerics of Jortin are always on one quest: to create chaos within order. Some do this with whimsy; others do this in a more disruptive way.
Temples: Jortin’s Temples are often attached to theatres or other local cultural center. They can also be places to sell and buy illegally in out of the way places.
Rites: Clerics of Jortin celebrate the creation of new works and ideas on a daily basis.
Herald and allies: Air Elementals, Visions
Relics: Jortin's Bow, Jortin's Marbles
Jortin is the mad god, totally emodying chaos and madness. For that reason most gods tned to steer clear of him, not wanting his eire or even general attention. Most mortals would do the same but he also governs the weather and sky's of the world and is a patron of creativity. Servants of the mad god follow him for vastly different reasons.
3E/Diety - Malkind
Malkind
Greater God (Lawful Good)
Malkind often appears as a large warrior with armor and weapons forged from stone, a great helm shielding his face. His followers are taught to obey and enforce the laws of this world while protecting the weak from evil and injustice whenever possible.
Symbol: Open Hand
Portfolio: Dwarves, Earth, Protection, Medics
Domains: Earth, Exorcism (Eb 106), Glory (CD 139), Healing, Nobility (CW 115), Protection, Strength
Favored Weapon: Mace
Allies: Hextre (Trusted Ally), Hennist (Trusted Ally/Ex-Lover)
Enemies: Tyra (Directly Opposed/Lover of Hennist), Grapog (Directly Opposed), Sindress (Directly Opposed)
Gender: Male
Home: Arcadia
Cleric Training: New clerics are often instructed to train at the side of an experienced cleric or a good knight.
Quests: Clerics of Malkind often accompany armies into battle, protect and help govern settlements (especially new or small ones), or are charged with protecting key individuals.
Temples: Temples of Malkind are always made of stone and metal. There are often built downwards with many sub layers and have outer walls.
Rites: Birth and funeral rites are the most important to a cleric of Malkind, as it is the start of protection and the return to the earth.
Herald and Allies: Archons, Earth Elementals, Spirits
Relics: Malkind's Hammer, The Helm of Malkind, The Light of the Dwarves
Malkind is my god of earht and protection. I very purposefully did not adapt Moradin because of Moradin's heavy association with the dwarves. While Malkind is often revered by the Dwarves, and he likes the dwarves, he's far from a Dwarven god. In fact in many area's Bahamut's not revered and he's The Symbol of Lawful Good.
This is his third edition self. He later reconciles with Sindress, has a son (Celempietal), wages a divine war, and gains more good diefic allies.
Greater God (Lawful Good)
Malkind often appears as a large warrior with armor and weapons forged from stone, a great helm shielding his face. His followers are taught to obey and enforce the laws of this world while protecting the weak from evil and injustice whenever possible.
Symbol: Open Hand
Portfolio: Dwarves, Earth, Protection, Medics
Domains: Earth, Exorcism (Eb 106), Glory (CD 139), Healing, Nobility (CW 115), Protection, Strength
Favored Weapon: Mace
Allies: Hextre (Trusted Ally), Hennist (Trusted Ally/Ex-Lover)
Enemies: Tyra (Directly Opposed/Lover of Hennist), Grapog (Directly Opposed), Sindress (Directly Opposed)
Gender: Male
Home: Arcadia
Cleric Training: New clerics are often instructed to train at the side of an experienced cleric or a good knight.
Quests: Clerics of Malkind often accompany armies into battle, protect and help govern settlements (especially new or small ones), or are charged with protecting key individuals.
Temples: Temples of Malkind are always made of stone and metal. There are often built downwards with many sub layers and have outer walls.
Rites: Birth and funeral rites are the most important to a cleric of Malkind, as it is the start of protection and the return to the earth.
Herald and Allies: Archons, Earth Elementals, Spirits
Relics: Malkind's Hammer, The Helm of Malkind, The Light of the Dwarves
Malkind is my god of earht and protection. I very purposefully did not adapt Moradin because of Moradin's heavy association with the dwarves. While Malkind is often revered by the Dwarves, and he likes the dwarves, he's far from a Dwarven god. In fact in many area's Bahamut's not revered and he's The Symbol of Lawful Good.
