Sunday Game

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This campaign may possibly be starting in the fourth week of April, or the first week of May.

In terms of Trinity, this game will be set in very early CR, and will begin in the Ronkan City-States of southern Sarteri.

This page will house most of the relevant information for the game.

Game Information

Trinity uses a 32 point buy.

Ability Scores

Trinity uses the standard ability score set along with Perception, which is necessary to ensure that firearms are not overpowered.

Race Restriction

Unlike most other Trinity games, this game will have a race restriction. The following races are allowed:

Race Descriptions

Human

Short-lived and impressionable, humans were the prime movers and shakers that produced the Ronkan Empire. Fuelled by a desire for progress and thirst for knowledge, they study and research everything they can get their hands on. In the world of the Ronkan Empire, most of the City-States are ruled by humans. While foundational technological research has a tendency to be performed by other races, humans are at the forefront of their fields, expanding the boundaries of what is known.
There are three varieties of human found in the Ronkan Empire and the surrounding lands: the ronkans, the gaeli, and the xianese.
The Ronkans are those that moved southward to found the Ronkan Empire. They are a tall, fair-skinned people, proud and intelligent, though sometimes rash in their pursuit of knowledge. Ronkans are an offshoot of the Gaeli.
The Gaeli were the primary human subrace of the Woodland League. Fair-skinned and often sporting red hair and green eyes, theirs was a culture reminiscent of real-world celtic culture. When the Ronkan Empire conquered the Woodland League, the gaeli were seen as something of a traitor people, having defended the elves and their druidic ways. Unlike the elves, the gaeli remained in the Ronkan Empire, and have attempted to make amends between the world of nature and the world of machine.
The Xianese are a distant group of humans, who seem to have culturally matured on the island-continent of Distarin. Their culture is one of patience and philosophy; order, tradition, and discipline are their principles of life. Xianese speak little, and what they do say can be quite profound. They excel in the spoken arts, in song and poetry, and have produced some of the world's greatest philosophers.

Clavat

A peaceful people, most of clavat culture is unknown to the Ronkan Empire. Hailing from their nation of Colianth on the island-continent of Distarin, they seek to ensure peace both in their homeland and lands abroad. Clavat culture is a melting pot of those societies with which they interact: Colianth itself is a mixture of Xianese, moogle, and clavat society. However, it is clear from the guards upon their foreign seacraft that the clavats know well enough how to defend themselves.

Dwarf

Strong-willed and industrious, dwarves are acknowledged as the originators of barag'xoth, otherwise known as technology. It was through their efforts that the Ronkans found the means to conquer their old oppressors. Dwarves are greatly respected throughout the Ronkan Empire, despite the fact that few tend to leave their mountainous homes. Dwarven society is responsible for producing most of the metals that are used to fuel the technological designs of the Empire. In recent years, however, with Ronkan society beginning to study magic, the dwarves have begun to withdraw themselves from the limelight, having no desire to deal with such arcana.

Esper

An enigma in the world, espers are thought to be the product of magic-saturated lands; this theory arose from the fact that those espers who speak of their homeland seem to be speaking of the Lost, a desolate tract of desert in which nothing will live or grow, which was brought about by a great arcane battle. The people of the Empire are uncertain of how to deal with the espers; some are interested in studying them and understanding how magic is incorporated in their being, while others would rather seem them be destroyed, as they are a reminder of one of the human race's greatest follies.
Those who hail from Distarin see the espers as a curiosity, but have no particular love for nor fear of them. Clavats understand that they are sentient beings, and so treat them no differently from others, while moogles are often very curious of their nature, as espers tend to stand out from the rest of the peoples of the Empire.

Gnome

Gnomes are known to the world as sages, wise folk who understand the world from studying the world memory. While usually patient, they sometimes show an intense interest in things previously unseen in the world, as there is nothing in world memory with which it can be compared: for this reason, many gnomes have gone to the dwarves, and begun studying the ways of technology.
At the time of the Ronkan Empire, the gnomish people are a people divided. Those who remain in the gnomish homeland of the Blue Hills, who honor their peoples' ways and study the blue (world memory); and those who go out into the world to experience and learn of this strange thing called technology. These two groups are sometimes referred to the "blue gnomes" and the "tinker gnomes," respectively. The blue gnomes warn that the human approach to technology is just like their approach to magic, in years gone by, and that it will end in catastrophe; the tinker gnomes believe that, with their intervention, such a catastrophe could be avoided.

Gremlin

Only having surfaced in the past few decades, the gremlins are a curious race of scavengers with an intense interest in technology. Having lived in the same cavern complexes as the dwarves, the gremlins had begun scavenging the leftover bits of technology and learned everything they could from them; when they began attempting to steal larger and more difficult-to-move technology, the dwarves finally caught on. While there is some amount of animosity between the two races, the dwarves tolerate the gremlins, as their child-like intensity for technology amuses them.
In the rest of the Empire, the gremlins have proven themselves incredibly resourceful, and seem to intuitively grasp the basics of technology and what stops it from ticking (and are usually knowledgeable enough to restore things to working order, as well). Gremlins are often put to work in Empire machine shops, repairing machines and constructing new ones.
Gremlins have an intense animosity towards moogles, with whom they compete for work in the new field of airship design and repair. While this animosity usually takes the form of intense yet friendly competition, one wrong word can often turn an argument into a flurry of scales and fur.

Halfling

Moogle

Orc

Selkie

Class Availability

Due to the nature of the gaming group, the Cleric, Fighter, and Monk are available, and their Trinity replacements (Priest, Einhander, and Karateka, respectively) will not be available.