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 Anyone for Chronicles of Ramlar? 
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Joined: Sun Dec 19, 2010 2:33 am
Posts: 22
Post Re: Anyone for Chronicles of Ramlar?
I might be interested but prefer not to play on the weekends, my work time/s a crazy enough :)


Sat Nov 19, 2011 4:45 am
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Joined: Mon Nov 07, 2011 3:29 am
Posts: 5
Post Re: Anyone for Chronicles of Ramlar?
I'd like to play if your still recruiting players.


Sat Nov 19, 2011 6:36 am
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Joined: Thu Dec 17, 2009 4:35 am
Posts: 311
Location: Glendale, AZ, USA
Post Re: Anyone for Chronicles of Ramlar?
Great!

So what day/time do you folks think might work best for this game?

I decided that a bit more of an overview might help with char-gen or the like, so here's a bit more info.

Humans devised the Common Speech, or simply Common, for trade long ago and it has since become the native tongue of humankind, widely used by other races as well for trade at least. Common's written form is in elven Olati script. Halflings use Common as their native tongue as well, given their proclivity towards traveling and befriending other people.

Humans were created by the goddess Anate, Alari of Honor and Righteousness, but they are the most-varied in devotions, attitudes, and cultures. Most countries of Eranon are dominated by humans, particularly the widespread Auzronians who received the greatest gifts of wisdom from Anate. Auzronians are emotional and adventurous, which drove them to spread out and live alongside other races more than other humans do. Auzronians are favored by the Fetharn and Spirinari, and often learn their languages, but Auzronians get along well with most races. They respect nature and their most-commonly-revered deity is Serpecia. The Auzronian city Aurod is famed for its griffon-riding Sky Knights, and the underground public library known as The Pagis, Istolil Hune's collection. Auzronians are best as Warriors and Merthwargs.

The Frorinians, Nurinians, and Osarians are more isolated in general, but also have various allies and enemies. Frorinians are a tribal folk raised in the harsh environment of The Chill, battling werewolves and other monsters to protect their tribes, with assistance from their Spirinari allies long ago. The Frorinians do not accept weakness or cowardice, preferring isolation and alertness rather than cities and soft lifestyles. They love tale-telling and songs, but dislike the written word and are often illiterate. Superstitious but not nearly so much as Tylvare, they do not fear spellcasters but it is uncommon for a Frorinian to learn magic. They respect Spirinari the most, enjoy the company of the Dwarves, and respect Osarians somewhat. They dislike heat, deserts, oceans, and other races (except the 3 just mentioned). Frorinians are most capable as frontline Warriors, with many Berserkers among their elite.

Nurinians are hard-working and trade various spices and other resources in pursuit of wealth and power, including trade in Druegarn goods and other goods that would be illegal anywhere else. They are well-known for devoting themselves to evil gods and particularly Gabrun, which earns them prejudice among other races but rightly so. Nurinians are manipulative and deceitful, hiding the extent of their evil associations and activities while presenting a pleasant facade. Though mainly residing in and around Nimrolt, which was founded by a prophet of Gabrun, Nurinians can be found in many cities across Eranon. Necromancy and other dark arts are commonly practiced by Nurinians, though generally in secret. Nurinians have been secret allies of the Druegarn for a long time, though they have a bit of a soft spot for Halflings for some reason, and they dislike Spirinari the most, wary of their ability to speak with spirits. Nurinians are most-talented as spellcasters but are also well-inclined to become Rogues, while the World's most-feared mercenary Warriors are the Blood Dragoons, largely comprised of Nurinians.

Osarians are mysterious and secretive, but amiable and generous otherwise. The Osarians are extremely devoted to their friends, only regarding the keeping of their secrets as more important. Their attitude quickly sours to those who get nosy or who disrespect privacy. They respect others' property, ceremonies, and religious sites or practices. Osarians have great pride in their culture and lore, knowing some of the most-captivating stories around. They wear fine silks and intricate jewelry, while most Osarians have some kind of sigil tattooed upon their face. Osarians and Spirinari highly respect one another, both revering and respecting their ancestors. The Osarians envy elves' magic and longevity, but despise Druegarn and seriously distrust Nurinians. Some Osarians use a secret language called Osani or "Desert Speech," never shared with other races. Osarians' talents are most-suited to spellcasting, though the greatest assassin Rogues in the world are Osarian Deathbringers.

