Post by Nygil, Nickolie on Jun 19, 2011 0:31:16 GMT -5
Hey there,
This is an idea I have been kicking around for a long time now. I am looking to see if anyone wants to play in a world that feels a lot more like LoTR, low magic but when you find it, it is epic and has a story to it.
The basic idea I have is below, give me a shout if you'd like to be a part of it.
Starting: Level 4
Races: Human, Dwarf, Elf, Halfling, Half Orc
Campaign Bonus: (pick two) Weapon Focus, Improved Critical, Exotic Weapon Proficiencies, Shield Bash or Skill Focus [any]
Classes : Fighter, Monk, Rogue, Ranger*, Barbarian, Knight, Marshal, Ninja, Scout, Swashbuckler, Samurai
(*Non casting variants)
Allowed PrC: Dwarf paragon, Halfling Paragon, Human Paragon (no casting but full Bab), Duellist, Dwarven Defender, Animal Lord, Beast Master, Bloodhound, Dread Pirate, Exemplar, Ghost Faced Killer, Highland Stalker, Nightsong ..., Spymaster, Street-fighter, Tempest, Thief-Acrobat, Wild Plains Outrider, Fist of the Forest, All non casting PrC from Complete Scoundrel, Cavalier, dark Hunter, Drunken Master, Exotic Weapon Master, Halfling Outrider, Justiciar, Knight Protector, Reaping Mauler, Ronin, Dread Commando, Legendary Leader, Menacing Brute, Scar Enforcer, Battle Smith, Blade Bravo, Deepwarden, Stoneblessed, Whisperknife, Wildrunner, Frost Rager, Scarlet Corsair
Starting Wealth: 2000gp, no magic items asides from SRD potions.
Core Changes: All PCs, and NPCs gain an AC bonus equal to half the total charter level.
Feats: Most feats are open, anything in the completes, core, or phb 2 is approved.
Items: Weapons and Armour allowed from all books, Special Materials are not allowed with out consent... though dwarf will have addy, and elves mith. Non potion magic items can not be bought, at all, though will be given out as loot.
Skills: Heal, Survival, Knowledge: Nature/Geography/Local/Royalty are likely to be more useful than you are used to, while UMD and Concentration are likely to be much LESS useful.
Called Shots: This optional mechanic will be focused on and altered slightly to make it more useful.
Damage: In addition to damage as normally dealt, there will be a secondary type of damage. This will cover the weakening over time a PC would feel as wounded and not effect when they die. (Like 4e's Bloodied)
Caste all pc's will be born in to one of three wide ranged castes. Peasant, merchant, or noble.... this does not effect wealth... as you earned your own money over your life.... this is a marker for how you were raised and how people see you.
Peasant: You are granted the Endurance feat from a hard life, as well as a +1 bonus on the Profession of your choice... as you grew up working towards some job.
Merchant: Due to always being taught how to talk, and deal you gain the Negotiator feat and get a +1 bonus on all appraise checks.
Noble: Having grown up in a softer life you had the chance to learn much more than others did, you gain the Skill Focus (knowledge of your choice) feat, and a +1 bonus on gather information checks.
Each PC chooses either 'city slicker' or 'farm boy' and gains the below based on which.
City slickers, having been raised close to people in the 'press of things' have a few skills that others may not. Disguise, Forgery, Gather Information, and Knowledge (local) are always class skills for you.
Farm boys, those raised outside of the cities gain a different set of skills however. Knowledge (Nature), Climb, Swim, and Handle Animal are always class skills.
Simple Facing system. +2 ac to your front, -2 ac to your back, no modifiers for your sides. You can not change your facing unless there is a trigger event like being back attacked, or seeing an enemy coming..... but you can only change facing by one square. .... this will make sense, be easy and fulfil my need for a facing system.
Super Important point, I am tripling the cost of all potions. I am cruel I know.
Called Shots: I like V.A.T.S. and I'd like to get a bit of that across in this system. I'd like to show how cutting a mans arm in a sword fight may not be as likely to kill him as cutting his neck.. but it maybe more helpful in other ways.
So to start, lets make it clear that every attack is a 'called shot' and if no target is chosen it defaults to 'centre mass' or torso.
