Chronicles of Averancia
This game has been retired! That means it's no longer being run.

The Chronicles of Averancia
To the Esteemed Heroes of the Realm,
I, Lord Chamberlain Porlyn Amberstead, write to you in the hopes that my words may reach those with the courage, strength, and wisdom necessary to answer a call that echoes across the lands of Averancia. It is a call born of desperation, but also of hope—the hope that you may be the ones to steer our duchy away from the precipice of ruin and towards a future of renewed glory.
Our Duchy of Averancia was established a millennium ago on the shores of a newly discovered island continent. For centuries, the Redstone family guided our people, carving out a small yet prosperous domain from the wild and untamed lands that surrounded us. Though only a few leagues of our vast territory has been fully settled, it has been enough to sustain our people and nurture a peaceful, if isolated, society.
Two hundred years ago, a devout Duke entrusted the reins of our duchy to the Church of Elion, embarking on a pilgrimage—or perhaps a crusade—to the Old Continent. The Church ruled Averancia for nearly a century, until a hero, Eldwin Anvilstar, arrived at our capital, claiming his rightful place as the Duke. With the Church's blessing, he reclaimed the throne, and the Anvilstar lineage has ruled ever since.
But three years ago, our young Duke, Frederic Anvilstar, disappeared without a trace. Despite the best efforts of the lords of the realm, no sign of him has been found, and the Duchy has been left in turmoil. Trade and mercantile ties that once flourished have begun to unravel, and many of our adventurers and heroes have returned to the Old Continent, lured by tales of war and glory.
As the de facto ruler of Averancia, I have taken it upon myself to seek out those who might have the power to restore our lands to their former greatness. To that end, I extend to you this invitation—a summons, if you will—to join us in this time of need. I offer coffers of silver and the gratitude of a nation to those who would aid us in our struggle. Your deeds, should you accept this call, may very well determine the fate of our duchy.
The path ahead is fraught with danger, uncertainty, and great challenges, but I believe that with the right heroes, Averancia can rise again. Your arrival could be the turning point in this tale of despair and hope. I ask you to consider this call carefully, for the future of our land may rest upon your shoulders.
May you find it within yourselves to answer.
With the utmost respect and hope,
Lord Chamberlain Porlyn Amberstead
Duchy of Averancia

Closed for game applications
Hero Girl Sprite
Custom
Custom
February 22, 2024 6:58 pm
4 posts per week
4 / 6
1
Public (Read the forum)
Character Generation Guidelines for Adventurer Conqueror King System (ACKS) Using the Heroic Fantasy Handbook
Welcome, adventurers, to the world of ACKS! This thread outlines the character generation guidelines for our campaign, using only the rules and options provided in the Heroic Fantasy Handbook. Please read through carefully and follow the steps below to create your hero!
1. Roll For Ability Scores
1. Roll 4d6 six times, subtracting the lowest die result from each roll.
2. Assign these total scores as desired between Strength, Intelligence, Wisdom, Charisma, Constitution, and Dexterity. Remember that certain classes have ability score requirements. The Chosen, for example requires at least one score of 18 and all other ability scores of 9 or higher. Most other classes have a Prime Requisite (or more than one) and the minimum score for those is 9.
2. Choose Your Character Class
In this campaign, we'll be using the classes available in the Heroic Fantasy Handbook. These classes are designed to fit a grittier, low-fantasy setting, with a focus on personal prowess, cunning, and limited magical power.
Available Classes:
Beastmaster
Berserker
Chosen
Ecclesiastic
Elven Spellsinger
Freebooter
Halfling Bounder
Halfling Burglar
Loremaster
Nobiran Champion
Nobiran Wizard
Occultist (Chaotic Class - Playable as Redeemed only)
Runemaker
Thrassian Deathchanter (Chaotic Class - Playable as Redeemed only)
Venturer
Warmistress/Blademaster
Zaharan Darklord (Chaotic Class - Playable as Redeemed only)
Zaharan Sorcerer (Chaotic Class - Playable as Redeemed only)
Each class comes with its own unique abilities, proficiencies, and advancement tables. Please refer to the Heroic Fantasy Handbook for detailed descriptions of each class.
3. Select Proficiencies
Based on your chosen class, you will have a number of general and class proficiencies.