Dwarves were created by the god Hur, Alari of elemental Earth, starting with the scholarly Hethmarkn whom he charged with gathering all of the World's lore and recording it in a secret repository safe from others. The sturdiest dwarves were sent out onto the surface of Eranon first, and founded Tronle, where they mined a precious metal of exceptional lightness and toughness called Kasmarium, from which those dwarves got the name Kasmarkn. The Linquasi is the Hethmarkn organization that seeks out lore and stories across the World, sending out well-guarded groups of scribes. They use a special parchment called Papruk, which only they know how to create, and it magically remains in perfect condition forever, making it quite valuable but only rarely sold to others. Hethmarkn are worldly, insightful, and outgoing, with a love of stories and learning. They make fine Merthwargs, and are somewhat talented as Rogues or Warriors.

Kasmarkn dwarves are even more religiously devoted than Hethmarkn, but also much more dedicated to hard work rather than scholarly pursuits. Kasmarkn put the greater good of the World first as staunch peacekeepers and burn with hatred at the Druegarn for the Dakass Luot; their anger is slow to build but dangerous once provoked. Only orcs and goblins are hated more. They enjoy hard work more than anything else and are renowned as the greatest smiths and miners in the World, with smithing and masonry rivalled only by the Sinflar. Kasmarkn have been friends of elvenkind since the elves first came to Eranon, while Spirinari and Halflings are almost treated like family by Kasmarkn. Despite their penchant for guardianship and physical labor, the iron wills and great stamina of Kasmarkn allow them to become powerful spellcasters as well as Warriors.

All dwarves use the Hethmarkn language, the World's oldest writing system and commonly used by scholars among other races, especially for magical inscriptions.

Elves were created on the continent of Isidria by the goddess Veda, Alari of Beauty, and blessed with beauty, longevity, and a talent for Magic, which was withheld only from the Tylvare since they did not care for it and would not have appreciated it, as they should Ramlar's gift. After living only in Isidria for most of the Age of Light, many elves migrated to Eranon at Veda's urging to meet with the races created other Alari, after Gabrun's and Pillith's evil was revealed. The elves turned against their Druegarn brethren, who had been created by Gabrun instead of Veda. But the dark elves migrated to Eranon as well, laying low in the Dark Sprawl underground, until they surged forth millenia later with an army of monsters to wage war on the surface. The Dakass Luot ended only as the dark elves were forced to retreat underground once again, scheming and preparing to one day resume their war.

Elves use the Olati tongue, except dark elves (see below). The older form is Kaldaryn, still widely used by Tylvare and many elves back on Isidria.

Druegarn are thoroughly evil and desire the destruction of those who never suffered Ramlar's curse, with only a rare few dark elves turning away from evil and trying to live peacefully. Istolil Hune was one such individual, fighting against his kin in the Dakass Luot, now famous from his exploits during the war and for his service to the king and queen of Aurod. And even he is regarded with skepticism or scorn by some surface-dwellers, as are all of the rare "reformed" Druegarn. Sunlight is painful to Druegarn, and speaking the old elven tongues is painful to them as well, since Ramlar's curse; so dark elves invented a roughly-similar language and script known as Dark Speech, or Dakassian "The Dark Tongue" more accurately. Dark elven society scorns those who worship more than one deity, or any non-evil deity. Dark elves hate everyone else and are hated equally in turn, though a few races are more accepting of them (yet still regarded as inferior by Druegarn). Dark elves are best-suited to be Rogues and are also capable Warriors.

The Fetharn or forest-elves are generally benevolent and nature-loving, occasionally neutral. They enjoy discovery and challenge, looking forward to every day. They worked hard on restoring the lands ravaged by the Dakass Luot, after fighting in that war, and Fetharn run the only magic school in Eranon for training Merthwargs, called the Merlanth; Merthwargs elsewhere must learn informally unless they travel to the Merlanth for instruction. Forest-elves get along well with Hethmarkn, and respect the Spirinari. Fetharn like all other elves and have trouble believing the Druegarn to be irredeemable, so they were the first to welcome any Druegarn who tried to reform themselves and leave the Dark Sprawl. Fetharn do not care for orcs and goblins at all. Forest-elves are most-talented as Wizards, having received the greatest gift for Magic of all elves, but they are also talented as Merthwargs, Sevars, or Rogues.