So, it goes in order of 1. Declare attack, and target. 2. Call shot on limb of chose, 3. attack roll as normal. 4. damage as based on limb.
With this in mind, we will use the human example for targeting. You can attack Torso, Head/neck, Arms, Legs, Eyes(that's right old school vats you could do that... groin too... but lets no go there...I do not want one of you building a cock punching monk)
Monsters and other things may have OTHER points and weakness you can target... maybe limbs with HP of their own... mahahahaha
Head:
To hit: + dex(again) and +2. [This means a lvl 4 foe with 14 dex gets a +2 dex bonus, and +2 level bonus to Ac ON TOP of his normal AC... so yes, dex twice. The dex bonus clearly does not count if the target is flat footed as normal.]
Bonus: Hitting a foe in the head or neck does as much damage as normal, but crits are much more deadly and easy to inflict. A 'head shot' grants +4 to confirm crits and raises the crit damage by one level. [x2 to x3, x3 to x4 and so on.]
Special: If struck in the head for 10 or more damage in a single hit, or a crit, you must make a fort save DC 10 or be Dazed for one Round. If hit for 20 or more Bludgeoning damage the target is dazzled until healed.
Healing: Heal DC 12 and a nights rest
Eyes
To hit:+ dex and +4
Bonus: This attack does half damage. A foe who is hit is Dazzled for minutes equal to damage dealt.
Special: On a crit or a hit that deals 10(before it is halved always) or more damage the target must make a fort save DC damage dealt or be blinded until they can make a full round action Heal check (DC 10) to clear the blood from their eyes. On a hit that deals 20 or more Slashing or Piercing damage as above, plus the take a -5 to spot and search and may lose an eye unless healed.
Healing: Healing takes a full day, and a then DC 20 heal check, failing by ten or more results in loss of an eye. (that means -3 to spot/search and halve all range increments.)
Legs [Pick left or right]
To hit: +dex and +2
Bonus: This attack deals only half damage, and applies a -1 penalty to Jump, Climb, Tumble, Balance, Swim, Move Silently and Ride checks until treated. This penalty can stack with others of it's kind. If wounded in this way you can not take a 10 on any of the above checks.
Special: On a Crit, or strike that deals 10 or more damage the target takes a -5ft penalty to move speed that does not stack with other wounds of it's kind, but does stack with penalties on the OTHER leg. If wounded this way on BOTH legs you can no longer take 5ft steps.
If you take 20 or more Bludgeoning damage with a single attack you risk a broken limb. In that case you make a Fort Save DC damage dealt. A broken leg imposes -10 to the above skills and halves movement speed.
Healing:Normal wounds take a Nights Rest and Heal DC 12 check. Broken Limbs take a Heal DC 15 check and 2d6 days of time to heal.
Arms [Pick left or right]
To hit: +dex and +2
Bonus: This attack deals only half damage, and applies a -1 penalty to Attack Rolls with that arm and Climb, Swim, Slight of Hand, Disable Device and Open Lock checks until treated. This penalty can stack with others of it's kind. If wounded in this way you can not take a 10 on any of the above checks
Special: On a Crit, or strike that deals 10 or more damage the target takes -5 to checks to hold on to a weapon/shield with that hand, as well as -5 on all strength based checks they are called upon to make with that arm. If you take 20 or more Bludgeoning damage with a single attack you risk a broken limb. In that case you make a Fort Save DC damage dealt. A broken leg imposes twice the above penalties and is much harder to heal. (an arm can be broken more than once at a time)
Healing: Normal wounds take a Nights Rest and Heal DC 12 check. Broken Limbs take a Heal DC 15 check and 2d6 days of time to heal.
Torso
To hit: Normal
Bonus: None
Special: If the target takes half or more of it's total HP in damage as a single attack they must make a Fort Save DC 16 or become sickened and fall prone.
Critical Hits: As normal, but any time a crit is scored and confirmed the target is sickened for 1 round. Also, crits leave scars and if one would kill someone they instead reduce them to -9 and stable... but leave a penalty imposing wound... like a lost finger, or eye. (This rule is for PC's only.)