Starting Proficiencies: Each character begins with a set number of proficiencies determined by their class and Intelligence modifier.
Selecting Proficiencies: You may choose proficiencies from any ACKS rulebook, keeping in mind that some proficiencies are specific to certain classes. Any lore-breaking or game-breaking proficiencies will be dealt with on a case-by-case basis.
Your proficiencies are crucial to defining your character’s unique skills and specialties.
4. Determine Saving Throws and Starting Hit Points
Instead of the Adventurer Conqueror King System saving throw system, we will be using the D&D 3.0/3.5 saving throw system.
Fortitude / Reflex / Will.
If your character has d8 hit points or higher, gain +2 Fortitude saves at 1st level.
If your character has access to thief abilities, gain +2 Reflex saves at 1st level.
If your character has access to spells, gain +2 Will at 1st level.
For each of the qualifications your character meets, you gain that saving throw. Every three levels, add +1 to all saving throws and a further +1 to a saving throw of your choice.
For Hitpoints, at each level beyond first, roll your hit die and add your Constitution modifier (positive or negative) to determine additional hitpoints at that level. At first level, roll your hit die and add your Constitution score to determine your hitpoints at 1st level. Do not add your Constitution modifier at 1st level.
5. Determine Starting Equipment
We will be using equipment from any ACKS rulebook, provided it does not break immersion or gameplay. If you need something that isn't listed in any rulebook, inform me so that I can determine if it is available and at what cost.
Starting Gold: Roll 3d6 x 10 to determine your starting gold pieces (gp).
Equipment Choices: Purchase your initial gear from the equipment tables, keeping in mind your character’s class and expected role in the party.
Adventurers should prioritize practical gear that will aid them in survival and combat.
6. Select or roll for Spells
We will only be using the spells from Heroic Fantasy Handbook, or what is referred to as eldritch spells in the text. Even if a spell in another ACKS rulebook is referred to, it is generally not allowed. If you feel like you need a specific spell to make a character work, please let me know so I can examine it on a case-by-case basis. The spells from Heroic Fantasy Handbook are generally not as flashy as arcane spells (the original spells) in the ACKS rulebook and other supplements. This is intentional by design. There are three categories of eldritch magic: Black (more powerful spells but corrupting), Grey (morally neutral spells, a lot of elemental spells), and White (healing, protection, and the chivalrous arts of war). You are free to learn any type of eldritch spell, but remember that knowledge of Black Magic is corrupting and knowledge and casting of Black Magic can lead to even further corruption and mutations.
7. Fleshing Out Your Character
Once you've rolled your stats, chosen a class, selected proficiencies, and bought your equipment, it's time to bring your character to life.
Background: Develop a backstory that fits within the world of ACKS and the tone of our campaign. Consider your character’s origins, motivations, and goals.
Alignment: Choose an alignment that reflects your character’s moral compass and how they interact with the world. Only Lawful and Neutral characters will be allowed in this game.
8. Final Touches
After completing the steps above, review your character sheet to ensure everything is in order. Make sure your character’s details align with the setting and the specific rules in the Heroic Fantasy Handbook.
Once you're satisfied, post your completed character sheet in the Character Submissions thread for approval. I don't have a character sheet for this game yet but if you know how to make a good one, feel free to submit it.
Welcome, adventurers, to the world of ACKS! This thread outlines the character generation guidelines for our campaign, using only the rules and options provided in the Heroic Fantasy Handbook. Please read through carefully and follow the steps below to create your hero!
1. Roll For Ability Scores
1. Roll 4d6 six times, subtracting the lowest die result from each roll.
2. Assign these total scores as desired between Strength, Intelligence, Wisdom, Charisma, Constitution, and Dexterity. Remember that certain classes have ability score requirements. The Chosen, for example requires at least one score of 18 and all other ability scores of 9 or higher. Most other classes have a Prime Requisite (or more than one) and the minimum score for those is 9.
2. Choose Your Character Class
In this campaign, we'll be using the classes available in the Heroic Fantasy Handbook. These classes are designed to fit a grittier, low-fantasy setting, with a focus on personal prowess, cunning, and limited magical power.
