3rd Age:
3rd Age is a medieval-fantasy Role Playing Game (RPG) that takes places across four realms. You can pick from multiple races, and numerous occupations and Orders
during character generation to go up against the realms mythical creatures found within them.
Realms:
Our Realms include Mediem, Narr, Quarrin, and The Other
Realm
Races:
Our Races include the Catminion, Dragonite, Greatman, Human, Minotaur, Morphid, Mytinore and a few others that are included in our New Orders expansion.
A Catminion resembles humanoid cats, stand on two legs, have
a feline head, feline eyes, are covered in fur, but have no tail.
A Dragonite is a humanoid reptilian creature, they have a
reptilian head with horns, they are bipedal, poses wings, covered with scales,
and have a tail.
A Greatman is a race of all male humanoids that stand 7 feet
to 10 feet tall and can weigh between 450 and 1,400 pounds, they have
resistance to cold and disease, and are incapable of exhibiting fear but
otherwise 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.
A Minotaur is a subterranean race with strong family ties
that lived among elaborate and extensive underground mazes called labyrinths to
deter visitors and adventures. Minotaur’s 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.
A Mytinore is a race of humanoids that stand only two and a
half to four feet tall, weigh between 70 and 120 pounds, and poses great
agility, are quick which allow them to perform some skills easier, and they are
resistant to heat.
Temperament:
Prior to discussing our Primary Orders, we need to cover another primary characteristic of each or our player characters. We refer to this as the characters Temperament. A player characters temperament is the defining core of your character’s personality or moral code. A player characters temperament defines which side of the fight they 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 your stated temperament based on your actions and words. Our temperaments include from purest good to darkest evil are Divine Good, Good, Vague Good, Inert, Vague, Vague Evil, Inert Evil, Evil and Dark Evil. Devine 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.
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 characters 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, and are the types pay
attention to things like where another character carries it’s money pouch,
their belongings and personal items about them that if required 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 are completely devoted to their Deith 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. The Pathfinder is completely at home in any forest or non-urban environment. The Pathfinder are civilized and can live completely off the land as nature intended for them to do and 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 depends 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 possess 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 spell casting orders, harness the ray 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 command 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 willing 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 or Royalty, or 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, and can specialize in a weapon, except bows, to grant
them additional bonuses to Stroke with that weapon. The Warrior is not limited to armor, shield,
and weapons as most Orders are, but are limited in magic enchantments on said
items in the fact that they can be used if they require a verbal or mental
command to activate the enchantment.
Occupations & Class System
Our Occupations incorporate the class system. The class system includes Royalty, Nobility in the Upper Class. In the Middle Class you will find Officials, Lords & Ladies, Gentry and Orders, Tradesmen (Guilds), and workers. In the Lower Class you will find Peddlers Beggars, Criminals, and Slaves.
Royalty is the ruling class of the Realms. Titles of Royality exist only within certain family lines. Titles include Archemperor & Archempress, Emperor & Empress, King & Queen, Crown Price & Crown Princess, and Prince & Princess.
Nobility is a family or person distinguished by high birth rank. Titles of Nobility include Duke & Dutchess, Grand Vizier, Marquis & Marchioness, Count & Countess, Viscount & Viscountess, Baron & Baroness, Knight, Squire, and Page.
The Middle Class includes within it’s ranks the backbone and lifeblood of society. Occupations held by the Middle Class include Government Officials, that employs Aldermen, Ambassador’s, Diplomat’s, Forester’s, Harker’s, Jailer’s and Mayor’s.
Lords and Ladies, when not used to address Nobility are people not of noble descent but is the owner of an estate or manor.
The Gentry is a member of an esteemed family line or lineage that are not of noble blood.
Tradesmen are usually a member of a Guild which teaches them their particular art or craft. During the learning process the student is often referred to as an apprentice. Once an apprentice learns their trade and is able to do work on their own, they are referred to as a journeyman, and may also start their own business. Guilds employ Architect’s, Barrister’s, Bookbinder’s, Carpenter’s, Clockmaker’s, Engineer’s, Glassblower’s, Locksmith’s, Mason’s, Painter’s, Potter’s, and Shipwright’s.
Workers make up the remainder of the Middle Class. Worker occupations include Actor’s, Armorer’s, Artist’s, Baker’s, Blacksmith’s, Brewer’s, Butcher’s, Candlemaker’s, Cobbler’s, Cook’s, Dyer’s, Engraver’s, Farmer’s, Fishermen, Fletcher’s, Furrier’s, Gardner’s, Gravedigger’s, Guard’s, Herbalist’s, Hunter’s, Innkeeper’s, Interpreter’s, Jester’s, Jeweler’s, Lawyer’s, Leatherworker’s, Messenger’s, Midwife’s, Miner’s, Minstrel, Mistress’s, Moneylender’s, Navigator’s, Playwright’s, Politician’s, Rat-Catcher’s, Sailor’s, and Scribe’s, Servant’s, Spies, Storyteller’s, Tailor’s, Tanner’s, Thatcher’s, Vinter’s, and Weaver’s.
The Lower Class represents the bottom rung of society. They are often viewed as less education and or fortunate by the upper classes, and as such are often treated with less respect than all others.
The Lower Class include Peddlers, Beggars, Criminals and
Slaves.
Creatures:
Some of the creatures you may encounter include Dracs of
various kinds, Eleninjals, Acidtiger, Pyrobat, Stagrott, Catdrac, Dracfly,
Drackhawk, Skybore, Stone Strandwolfs and of course many verities of Undead. Details about our creatures listed here are
meant to peak 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.
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.