This is his third edition self. He later reconciles with Sindress, has a son (Celempietal), wages a divine war, and gains more good diefic allies.
3E/Diety - Sindress
Sindress
Greater God (Chaotic Neutral)
Sindress often appears as a beautiful woman in full battle regalia, with hair made of flames. Her followers are taught that battle is the greatest glory one can hope to achieve. Sindress’ clerics teach that with the help of Bruch, Sindress tricked Hennist and Tyra into falling in love which resulted in the creation of the world. Sindress is the mother of Celmpietal and Guiness.
Symbol: Flame
Portfolio: Fire, Love, War, Illusion
Domains: Charm (Eb 104), Courage (CW 114), Fire, Passion (Eb 107), Planning (CW 115), Trickery, War
Favored Weapon: Long Sword
Allies: Bruch (Fellow Trickster), Grapog (Trusted Ally)
Enemies: Hennist (Foolish and Naive), Hextre (Nuisance), Malkind (Directly Opposed)
Gender: Female
Home: Ysgard
Cleric Training: Clerics of Sindress are taught to fight and defend themselves by senior members and are often sent out to accompany armies into battle.
Quests: Clerics of Sindress are often sent to retrieve artifacts of great power, keep a conflict going, or even start them where there is peace.
Temples: Temples of Sindress often include weapon forges and swinging lanterns of eternal flame.
Rites: Sindress most important rituals are the blessings of troupes and sanctifying of battlefields. The clerics are often a means for young lovers to be married without their parents consent.
Herald and Allies: Angels, Archons, Fire Elementals, Ghosts of Warriors
Relics: Sindress' Sword, Sindress' Helm, Sindress' Plate
Sindress is one of my original pantheon gods andis still present in my 4th edition group. She is a god of passion, with war and fire tying in with this as well. She makes descisions quickly and is always of a stong and confident mindset but doesn't hesitate to change her mind, embodying chaos to a lesser degree than Jortin.
She proved popular with players and is an easy source of plot and adventures.
She is the mother of Celempietal (father is Malkind), and Guiness (father is a follower, Peldar). The version presented here is before these two events.
Greater God (Chaotic Neutral)
Sindress often appears as a beautiful woman in full battle regalia, with hair made of flames. Her followers are taught that battle is the greatest glory one can hope to achieve. Sindress’ clerics teach that with the help of Bruch, Sindress tricked Hennist and Tyra into falling in love which resulted in the creation of the world. Sindress is the mother of Celmpietal and Guiness.
Symbol: Flame
Portfolio: Fire, Love, War, Illusion
Domains: Charm (Eb 104), Courage (CW 114), Fire, Passion (Eb 107), Planning (CW 115), Trickery, War
Favored Weapon: Long Sword
Allies: Bruch (Fellow Trickster), Grapog (Trusted Ally)
Enemies: Hennist (Foolish and Naive), Hextre (Nuisance), Malkind (Directly Opposed)
Gender: Female
Home: Ysgard
Cleric Training: Clerics of Sindress are taught to fight and defend themselves by senior members and are often sent out to accompany armies into battle.
Quests: Clerics of Sindress are often sent to retrieve artifacts of great power, keep a conflict going, or even start them where there is peace.
Temples: Temples of Sindress often include weapon forges and swinging lanterns of eternal flame.
Rites: Sindress most important rituals are the blessings of troupes and sanctifying of battlefields. The clerics are often a means for young lovers to be married without their parents consent.
Herald and Allies: Angels, Archons, Fire Elementals, Ghosts of Warriors
Relics: Sindress' Sword, Sindress' Helm, Sindress' Plate
Sindress is one of my original pantheon gods andis still present in my 4th edition group. She is a god of passion, with war and fire tying in with this as well. She makes descisions quickly and is always of a stong and confident mindset but doesn't hesitate to change her mind, embodying chaos to a lesser degree than Jortin.
She proved popular with players and is an easy source of plot and adventures.
She is the mother of Celempietal (father is Malkind), and Guiness (father is a follower, Peldar). The version presented here is before these two events.
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