The Sinflar elves have been more reclusive since the losses they suffered in the Dakass Luot, but they remain friends of the Spirinari and dwarves after the gifts and assistance they received when first arriving on Eranon. Mountain-elves also take an interest in the desert and intrigues of the Osarians, but have an intense dislike and distrust of Nurinians, avoiding them utterly. Sinflar do not hesitate to slay Druegarn, though they tolerate orcs and goblins with mere disgust until provoked. Otherwise, Sinflar are cheerful and courteous but somewhat aloof. Family is the most important thing to them, and all elves except Druegarn are considered family. They dislike boats and bodies of water due to their people's difficult voyage from Isidria. Sinflar are often master artisans. Sinflar make capable Sevars and Warriors, with slightly less talent as Merthwargs and Wizards.

The Tylvare plains-elves are the most superstitious and primitive of the common races, though only slightly less intelligent than most. Rather, they have simply maintained a nomadic, hunter/gatherer lifestyle with minimal tools and minimal material possessions for millenia, without changing their traditions. Tylvare are fervently religious, with long and complicated rituals, but they only revere Pelatos (god of war), Ratiss (god of fire), or Tunus (god of strength) as patron deities. Their only permanent structure is the Stones of War, a religious monument and ritual site. Plains-elves value personal achievement and self-reliance, so they do not care for those who rely on Magic or other tools overly much. They consider armor-forging to be some kind of high magic, though, and they value metal armor even though they do not understand metalworking themselves. Tylvare are patient and reserved, but very strict about their laws. Plains-elves dislike oceans and are somewhat worried near forests or mountains due to superstition. They hate cities and complexity, tending to share a lot in common with Frorinians. They despise Druegarn, orcs, and goblins, but enjoy the tale-telling Hethmarkn and musically-gifted Halflings, while revering Kasmarkn for their metalworking prowess. A Tylvare is quite gifted as a Warrior, but has talent as a Rogue hampered only by their dislike for complicated things such as traps and locks. Also, note that Tylvare can still receive Divine Boons even though they cannot wield Magic themselves.

Halflings were created by the god Ratiss, Alari of Fire, though made as a sort of tribute to Ratiss' wife, Anate. Ratiss' power was ill-suited to creating living things, however, and it almost destroyed the first Halflings in the process of creating them. Instead they survived but were shrunken to only half the size of Anate's humans, with a shorter lifespan. Vinar, the God of Deeds (one of Voshurn's Eleri), took pity and gave Halflings courage to compete with the larger races. Silia the Goddess of Song (one of Serpecia's Eleri) granted Halflings a melodious voice to go with their original gift for music. The Halflings of Arylyn make the finest musical instruments in the world, as well as some of the finest beverages and pipeweed. Halflings have spread out since Ratiss and Vinar gave them the motivation to explore. Now Halflings are adventurous, curious, fun-loving folk of mild temperament, proud and courageous when needed but disliking the very thought of war. Halflings make the best Rogues, and also fine Warriors though it's not in their nature to be very violent, while their agility and keen senses also allow Halflings to be capable spellcasters.

The Spirinari were created by the goddess Serpecia, Alari of Nature, as the most beautiful race and respectful of the natural world. She gave them the gift of spirit bone and the unique ability to forge it, while Nafur (God of the Spirit Realm, an Eleri created by Lynstal) gave them the ability to speak with spirits. Spirinari were charged with guarding the world, but were also commanded by Serpecia beforehand to stay in one place as much as possible, so they built their city Selani of spirit bone and made it so perfect that there would be no reason to leave. It is one of the most well-defended places in Eranon. Spirinari themselves are calm and taciturn, slow to trust and very analytical. Once wronged, a Spirinari never forgives, and other Spirinari will never assist anyone who has wronged one of their kind. Selani is nearly a Utopian society where all Spirinari work for the common good, and they take their guardianship from Serpecia very seriously. Spirinari weapons of spirit bone are possibly the most potent magical armaments around, and they do not hesitate to exterminate Druegarn or monsters for the atrocities they have commited. Spirinari develop the ability to forge spirit bone sometime around the end of their first century of life, followed by decades of training to master it. They venerate their ancestors as well as the gods, and supposedly spirit bone contains the souls of their ancestors. They show great respect for the dead in general. Spirinari enjoy fine clothing and never wear anything of lesser quality. Spirinari favor dwarves and elves except for Druegarn, while admiring the courage of Halflings. They regard humans much like children, and greatly dislike Nurinians for their worship of evil gods. Spirinari speak their own language, Salari, which has its own script. The Spirinari are best-suited to becoming Merthwargs, with Sevars and Warriors being their next-most-suitable Paths by a narrow margin.