Injury:All creatures have a number of 'states' they can be in based on their current HP. These states are Fresh, Hurt, Wounded, Mortally Wounded, and Dying.
Fresh:This is a very small range. At 100% full HP a person is considered Fresh. While Fresh a person gains +1 moral bonus on attack rolls, saves and Constitution Checks.
Hurt: When under 100% HP but above 50% a person is considered Hurt. You lose your Fresh bonus, and take no other effects.
Wounded:When reduced to half or less HP someone is considered Wounded. When in this state you are treated as Fatigued, and need to make a save vs infection (as per filth fever normally) when you rest for the night.
Mortally Wounded:When reduced to 5 or fewer hit points one is considered to be Mortally Wounded. In this state you are treated as Sickened, and Fatigued.
Dying: As per normal 3.5 only it is a Will Save DC 10 to stabilize.
The king draws great power for the many mighty items passed down from his family, and as such the king and his guard are the most well armed group on the face of the kingdoms.
North of Grava sits Bol-Dara the great mountain. Beneath this massive range of mountains is the dwarven lands, ruled by the Lord Thanes, a group of three feudal lords who swear to an empty throne. Their king died long ago, and no new king will replace him until all three thanes agree on who it should be. The dwarf peoples are divided on the topic of humans, one third would like to go to war, one third openly trade and befriend and the rest would rather stay out of it and do nothing.
South of Grava is the Sarka plains, and the Burning Sands. Sarka is a horrid place with little life, but even it is an oasis compared to the sand seas south of it. This land is home to the monstrous orc tribes, mostly leaderless and kept at bay by the kings army.
Westward lies the Great Woods, home to El-Isandor the Warden of Green, leader of the elves. They live in tune with the woods, and have but a single city... built of crystal and old magics where no human is allowed. They do have many small villages in the edges of the woods however and from there they trade with man.
East of Grava lies the endless waves of the ocean. It is along these shores where the halflings have their only permanent homes. Normally little more than nomadic family groups many have found life as a fisher and sailor suits them just as well as the caravan life.
You see, in the beginning there were three gods. One, Nature saw the world empty and hollow and created plants and beasts. She was youngest and oft thought kindest. Second, her eldest brother Death saw this fullness and said no. He brought his gift to the world, Death... and with it room for new life and change. While he was thought cruel for this, it was not out of anger, but a need for growth that he entered the world. Then came the middle child, last to look on the world. It was he, whom our story cares for. He has many names but they are not what matters, it was the gift he brought to the world that matters, Thought.
When his gift came to the face of the world is when history first began. One race rose up above beasts and became the First People. They grew, learned and become great. They were not content though, not pleased to follow Nature's laws, or accept Death's gift. They sought to over come these things and raise above them. In this, they created magic... and with it War.
War was not just a word, or an action, but a deity in itself. A divine force that threatened the true gods. So, sadly, the three came together and fought back against the children of the middle child. To battle them Death created the Wraith, Shadow and Horrors of the Night. While Nature created the Giants, Dire Beasts, and the Elemental Forces.
With a heavy heart they let loose these things on the world, and scoured it. In the end only a tiny number of the First People lived. They were divided and damaged, begging their creator for mercy. Mercy he granted them, but at a cost. He took from them the power of magic, and much of their strength.
It is from here where the races start to argue about what happened next... but it is universal true that the first people became Five True Races Orc, Human, Elf, Halfling and Dwarf.
Orc were made hardy and strong in order to survive the harsh south... they have long turned from their maker and find themselves praying to Nature and her Giant children.
Elves, who were granted long life and keen senses in order to learn peace. They have taken Nature in to their hearts, and balanced the teachings of her, and their own arrogant hate and fear of Death.
Dwarf, with strength and wisdom they turned to the bones of the earth, guided by the Elementals. They are careful and protective, but they have no love for the gods being the farthest removed from them.
Halfling were given kind hearts and noble spirits, but little true might. It was their lot to wonder and teach the other races of each other. They see the gods as friends, and each has a connection to the deity that is personal.
Humans were given the gifts they needed to be what ever they wanted. More than any other race it is they who love and cling to their creator. Fearing Death and seeing Nature as the old way they seek to do as the Creator wills.
