3rd Age:
3rd Age is a medieval-fantasy Role-Playing Game (RPG) that takes place across four realms. Build your character by choosing a variety of races, numerous occupations and Order. Will you be ready to face the realms and the mythical creatures found within them?
To Play 3rd Age:
In order to play 3rd Age you will need a 3rd
Age Book, a set of dice consisting of at least one four-sided, one six-sided,
one eight-sided, two ten sided (which are also called percentile dice), one
twelve-sided, one twenty-sided, and one thirty-sided, at least one player (you)
and someone with experience with the 3rd Age system who can put
together an adventure setting and run the session whom we call the
Overseer.
Realms:
Our Realms include Midiem, Narr, Quarrin, and The Other
Realm
Midiem is the size of our Earth and has one sun and one moon. These lands are reminiscent of Earth’s Dark Ages; think medieval knights, chivalry, feudalism, crusades, black plague, and high taxes. Magic is extremely rare here; only Redeemers can use it and even then, it’s only the 1st through 4th level of spells (out of the 7 levels that can be used in the other three realms). This Realm is a good starting point for players who have never played a sit-down roleplaying game before. The only races allowed in Midiem are Humans, Greatmen and Mytinores. The only Orders that can be played here are Warriors, Vindicators, Redeemers, Pathfinders, Rogues and Slayers.
Narr is slightly larger than Midiem and is unique with its twin suns and moons. These lands are for the slightly more powerful characters (5th-9th levels). All the listed races and Orders can be played here. Magic abounds and is as common as the spoken word. Many wonderful magical weapons, armor, shields and items beyond imagination await the clever, the daring, the brave and the overly curious. Narr holds the most beautiful creatures, both magical and normal, of all the Realms and also has some of the most breathtaking natural spectacles. While it is similar to Midiem in terms of government, dress and customs, Narr is a far more dangerous place.
Quarrin is a third of the size of Midiem and is where all rejected creatures and “things” are placed. In the few places where light does come through, it comes from a singular sun that hides behind a layer of clouds, giving the perpetual impression of it being dawn. Character levels really should be fairly high (anywhere from 10th-17th level) to take on the frightful things that lurk in the dark corners, forests and swamps. Much of the landscape is horribly depressing and the air of evil seems to loom palpably above the massive swamps that pockmark the surface. All races and Orders can play in this Realm but not too many of the “human-related” species are from Quarrin. The native creatures here really hate Redeemers, Vindicators and Pathfinders, for these Orders protect the life of which those natives are a horrible mockery. Living in Quarrin is an exercise in survival.
The Other Realm: if you imagined Quarrin as being bad, The Other Realm makes it look like a warm and friendly daycare center. This Realm is massive - nearly twice the size of Midiem. There are barely any places left where the Undead do not inhabit or control. The oceans are acid. No natural plant life can grow here because the “soil” isn’t even soil – it’s tightly-packed ash with the top layer being crushed bones. It rains actual blood. When it can be seen, a large blood-red sun looms between the clouds, giving the appearance of an eternal sunset. At night, the only hint of natural light comes from a singular pale blue moon. The forces of evil have total control over the entire world. All Orders and races can be played here but only the most powerful characters (18th level and up) have any chance of survival.
Races:
Catminion Conjuror
Dragonite Warrior
Greatman Redeemer
Human Vindicator
Minotaur Spellweaver
Morphid Slayer
Mytinore Rogue
Our Races include the Catminion, Dragonite, Greatman, Human, Minotaur, Morphid, and Mytinore. There are more included in our New Orders expansion.
Catminion resemble humanoid cats, stand on two legs, have
a feline head and eyes, are covered in fur, but have no tail.
A Dragonite is a humanoid reptilian creature. They have a
reptilian head with horns, are bipedal, possess wings, are covered with scales,
and have a tail.
Greatmen is a race of all-male humanoids that stand 7 to 10 feet tall and can weigh between 450 and 1,400 pounds. They have
resistance to cold and disease, are incapable of exhibiting fear, and their features are of that of any Human male.
A Human is pretty much like humans as you know them. They
stand between 4 feet to 7 feet tall, weigh between 90 and 450 pounds and were
the first race to take the first steps towards the understanding of manna and
magic.
Minotaurs are a subterranean race with strong family ties
that live in elaborate and extensive underground mazes called labyrinths. The labyrinths are meant to
deter visitors and adventurers. Minotaurs can grow to anywhere from six to
eight feet tall and weigh between 180 and 610 pounds, are bipedal, have the
head of a bull with horns, humanoid hands, and hoofed feet.
A Morphid is a unique blend of an insect and an arachnid. They possess two brains, go through metamorphosis, stand between five and 7
feet tall, weigh around 250 pounds, have compound eyes and their physical
bodies take on characteristics depending on which insect and arachnoid types
generated at character creation.
Mytinores is a race of humanoids that stand only two and a
half to four feet tall, weigh between 70 and 120 pounds. They possess great
agility and are
resistant to heat.
Temperament:
Prior to discussing our Primary Orders, we need to cover another primary characteristic of each of our player characters: Temperament. The temperament is the defining core of your character’s personality or moral code. It defines which side of the fight you are on, whether or not you take an action, which action you take and how you react to different events and stimuli you encounter on an adventure. All player characters are expected to play within their temperament or the Overseer may change it based on your actions and words. Divine Good and Dark Evil, the two most extremes, come with very specific core-defining requirements that if broken, an Overseer will require you to either comply within temperament or you will be forced to change your temperament. Our temperaments, from purest good to darkest evil:
Divine Good is the purest of all good.