Available Classes:
Beastmaster
Berserker
Chosen
Ecclesiastic
Elven Spellsinger
Freebooter
Halfling Bounder
Halfling Burglar
Loremaster
Nobiran Champion
Nobiran Wizard
Occultist (Chaotic Class - Playable as Redeemed only)
Runemaker
Thrassian Deathchanter (Chaotic Class - Playable as Redeemed only)
Venturer
Warmistress/Blademaster
Zaharan Darklord (Chaotic Class - Playable as Redeemed only)
Zaharan Sorcerer (Chaotic Class - Playable as Redeemed only)
Each class comes with its own unique abilities, proficiencies, and advancement tables. Please refer to the Heroic Fantasy Handbook for detailed descriptions of each class.
3. Select Proficiencies
Based on your chosen class, you will have a number of general and class proficiencies.
Starting Proficiencies: Each character begins with a set number of proficiencies determined by their class and Intelligence modifier.
Selecting Proficiencies: You may choose proficiencies from any ACKS rulebook, keeping in mind that some proficiencies are specific to certain classes. Any lore-breaking or game-breaking proficiencies will be dealt with on a case-by-case basis.
Your proficiencies are crucial to defining your character’s unique skills and specialties.
4. Determine Saving Throws and Starting Hit Points
Instead of the Adventurer Conqueror King System saving throw system, we will be using the D&D 3.0/3.5 saving throw system.
Fortitude / Reflex / Will.
If your character has d8 hit points or higher, gain +2 Fortitude saves at 1st level.
If your character has access to thief abilities, gain +2 Reflex saves at 1st level.
If your character has access to spells, gain +2 Will at 1st level.
For each of the qualifications your character meets, you gain that saving throw. Every three levels, add +1 to all saving throws and a further +1 to a saving throw of your choice.
For Hitpoints, at each level beyond first, roll your hit die and add your Constitution modifier (positive or negative) to determine additional hitpoints at that level. At first level, roll your hit die and add your Constitution score to determine your hitpoints at 1st level. Do not add your Constitution modifier at 1st level.
5. Determine Starting Equipment
We will be using equipment from any ACKS rulebook, provided it does not break immersion or gameplay. If you need something that isn't listed in any rulebook, inform me so that I can determine if it is available and at what cost.
Starting Gold: Roll 3d6 x 10 to determine your starting gold pieces (gp).
Equipment Choices: Purchase your initial gear from the equipment tables, keeping in mind your character’s class and expected role in the party.
Adventurers should prioritize practical gear that will aid them in survival and combat.
6. Select or roll for Spells
We will only be using the spells from Heroic Fantasy Handbook, or what is referred to as eldritch spells in the text. Even if a spell in another ACKS rulebook is referred to, it is generally not allowed. If you feel like you need a specific spell to make a character work, please let me know so I can examine it on a case-by-case basis. The spells from Heroic Fantasy Handbook are generally not as flashy as arcane spells (the original spells) in the ACKS rulebook and other supplements. This is intentional by design. There are three categories of eldritch magic: Black (more powerful spells but corrupting), Grey (morally neutral spells, a lot of elemental spells), and White (healing, protection, and the chivalrous arts of war). You are free to learn any type of eldritch spell, but remember that knowledge of Black Magic is corrupting and knowledge and casting of Black Magic can lead to even further corruption and mutations.
7. Fleshing Out Your Character
Once you've rolled your stats, chosen a class, selected proficiencies, and bought your equipment, it's time to bring your character to life.
Background: Develop a backstory that fits within the world of ACKS and the tone of our campaign. Consider your character’s origins, motivations, and goals.
Alignment: Choose an alignment that reflects your character’s moral compass and how they interact with the world. Only Lawful and Neutral characters will be allowed in this game.
8. Final Touches
After completing the steps above, review your character sheet to ensure everything is in order. Make sure your character’s details align with the setting and the specific rules in the Heroic Fantasy Handbook.
Once you're satisfied, post your completed character sheet in the Character Submissions thread for approval. I don't have a character sheet for this game yet but if you know how to make a good one, feel free to submit it.
Players in Game
-
-
P1 - Missy Girl
-
-
-
Thundra the Thicc
-
-
-
Hero Sprite - Luna Frostfluff
-
-
-
(HGS) SC Casanova
-
Decks
There are no decks available at this time