Last edited by Arkhandus on Wed Nov 23, 2011 3:17 am, edited 3 times in total.



Sat Nov 19, 2011 10:19 am
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Post Re: Anyone for Chronicles of Ramlar?
With that chunk of additional racial details added, here's a bit more rules-overview, regarding Paths.

Merthwargs rely on most primary attributes except Charisma, though any who focus primarily on spellcasting won't need much Strength or Nimbleness either. Wisdom determines how many nature spells they learn from each spellcasting Talent, but they can always just take more copies of those Talents in order to learn more spells if they don't have high Wisdom. Endurance, Intelligence, Perception, and Tenacity are more important for them in general. Nature spells generally involve plants, animals, and weather, with a few other elemental, healing, offensive, or support spells.

Elite Paths for Merthwargs include the Animal Master, Forest Guardian, and Ranger; Animal Masters are great at communicating with animals, commanding them, gaining their loyalty, summoning them, or magically augmenting them; Forest Guardians can manipulate forest environments in various ways, befriending and communicating with forest animals, commune with the forest itself, and move freely through forest terrain; Rangers master the use of skills and combat abilities in various environments that they familiarize themselves with, as well as forming mystical bonds with animal allies that allow them to reincarnate and remain loyal allies even beyond death.

Master Paths for Merthwargs include Beast Shifters, Elementalists, and Nature Masters. Beast Shifters can shapeshift, adopt animal qualities, and manipulate animals. Elementalists can summon and command multiple elementals to serve them, and more effectively. Nature Masters live in harmony with nature and develop various benefits from it, including manipulation of plants, elemental earth, and weather.

Rogues rely mostly on Nimbleness and Perception, with Intelligence and Charisma next-closest in importance. Strength, Tenacity, and Wisdom also help depending on how much the Rogue emphasizes offense, defense, or social skills. Endurance helps everyone, but Rogues are more likely to try avoiding attacks rather than resisting them.

Elite Paths for Rogues are the Assassin, Pirate, and Spy; Assassins are experts at handling poison and can occasionally kill targets in a single strike or become invisible through mystical mastery of their normal sneaking skills; Pirates gain improved offensive and defensive capabilities, especially while lightly armored or unarmored, including skill with improvised weapons and the ability to use Intelligence to avoid harm on occasion, while handling rough terrain or shifting decks more easily; Spies build up networks of contacts, forge cover identities, and pull other people's strings to make them cooperative.

Master Paths for Rogues include the Arcane Gypsy, Deathbringer, and Shadow Master. Arcane Gypsies dabble in all kinds of magic to a minor or moderate degree, diverse but not very focused, while mastering techniques to make themselves undetectable to divinations as they steal and peddle magic items. Deathbringers are master assassins who specialize in dual-wielding kukris with incredible speed, precision, and lethality, while mastering the use of poison and stealth. Shadow Masters are masters of stealth and shadow magic, traveling through shadows and even becoming shadows.

Sevars require high Tenacity above all, as the strength of their convictions is key to their spellcasting as well as helping some skills and combat ability. They also need good Perception and Endurance as both are important to spellcasting as well as combat. Intelligence and Wisdom are also helpful to Sevars, while Strength, Nimbleness, and Charisma are more dependent on the individual's priorities regarding offense, defense, or socializing. The divine spells that Sevars may learn are best at healing, divination, and smiting infidels or undead, but also include some miscellaneous spells for support, control, and corruption or purification. Like all spellcasters, they can learn to summon elementals.

Elite Paths for Sevars include the Faithkeeper, Inquisitor, and Life Giver; a Faithkeeper can gain guidance from their deity on occasion, improve his or her own combat ability or spellcasting temporarily, and heal themselves or other followers of the same deity more effectively; Inquisitors gain divine blessings to find and destroy infidels, as well as occasional damaging touch attacks to any foe; Life Givers are bestowed with incredible and efficient healing abilities.