Good means your character is mostly kind, helpful, and trustworthy.
Vague Good means your character is more inclined to help rather than harm as long as there is something in it for them.
Inert means your character chooses not to make a choice in the path of good or evil but choose their own path, sometimes favoring good and sometimes favoring evil.
Vague means your character generally works to advance their own goals; one moment you can trust them, the next, maybe not.
Vague Evil means your character is more inclined to harm rather than help. These are the types that pay attention to things like where another character carries their money pouch, belongings and personal items so that, if required, they can be used against them.
Dark Evil is the purest of all Evil.
Orders:
Our Primary Orders include the Blackguard, Conjuror, Deathmaster, Pathfinder, Redeemer, Rogue, Slayer, Spellweaver, Vindicator and Warrior.
The Blackguard is of Dark Evil temperament and a powerful religious warrior that is completely devoted to their Deity and to the Deathmaster that is placed in their charge. The Blackguard acts as the offensive arm during times of war and strife and are often sent as a guard and escort to a quested Deathmaster. While neither command the other, the Blackguard will not allow any harm to come to the Deathmaster in his charge. The Blackguard will gain access to Deathmaster spells starting at their 12th level.
The Conjuror is equally at home with sword or spells. Conjurors are mysterious individuals, their magic deriving from a unique symbiotic relationship with a small, crystalline scarab known as a Tycorian Son. Skilled, intelligent and inquisitive, Conjurors seek to understand the true potential of the mind through study, philosophy, magic and combat.
The Deathmaster is a priest of evil and the Undead. Deathmasters are a devout religious Order which wields the manna of the negative planes of existence and of untold energies that were created before recorded history. Their spells are designed to inflict maximum pain and death. They have the ability to not only control but also to create Undead. Deathmasters are the astute practitioners of the Necromantic Arts.
The Pathfinder is a unique combination of wilderness master, missile marksman, hunter, tracker and nature lover. They are completely at home in any forest or non-urban environment. They are are civilized and can live completely off the land as nature intended for them to do; they believe in the sanctity of life and the right for all creatures to exist in peace. Pathfinders gain access to spells at level 15 but the spells they gain depend on the magic-using Orders of their Deities' followers.
The Redeemer is the quintessential healer and religious zealot who value protections of life and servitude to their Deity above all their other virtuous values. The Redeemer is training in combat that attune to their brand of magic, which is granted to them spiritually by their Deity. Combat for a Redeemer is usually a last resort with the exception of creatures of Dark Evil temperament or Undead. The Redeemer excels at fighting the Undead and channel specific powers granted by their Deity through their religious artifact.
The Rogue can be sneaky, honorable, underhanded, daring, backstabbing, shadowy, charismatic, adventurous, helpful or conniving. The Rogue can play a range of temperaments from Divine Good to Dark Evil. The Rogue has been taught and trained with indispensable skills that make them a valuable asset to any adventuring party.
The Slayer essentially is a killer for hire. The Slayer is the master of disguise, deceit, language, culture, and knowledge of magical items that allow them to carry out their chosen calling. Little is known of the Slayer because most who meet them are soon slain. The Slayer is skilled in the use of all weapons and possesses excellent acting skills to blend into other occupations that allow them to get close to, observe, and slay their target.
The Spellweaver, one of the original spellcasting orders, harness the raw energy of the universe and channel it for their own purposes. This primary school of magic teaches students to unleash their “untapped manna wellspring” by attending a program of rigorous mental and physical training and discipline. Their spells include transportation spells, element control, dream manipulation, and creature domination. Spellweavers will often be very intelligent, scholarly, aloof, perhaps a bit smug, but confident in their role as the “masters of manna”.
The Vindicator is of Divine Good temperament and a powerful religious warrior completely devoted to their Deity and to the Redeemer that is placed in their charge. Vindicators act as the defensive arm of their church in times of war with one of their main duties being safeguarding and escorting a quested Redeemer. While neither commands the other, the Vindicator will not allow any harm to come to the Redeemer in their charge. The Vindicator values all life, with exception to Undead and Dark Evil temperaments. They cannot lie or willingly allow another life form to place its life in danger if the Vindicator can prevent it. The Vindicator will gain access to Redeemer spells starting at their 12th level.
The Warrior represents the heart and blood of the Realms,
living their lives for the glory of battle and the honor of the quest. The Warrior order is made up of mercenaries
for hire, militia, protectors of nobility and royalty, and those looking for
fortune and adventure. In combat, a
Warrior’s ability with most weapons is unequalled. Warriors have bonuses to Strike enemies when using
weapons, except for bows. Their use specialize in a weapons, except bows, also grants them additional bonuses to Strike. The Warrior is not limited in armor, shield,
and weapons as most Orders are, but they are limited in magically enchanted items. Those can only be used if they require a verbal or mental
command to activate the enchantment.
Creatures:
Some of the creatures you may encounter include Dracs of
various kinds, Eleninjals, Acidtigers, Pyrobats, Stagrotts, Catdracs, Dracflys,
Drackhawks, Skybores, Stone Strandwolfs and of course many varieties of Undead. Details about our creatures listed here are
meant to pique your interest without giving too much detail as it is far better
to learn by encountering these creatures while questing or adventuring in the
Realms.