So it is that the Church of Creation has become a powerful force across Grava. They wield a small spark of magic, a gift from their deity and proof of their place as his voice in the world. They are tied to the royal family and command great respect even now.
The other races have faith of their own, but none so wide spread or clearly backed by the gods as the Creationist's. Elves have a small elite group of Druids who's power is drawn from Creation and Nature... but they are few in number, no more than 10 alive at any one time in history.
The orcs have spirit shaman who draw power from the dead, and the land itself. Rarely do they become nearly as powerful as the clerics, but they are much more common than the elves own magics.
Dwarves have no love of magic, or gods. Thought they command Elemental power in much more subtle ways commonly enough. This is seen in their works and weapons most often.
Halflings are so personal with their connections that they have no system of to their magic or faith. Many would call their casters mystics or witches.
Though the Five True Races are the only children of the First People, they are not the only peoples of the world. Giants still have small clans across the world, Elemental Beings born of the Forces and animals can be found rarely and in small groups across the world. Likewise the Horrors of Death have in places festered and breed new monsters in the deepest pits.
It is in to this world that you were born. A child of Grava, or it's neighbours. A warrior, a hunter... it matters not, your life has been one of adventure though, one that has seen blood and trail. You are strong, or fast... or very clever. These skills, these quality have been noticed. This is why Lord Ross has called you to his keep, from what ever inn you were staying at.
The Lord Ross has need of you, for he has fallen ill. Cursed, by an orc shaman. Ross has been charged with holding the southern most region of the kingdom and it is in this duty he did battle with the tribes... and found himself dieing.
The church can do nothing for him, and the Lord dare not send his own troops on any fools errand when the board needs them. So the task falls to mercenary forces... who would fight for coin, honour or the debt of a Lord.
He would have you travel to the Eastern Hills, a lawless area, and track down the Hag Maraga, said to be the child of human and Giant, and have the Giants gifts for spirit lore. It is the giants who taught orc magic to start with... so it would make sense that the Hag, if anyone, would know how to cure him.
This is an idea I have been kicking around for a long time now. I am looking to see if anyone wants to play in a world that feels a lot more like LoTR, low magic but when you find it, it is epic and has a story to it.
The basic idea I have is below, give me a shout if you'd like to be a part of it.
Starting: Level 4
Races: Human, Dwarf, Elf, Halfling, Half Orc
Campaign Bonus: (pick two) Weapon Focus, Improved Critical, Exotic Weapon Proficiencies, Shield Bash or Skill Focus [any]
Classes : Fighter, Monk, Rogue, Ranger*, Barbarian, Knight, Marshal, Ninja, Scout, Swashbuckler, Samurai
(*Non casting variants)
Allowed PrC: Dwarf paragon, Halfling Paragon, Human Paragon (no casting but full Bab), Duellist, Dwarven Defender, Animal Lord, Beast Master, Bloodhound, Dread Pirate, Exemplar, Ghost Faced Killer, Highland Stalker, Nightsong ..., Spymaster, Street-fighter, Tempest, Thief-Acrobat, Wild Plains Outrider, Fist of the Forest, All non casting PrC from Complete Scoundrel, Cavalier, dark Hunter, Drunken Master, Exotic Weapon Master, Halfling Outrider, Justiciar, Knight Protector, Reaping Mauler, Ronin, Dread Commando, Legendary Leader, Menacing Brute, Scar Enforcer, Battle Smith, Blade Bravo, Deepwarden, Stoneblessed, Whisperknife, Wildrunner, Frost Rager, Scarlet Corsair
Starting Wealth: 2000gp, no magic items asides from SRD potions.
Core Changes: All PCs, and NPCs gain an AC bonus equal to half the total charter level.
Feats: Most feats are open, anything in the completes, core, or phb 2 is approved.
Items: Weapons and Armour allowed from all books, Special Materials are not allowed with out consent... though dwarf will have addy, and elves mith. Non potion magic items can not be bought, at all, though will be given out as loot.
Skills: Heal, Survival, Knowledge: Nature/Geography/Local/Royalty are likely to be more useful than you are used to, while UMD and Concentration are likely to be much LESS useful.
Called Shots: This optional mechanic will be focused on and altered slightly to make it more useful.