Master Paths for a Sevar include Death Knight, Demonbane, and Paladin. Death Knights wield potent death-magic and are highly-skilled combatants with unholy powers. Demonbanes are experts at banishing, fighting, sealing, locating, and warding off demons, especially effective when they know a demon's True Name. Paladins swear a sacred oath that they must uphold, behaving in the proper fashion for a Paladin, but they are given significant holy powers to fight evil, resist fear, rally comrades, and heal or protect others.

Warriors depend primarily on Strength and Nimbleness, while Perception and Wisdom are also important to their combat capabiltiies. Endurance and Tenacity are important for surviving longer in battle, but only moderately important if the Warrior is well-armored and well-shielded. Warriors have little use for Intelligence and Charisma. Though they lack the spellcasting, sneakiness, and trickiness of other Paths, a Warrior has access to the best Talents for armed combat, armored defense, and general toughness, while benefitting from a narrower focus in their major attributes.

Elite Paths for Warriors include the Archer, Berserker, and Weapon Adept; Archers are masters of ranged weaponry, with incredible accuracy and rates of fire; Berserkers harness their rage for greater effect, becoming more dangerous, fighting past terrible wounds as long as their rage holds out, or gaining brief moments of clarity during a frenzy to take other actions; Weapon Adepts are masters at wielding whatever favorite weapons they focus on, gaining increased offense and defense but primarily in melee combat.

Master Paths for a Warrior include the Blood Dragoon, Dragonslayer, and Sky Knight. A Blood Dragoon is an elite mercenary with deadly combat skills augmented by blood-magic for maiming others and healing the Blood Dragoon. Dragonslayers master alchemical techniques involving dragon-humours and such, protecting themselves from fire, channeling some draconic essence, sensing dragons, and fighting dragons more effectively. Sky Knights raise their griffon mounts and form a special bond with them, fighting far more effectively together, surviving more easily together, and even allowing the Sky Knight to land safely from high falls.

Wizards are reliant most of all on Intelligence for their spells and skills, of course, while Perception, Endurance, and Tenacity are of close secondary importance for those purposes as well as survivability. Nimbleness and Wisdom are only of minor to moderate significance to a Wizard, while Wizards have little use for Strength or Charisma. The arcane spells they learn are much broader in scope and number than the spells learned by other casters, covering the gamut of combat and utility magic with only healing excluded from their capabilities. They have spells for just about everything else.

Elite Paths for Wizards are the Channeler, Sage, and Summoner; Channelers are experts at manipulating the magical leylines for great efficiency and potency while also disrupting enemy casters; Sages are masters of research and memorization such that they can memorize more spells, gain more skill points, and use scholarly skills better than anyone else; Summoners can summon almost anything or anyone they want to, and even summon groups of creatures, unsummon others, or augment their familiars and animal allies.

Master Paths available to Wizards include the Necromancer, Plane Lord, and War Mage. Necromancers master the arts of creating undead, commanding undead, cheating death, and manipulating life-energy. Plane Lords learn how to access other planes of existence, create portals, manipulate the fabric of other planes, adapt to other planes, and share those adaptations with allies. War Mages master the arcane arts of destruction, maximizing the potency, effificiency, range, area, and rapidity of their combat spells.


Last edited by Arkhandus on Tue Nov 22, 2011 10:49 am, edited 1 time in total.



Sat Nov 19, 2011 11:07 am
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Post Re: Anyone for Chronicles of Ramlar?
I think I wanna be a Sinflar elf Sevar. I can write out a bio and such after I do some more reading on the race and class. This is of course, if it's alright with everyone else. Oh and I'm good to play Monday-Thursday nights 8 and later, though if we decide to play at 7 then I cant play on wednesdays. Also can play Sunday nights 7 and later.


Sat Nov 19, 2011 6:23 pm
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Location: Glendale, AZ, USA
Post Re: Anyone for Chronicles of Ramlar?
I'm totally busy on Wednesdays and Sundays, as I think I mentioned in the first post, so the game would be on some other day.

As a note, characters can have multiple patron deities, but it's uncommon and it's rare for anyone to get divine boons from multiple deities. Sevars must choose one patron deity to provide their spells, though they may worship others as patron deities for other purposes.