Damage: In addition to damage as normally dealt, there will be a secondary type of damage. This will cover the weakening over time a PC would feel as wounded and not effect when they die. (Like 4e's Bloodied)
Caste all pc's will be born in to one of three wide ranged castes. Peasant, merchant, or noble.... this does not effect wealth... as you earned your own money over your life.... this is a marker for how you were raised and how people see you.
Peasant: You are granted the Endurance feat from a hard life, as well as a +1 bonus on the Profession of your choice... as you grew up working towards some job.
Merchant: Due to always being taught how to talk, and deal you gain the Negotiator feat and get a +1 bonus on all appraise checks.
Noble: Having grown up in a softer life you had the chance to learn much more than others did, you gain the Skill Focus (knowledge of your choice) feat, and a +1 bonus on gather information checks.
Each PC chooses either 'city slicker' or 'farm boy' and gains the below based on which.
City slickers, having been raised close to people in the 'press of things' have a few skills that others may not. Disguise, Forgery, Gather Information, and Knowledge (local) are always class skills for you.
Farm boys, those raised outside of the cities gain a different set of skills however. Knowledge (Nature), Climb, Swim, and Handle Animal are always class skills.
Simple Facing system. +2 ac to your front, -2 ac to your back, no modifiers for your sides. You can not change your facing unless there is a trigger event like being back attacked, or seeing an enemy coming..... but you can only change facing by one square. .... this will make sense, be easy and fulfil my need for a facing system.
Disclaimer: I have not settled on this fully... it is just what I have in mind right now.
Super Important point, I am tripling the cost of all potions. I am cruel I know.
Called Shots: I like V.A.T.S. and I'd like to get a bit of that across in this system. I'd like to show how cutting a mans arm in a sword fight may not be as likely to kill him as cutting his neck.. but it maybe more helpful in other ways.
So to start, lets make it clear that every attack is a 'called shot' and if no target is chosen it defaults to 'centre mass' or torso.
So, it goes in order of 1. Declare attack, and target. 2. Call shot on limb of chose, 3. attack roll as normal. 4. damage as based on limb.
With this in mind, we will use the human example for targeting. You can attack Torso, Head/neck, Arms, Legs, Eyes(that's right old school vats you could do that... groin too... but lets no go there...I do not want one of you building a cock punching monk)
Monsters and other things may have OTHER points and weakness you can target... maybe limbs with HP of their own... mahahahaha
Head:
To hit: + dex(again) and +2. [This means a lvl 4 foe with 14 dex gets a +2 dex bonus, and +2 level bonus to Ac ON TOP of his normal AC... so yes, dex twice. The dex bonus clearly does not count if the target is flat footed as normal.]
Bonus: Hitting a foe in the head or neck does as much damage as normal, but crits are much more deadly and easy to inflict. A 'head shot' grants +4 to confirm crits and raises the crit damage by one level. [x2 to x3, x3 to x4 and so on.]
Special: If struck in the head for 10 or more damage in a single hit, or a crit, you must make a fort save DC 10 or be Dazed for one Round. If hit for 20 or more Bludgeoning damage the target is dazzled until healed.
Healing: Heal DC 12 and a nights rest
Eyes
To hit:+ dex and +4
Bonus: This attack does half damage. A foe who is hit is Dazzled for minutes equal to damage dealt.
Special: On a crit or a hit that deals 10(before it is halved always) or more damage the target must make a fort save DC damage dealt or be blinded until they can make a full round action Heal check (DC 10) to clear the blood from their eyes. On a hit that deals 20 or more Slashing or Piercing damage as above, plus the take a -5 to spot and search and may lose an eye unless healed.
Healing: Healing takes a full day, and a then DC 20 heal check, failing by ten or more results in loss of an eye. (that means -3 to spot/search and halve all range increments.)
Legs [Pick left or right]
To hit: +dex and +2
Bonus: This attack deals only half damage, and applies a -1 penalty to Jump, Climb, Tumble, Balance, Swim, Move Silently and Ride checks until treated. This penalty can stack with others of it's kind. If wounded in this way you can not take a 10 on any of the above checks.