(Edit: Sinflar elves get +10 Endurance, +5 Strength, and -5 Wisdom)

The Sinflar are known to return favors and courtesies given them tenfold, and it's that recriprocation that has made them staunch friends of the Kasmarkn and Spirinari since those two races brought them gifts and aid when they first settled on Eranon. Sinflar also share friendly ties with the Lerinia breed of dragons, who assisted the Sinflar in finding Eranon's shores after the elves were lost in misty seas. The Lerinia dragons migrated to Eranon around the same time as elvenkind, having originated on Isidria likewise. Lerinian dragons are a coastal breed, though, so the mountain-elves rarely interact with them. Though Lerinians helped other elven clans as well, the Sinflar are especially grateful as they had the roughest journey from Isidria.

The Sinflar of the Gerukan Mountains are governed by a king and queen, but some Sinflar live elsewhere across Eranon (not as widespread as the Fetharn, though, and most Sinflar still live in mountain ranges). Their most common choices for a patron deity are Serpecia (goddess of nature), Pelatos (god of war), Tunus (god of strength and willpower), or Selisee (goddess of magic). Sinflar speak the old elven tongue of Kaldaryn as well as Olati, using Kaldaryn for any inscriptions on enchanted armaments they make. Sinflar names, both individual and family names, have their main emphasis/vowel near the end, typically "ar," "er," "ur," "in," or "on."

Sinflar wear fine clothes with a similar sense of style to the Spirinari, with ornate patterns and fine fabrics, while their armor and other works are often just as elaborately designed. A Sinflar elf stands at least 5-1/2 feet tall and sometimes up to a few inches above 6 feet. All Sinflar have black hair, generally kept long in a flowing style, while their eyes are shades of blue. Sinflar are the palest elves, probably because they don't get as much sunlight as other elves, living in mountain caverns and large, elaborate buildings with fancier, more-covering clothes and armor than other elves tend to wear.

Sevar Path Talents available are Armor Deflection, Armored Spellcasting, Divine Insight, Divine Inspiration, Divine Resilience, Divine Spell Potency, Divine Spell Proficiency, Divine Spell Slinger, Divine Spell Specialization, Divine Strike, Gifted Healer, Holy Cry, Magical Expertise, Proficient Sevar, Sense Aura, Superior Divine Spell Proficiency, Supreme Divine Spell Proficiency, and Weapon Mastery. If you intend to cast any divine spells then you'll need at least one copy of the Divine Spell Proficiency talent.

(Edit: Misremembered earlier, but the Superior spell proficiencies require one copy of the basic version first, while the Supreme spell proficiencies require one copy of the Superior version first. Superior spell proficiency Talents provide fewer spells known than the basic versions, but up to a higher maximum Difficulty Level. Supreme spell proficiency Talents provide even fewer spells known but up to the maximum possible Difficulty Level. Higher-Difficulty spells are more-powerful but also cost more MP and are less likely to be cast successfully; thankfully, various Talents can make it easier to cast spells)


Last edited by Arkhandus on Tue Nov 22, 2011 11:10 am, edited 1 time in total.



Sun Nov 20, 2011 5:58 am
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Location: Glendale, AZ, USA
Post Re: Anyone for Chronicles of Ramlar?
A list of the setting's deities might be in order, so here it is, in order of those created:

Format:
Male Alari
.....................Eleri he created
Alari's mate
.....................Eleri she created

Voshurn, God of Air and Winds
.....................Pelatos, God of War
.....................Nind, God of Judgment
.....................Vinar, God of Deeds and Scribes
Veda', Goddess of Beauty
.....................Elani', Goddess of the Stars
.....................Noda, Goddess of tne Moons
.....................Vylia, Goddess of the Seasons

Hur, God of the Earth
.....................Vour, God of the Mountains
.....................Lanul, God of the Plains
.....................Sorith, God of the Hills
Serpecia, Goddess of Nature
.....................Anaril, Goddess of the Trees
.....................Sorina, Goddess of the Flowers and Grasses
.....................Silia, Goddess of Art, Bards, Poetry, and Song

Lynstal, God of Limbo and Spirits
.....................Mioril, God of Neutrality
.....................Vilan, God of Beasts
.....................Nafur, God of the Spirit Realm
Selyni, Goddess of Oceans and Water
.....................Vede', Goddess of the Rivers
.....................Laurin, Goddess of the Streams
.....................Nasil, Goddess of Time

Ratiss, God of Fire
.....................Tela, God of the Sun
.....................Visal, God of Ice
.....................Tunus, God of Strength and Willpower
Anate', Goddess of Honor and Righteousness
.....................Selisee, Goddess of Magic
.....................Nate', Goddess of Love

Gabrun, God of Darkness and Evil
.....................Necru, God of Death
.....................Lasek, God of Lies
.....................Narcatiss, God of Demons and Devils
.....................Vouruk, God of Greed
.....................Vrang, God of Fell Beasts
Pillith, Goddess of Night
.....................Aratoriss, Goddess of Hatred
.....................Nurca, Goddess of Torment and Torture
.....................Vytha, Goddess of Pain

And yes, I realize that many of them are redundant or lame, but I don't know what the author was thinking.

Sidenote: Any character who receives a Divine Boon also gains an automatic ability based on the deity who granted the Divine Boon, but this is a one-time benefit regardless of how many Divine Boons they may earn from that deity. Divine Boons and the automatic abilities related to them are roughly equivalent to Talents (for example, the automatic ability granted by Selisee to those who've earned one of her Divine Boons is equivalent to the Arcane Spell Proficiency Talent, in addition to whatever benefit the Divine Boon itself provides). Most Divine Boons are 1/day or 1/encounter abilities, but like Talents, you can gain them multiple times to increase their number of uses.

For reference, the Core Talents selectable by any character are: Accelerated Development, Accurate Strike, Animal Ally, Aptitude, Ambidexterity, Artificer, Battle Ready, Battle Rider, Defensive Mastery, Dual-Weapon Fighting, Expert Artificer, Extra Parry, Fleet-Footed, Forceful Blow, Hard to Kill, Improved Recuperation, Improved Resources, Inner Compass, Legends and Lore, Light-Footed, Lightning Reaction, Luck, Magic Resistance, Magical Energy Sensitivity, Magical Mnemonics, Martial Weapons Familiarity, Master Artificer, Natural, Off-Hand Parry, Prodigy, Resilience, Special Weapon Familiarity, and Supreme Artificer. Many talents can be selected more than once, either for extra uses or increased benefit or application with multiple items/stats.

Also: All spellcasters have increased difficulty casting spells in armor or while using a shield, but as mentioned before, they can reduce it through certain Talents. Spellcasters can only keep a limited number of spells in their "memory matrix" at any given time, while other spells must be scribed in a spellbook (their first spellbook is free) and require more time to cast from the book. They can change their selection of memorized spells whenever they have several minutes or so to study and focus. Memorized spells can be cast repeatedly as long as the spellcaster has enough Mana.


Sun Nov 20, 2011 10:12 am
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Joined: Fri Apr 15, 2011 11:32 pm
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Post Re: Anyone for Chronicles of Ramlar?
I'm thinking a halfling sevar with a patron deity of Anate or Nind (although on second glance Nasil could be interesting too)

Honestly I mainly want to try out the divine boons and the magic system.
I'm actually tempted to get a copy of the book because from what I've found about it, it sounds like a good system.

Oh, and Ark, I don't always play halflings, really ;) . Normally I play elves.


Sun Nov 20, 2011 3:56 pm
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Post Re: Anyone for Chronicles of Ramlar?
mikbuster wrote:
I'm thinking a halfling sevar with a patron deity of Anate or Nind (although on second glance Nasil could be interesting too)

Honestly I mainly want to try out the divine boons and the magic system.
I'm actually tempted to get a copy of the book because from what I've found about it, it sounds like a good system.

Oh, and Ark, I don't always play halflings, really ;) . Normally I play elves.

Heheheh. :)

It does seem like a good system, aside from some minor quibbles, and it leaves a lot up to the GM's judgment or improvisation. I'm not sure if it's still in print though; it came out in 2006 and I haven't seen it in the one or two game stores I've visited in the past two years, since the game store near my house closed a few years ago (I bought the book shortly before the FLGS closed up shop).

Spells in The Chronicles of Ramlar are provided as a bunch of simple, baseline versions, which can be altered through improvisation with modifiers listed in the book. Spell improvisation is primarily for making spells better, but it can also be used to weaken a spell for easier casting/lower MP cost.

Something I forgot to bring up in my earlier post on Sevars: Their Path Skills are Discipline, Healing, Language, Lore, Religion, Meditation, Animal Handling, Empathy, Expertise, Negotiation, Persuasion, and Theatrics. Other skills cost double for Sevars to learn.