Special: On a Crit, or strike that deals 10 or more damage the target takes a -5ft penalty to move speed that does not stack with other wounds of it's kind, but does stack with penalties on the OTHER leg. If wounded this way on BOTH legs you can no longer take 5ft steps.
If you take 20 or more Bludgeoning damage with a single attack you risk a broken limb. In that case you make a Fort Save DC damage dealt. A broken leg imposes -10 to the above skills and halves movement speed.
Healing:Normal wounds take a Nights Rest and Heal DC 12 check. Broken Limbs take a Heal DC 15 check and 2d6 days of time to heal.
Arms [Pick left or right]
To hit: +dex and +2
Bonus: This attack deals only half damage, and applies a -1 penalty to Attack Rolls with that arm and Climb, Swim, Slight of Hand, Disable Device and Open Lock checks until treated. This penalty can stack with others of it's kind. If wounded in this way you can not take a 10 on any of the above checks
Special: On a Crit, or strike that deals 10 or more damage the target takes -5 to checks to hold on to a weapon/shield with that hand, as well as -5 on all strength based checks they are called upon to make with that arm. If you take 20 or more Bludgeoning damage with a single attack you risk a broken limb. In that case you make a Fort Save DC damage dealt. A broken leg imposes twice the above penalties and is much harder to heal. (an arm can be broken more than once at a time)
Healing: Normal wounds take a Nights Rest and Heal DC 12 check. Broken Limbs take a Heal DC 15 check and 2d6 days of time to heal.
Torso
To hit: Normal
Bonus: None
Special: If the target takes half or more of it's total HP in damage as a single attack they must make a Fort Save DC 16 or become sickened and fall prone.
Critical Hits: As normal, but any time a crit is scored and confirmed the target is sickened for 1 round. Also, crits leave scars and if one would kill someone they instead reduce them to -9 and stable... but leave a penalty imposing wound... like a lost finger, or eye. (This rule is for PC's only.)
Injury:All creatures have a number of 'states' they can be in based on their current HP. These states are Fresh, Hurt, Wounded, Mortally Wounded, and Dying.
Fresh:This is a very small range. At 100% full HP a person is considered Fresh. While Fresh a person gains +1 moral bonus on attack rolls, saves and Constitution Checks.
Hurt: When under 100% HP but above 50% a person is considered Hurt. You lose your Fresh bonus, and take no other effects.
Wounded:When reduced to half or less HP someone is considered Wounded. When in this state you are treated as Fatigued, and need to make a save vs infection (as per filth fever normally) when you rest for the night.
Mortally Wounded:When reduced to 5 or fewer hit points one is considered to be Mortally Wounded. In this state you are treated as Sickened, and Fatigued.
Dying: As per normal 3.5 only it is a Will Save DC 10 to stabilize.
The kingdom of Grava is an old power. Ruled over by the human king and his far reaching network of loyal lords, it has been an age of something like peace. The royal family has split the land in to thirteen section, each under the command of a different noble born family.... the centre being under their direct control.
The king draws great power for the many mighty items passed down from his family, and as such the king and his guard are the most well armed group on the face of the kingdoms.
North of Grava sits Bol-Dara the great mountain. Beneath this massive range of mountains is the dwarven lands, ruled by the Lord Thanes, a group of three feudal lords who swear to an empty throne. Their king died long ago, and no new king will replace him until all three thanes agree on who it should be. The dwarf peoples are divided on the topic of humans, one third would like to go to war, one third openly trade and befriend and the rest would rather stay out of it and do nothing.
South of Grava is the Sarka plains, and the Burning Sands. Sarka is a horrid place with little life, but even it is an oasis compared to the sand seas south of it. This land is home to the monstrous orc tribes, mostly leaderless and kept at bay by the kings army.
Westward lies the Great Woods, home to El-Isandor the Warden of Green, leader of the elves. They live in tune with the woods, and have but a single city... built of crystal and old magics where no human is allowed. They do have many small villages in the edges of the woods however and from there they trade with man.
East of Grava lies the endless waves of the ocean. It is along these shores where the halflings have their only permanent homes. Normally little more than nomadic family groups many have found life as a fisher and sailor suits them just as well as the caravan life.