On Divine Boons: Note that in order to possess and maintain Divine Boons, you must maintain a Demeanor/Theme Circle devoted to the appropriate patron deity. You cannot gain Divine Boons from deities of opposed dispositions (good and evil), and you are unlikely to receive Divine Boons from good deities alongside neutral deities, or evil deities alongside neutral deities. However there is no alignment system in Chronicles of Ramlar; only deities and some monsters have defined good/neutral/evil dispositions, while the rest is up to the GM's judgment regarding which way an individual's behavior and deeds seem to lean (there are few game effects related to such dispositions, though choice of Patron Deity is more significant). All characters must choose a Patron Deity, even if only by association (i.e. growing up in a forest or living as a miner before becoming an adventurer).

Anate's automatic ability for those receiving her Divine Boons is the ability to challenge someone to a duel once per session, with the character gaining a bonus to attacks and spellcasting during the duel, but contingent on the character fighting honorably and without others interfering. Her Divine Boons for selection are Aura of Judgment (1/day harms evil critters on contact) or Strike of the Righteous (1/encounter auto-hit an evil critter by spending Momentum SV).

Nasil's automatic ability is just automatically knowing the exact time, even when asleep or mentally-muddled, while her Divine Boons are Discern Age (self-explanatory), Postcognition (1/adventure observe all that has happened in the vicinity within the past year or so), or Reverse Aging (1/day remove all effects of magical aging on a subject).

Nind's automatic ability is automatic knowledge of all laws etc. everywhere, with Divine Boons of Divine Enforcement (1/day compel an official to uphold the law regardless of all other influences) or Sense Lies (1/day for one encounter know when a chosen subject is lying).

Many Eleri tend to have weaker or more-limited boons/abilities than the Alari, but this is not always the case; some Eleri grant great boons/abilities.


Halflings are 3 to 4 feet tall, with dusty brown or light strawberry-blond hair usually (sometimes other shades of brown, red, or blonde), lightly-pointed ears, and the same range of eye colors as humans have. They prefer comfortable, loose, practical clothing rather than fancy clothes most of the time, often with some pockets or other spaces to hide a prank or two. They enjoy gatherings, festivities, pranks, and other entertainment, rarely as serious as the taller races. They see opportunities everywhere, appreciate beauty, and enjoy openness in general. Halflings are willing to trust even Druegarn or Nurinians, but recognize orcs and goblins as irredeemably vile and violent. The most-commonly revered deities among Halflings are Ratiss, Ramlar, Vinar, Serpecia, and Anate, but many revere other deities.

(Edit: Halflings get +10 Nimbleness, +10 Perception, and -10 Strength)


Mon Nov 21, 2011 2:07 am
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Location: Glendale, AZ, USA
Post Re: Anyone for Chronicles of Ramlar?
So, it appears we may have a Sinflar Elf Sevar and a Halfling Sevar (which is fine); what about you, Kyanna? And are you still interested, AQX?

We could still use another player or two, as well. And we need to figure out a day and time for the game. I have a Ramlar character sheet node put together that I can send out once we meet on OpenRPG sometime. I might post a text-sheet version here if needed.

I'll provide a few details on the major Sinflar or Halfling lands described in the book, sometime this week.

For now, the last bit of general information on Chronicles of Ramlar. The current year given in the book is 4625 in the Age of Darkness (noted as 4625 AD). The Karlunz Calendar of the dwarves (and refined with the Spirinari's aid) is used across the continent of Eranon. It has 12 months of 4 weeks each, and each week has 10 days. Each day is 24 hours like on Earth. The World of Ramlar has 5 seasons (winter, spring, sowing, summer, autumn). It has one Sun, and 2 moons Rynial (smallest and closest, with a monthly cycle) and Nyrial (which has a bi-monthly lunar cycle).

The regions of Eranon are often referred to by the four Marks that the Hethmarkn organize them by. The First Mark is the northwestern quarter of Eranon (including Selani, The Chill, and the Hilspar Plains). The Second Mark is the northeastern quarter of the continent (which includes Aurod, Seramis, Arylyn, the Dealing Dale trade-center, and the ruins of Galdarest). The Third Mark is in the southeastern quarter of Eranon, containing Naldaress, Tronle, and Nimrolt). The Fourth Mark of Eranon is the southwestern quarter, which includes Nasir as well as a lot of war-ravaged and generally dangerous wilderness, along with a few magic schools that suit such places.


Last edited by Arkhandus on Wed Nov 23, 2011 3:10 am, edited 1 time in total.



Tue Nov 22, 2011 12:10 pm
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