You see, in the beginning there were three gods. One, Nature saw the world empty and hollow and created plants and beasts. She was youngest and oft thought kindest. Second, her eldest brother Death saw this fullness and said no. He brought his gift to the world, Death... and with it room for new life and change. While he was thought cruel for this, it was not out of anger, but a need for growth that he entered the world. Then came the middle child, last to look on the world. It was he, whom our story cares for. He has many names but they are not what matters, it was the gift he brought to the world that matters, Thought.
When his gift came to the face of the world is when history first began. One race rose up above beasts and became the First People. They grew, learned and become great. They were not content though, not pleased to follow Nature's laws, or accept Death's gift. They sought to over come these things and raise above them. In this, they created magic... and with it War.
War was not just a word, or an action, but a deity in itself. A divine force that threatened the true gods. So, sadly, the three came together and fought back against the children of the middle child. To battle them Death created the Wraith, Shadow and Horrors of the Night. While Nature created the Giants, Dire Beasts, and the Elemental Forces.
With a heavy heart they let loose these things on the world, and scoured it. In the end only a tiny number of the First People lived. They were divided and damaged, begging their creator for mercy. Mercy he granted them, but at a cost. He took from them the power of magic, and much of their strength.
It is from here where the races start to argue about what happened next... but it is universal true that the first people became Five True Races Orc, Human, Elf, Halfling and Dwarf.
Orc were made hardy and strong in order to survive the harsh south... they have long turned from their maker and find themselves praying to Nature and her Giant children.
Elves, who were granted long life and keen senses in order to learn peace. They have taken Nature in to their hearts, and balanced the teachings of her, and their own arrogant hate and fear of Death.
Dwarf, with strength and wisdom they turned to the bones of the earth, guided by the Elementals. They are careful and protective, but they have no love for the gods being the farthest removed from them.
Halfling were given kind hearts and noble spirits, but little true might. It was their lot to wonder and teach the other races of each other. They see the gods as friends, and each has a connection to the deity that is personal.
Humans were given the gifts they needed to be what ever they wanted. More than any other race it is they who love and cling to their creator. Fearing Death and seeing Nature as the old way they seek to do as the Creator wills.
So it is that the Church of Creation has become a powerful force across Grava. They wield a small spark of magic, a gift from their deity and proof of their place as his voice in the world. They are tied to the royal family and command great respect even now.
The other races have faith of their own, but none so wide spread or clearly backed by the gods as the Creationist's. Elves have a small elite group of Druids who's power is drawn from Creation and Nature... but they are few in number, no more than 10 alive at any one time in history.
The orcs have spirit shaman who draw power from the dead, and the land itself. Rarely do they become nearly as powerful as the clerics, but they are much more common than the elves own magics.
Dwarves have no love of magic, or gods. Thought they command Elemental power in much more subtle ways commonly enough. This is seen in their works and weapons most often.
Halflings are so personal with their connections that they have no system of to their magic or faith. Many would call their casters mystics or witches.
Though the Five True Races are the only children of the First People, they are not the only peoples of the world. Giants still have small clans across the world, Elemental Beings born of the Forces and animals can be found rarely and in small groups across the world. Likewise the Horrors of Death have in places festered and breed new monsters in the deepest pits.
It is in to this world that you were born. A child of Grava, or it's neighbours. A warrior, a hunter... it matters not, your life has been one of adventure though, one that has seen blood and trail. You are strong, or fast... or very clever. These skills, these quality have been noticed. This is why Lord Ross has called you to his keep, from what ever inn you were staying at.
The Lord Ross has need of you, for he has fallen ill. Cursed, by an orc shaman. Ross has been charged with holding the southern most region of the kingdom and it is in this duty he did battle with the tribes... and found himself dieing.
The church can do nothing for him, and the Lord dare not send his own troops on any fools errand when the board needs them. So the task falls to mercenary forces... who would fight for coin, honour or the debt of a Lord.
He would have you travel to the Eastern Hills, a lawless area, and track down the Hag Maraga, said to be the child of human and Giant, and have the Giants gifts for spirit lore. It is the giants who taught orc magic to start with... so it would make sense that the Hag, if anyone, would know how to cure him.