ctcmjh's Pathfinder Campaign
Posted: Thu Feb 10, 2011 2:00 pm
This is the OOC for my Campaign for Pathfinder.
We will meet over the IRC
All new entries are bold.
---
Region Map
MAP
There are lands beyond the mountains to the east, and the seas in the other directions, but their hardly known.
Character Creation
The stats are going to be a point-buy system as described here. You receive 20 points to spend there. You can also take two flaws, to get up to two bonus feats. Flaws can be things like fears, handicaps, disorders, mental scars, things like that. You all get the max starting gold, as described in the description for each class.
The available races are: Human, Dwarf, Elf, Halfling, Gnome, Orc, Kunari, Tiefling, Aasimar, Kobold, and Goblin. As well as half-elf, half-orc, and half-dwarf. The most common Half-races are Human/anything. After that, Dwarf/anything and Orc/anything are sort of common. Kunari/anything and Gnome/anything are uncommon. Elf/anything (except human) and Svel'dra/anything (except human) are rare. If you wish to be a race that's not listed here, then come talk to me and we'll work something out.
Kunari are very similar to humans, except their cat-like ears, claws, fangs, whiskers and tails. They're a little shorter and weaker than humans, but they're also faster and more cunning. Kunari recieve a +2 to Dexterity, +2 to Charisma, and -2 to Constitution. They have two natural claw weapons, dealing 1d4 damage each. Kunari recieve +2 to Perception, Acrobatics, and Survival checks. They also recieve +2 to their Reflex save to dodge traps. They have Low Light Vision, and a base land speed of 40 feet per round.
Use this as a reference for making your characters. Any classes from there, as well as any feat or anything else is allowed from there. http://www.d20pfsrd.com/
I expect you to play believable characters, as there will be plenty of roleplaying as well as fighting.
The Nations of Kallyria
In the land of Kallyria, eight nations dominate the landscape. Eralda, Teritia, Oerba, Nemaria, Herguard, Hollistein, Morgara, and Shouldin. Eralda is the forest nation of the Elves. The country is very xenophobic of the other races, only trusting Humans, Gnomes and Kunari, with the other races sometimes treated as second class citizens. The Elven Noble Houses each hold power throughout the kingdom. Teritia has a hilly landscape, with the Grand Lalic River, starting there. They are a mainly Human nation, heavily interested in trade, trading the wool and hides from their many farmlands. Oerba, despite being in the middle of the continent, tries to remain peaceful with the other nations. Oerba is the homeland of many Kunari, and they still control the majority of the political spectrum there. Most of the nation is farmland, producing mass amounts of produce. The wheat fields surrounding the capitol of Agran are famous throughout the world. Nemaria is by far the most active in exploration and colonization of the outside world. They have the largest military in the area, but use it in defense more than invasion. Nemaria isn't dominated by any one race, but Humans are in most positions of power. Morgara has been very inactive in politics, almost exclusively keeping to themselves. In times of war, their mainly Orc population drives them into battle with any who challenge them. But they have had the most contact and trade with the lands to the south. Shouldin, although small, is one of the more aggressive nations. Many Kobolds find their homes here. They constantly contend the surrounding nations of Hollistein, Oerba and Morgara for territory and land. Hollistein is covered in highlands and mountainous regions, leaving the land nonviable for large amounts of crops. Being a Dwarven Nation, Hollistein's population is almost entirely in a few huge metropolises on mountainsides, and underground. Due to the large amount of gems and precious metals in the mountain, nearly all jewelry and the raw materials for coinage and metallurgy comes from Hollistein. Herguard is a smaller nation, but they make up for it with their great innovations. The Herguardian Gnomes are some of the greatest inventors in the world, working on technology that is decades ahead of the other nations using steam technology; such as engines, massive air-ships, and trains. The huge snowfall allows them near endless supplies of water for their steam-technology.
Eralda is ruled by King Deyawhr, an elven nobleman who cares more about his citizens than his country. Teritia is ruled by The Grand Council, a group of officials who govern the lands. Herguard is ruled by Lord Berlywir, a Gnomish inventor in his own right. Hollistein is ruled by King Garngath Grayhammer, a Dwarven man with a temper that comes just as fast as it goes. Shouldin is ruled Sir Skrashga, a Kobold who claims descendant from dragons. Morgara is ruled by High Chieftan Krad, a war hungry Orc ruler who gained his power through his military prowess. Oerba is controlled by Lady Valya, a Kunari woman who just recently inherited the throne from her late parents. Nemaria is ruled by King Norman, but it's common knowledge that the Grand Knights of Nemaria defy his rule and have all the true power in Nemaria.
Knightly Orders
Throughout the land, many Knightly orders protect their various lands. The most powerful of these Knightly orders is the Fellowship of the Noble Steed. The Fellowship of the Noble Steed is composed of men and women of all races and classes. From Wizards to Barbarians, and from Gnomes to Giants. The Order of the Noble Steed is ruled by the Six Knights of Virtue. Nothing is known about the Six Knights of Virtue under their armor. The six of them wear armor or clothes that cover their entire body, so as to preserve their identity. But their armors are each one-of-a-kind, as are their weapons. The White Knight of Liberality, who crafts powerful magical items, The Red Knight of Merriment, who sings magical songs to inspire power and courage, The Blue Knight of Loyalty, who's combat prowess is only matched by his speed, The Orange Knight of Integrity, who's fists are as powerful as his will, The Yellow Knight of Benevolence, who has dominion over the beasts of the land, and The Violet Knight of Fellowship, who's spells strike fear into those who see them. The Six Virtuous Knights act in secret, and have no favor in the hearts of the kings of the lands, as their actions seem to undermine the actions of the nations.
Racial Relations
The various races intermingle throughout the lands, and are considered equal. Kunari, Dwarves and Orcs were once slaves to the Humans and Elves, hundreds of years ago. Dwarves and Kunari have long since thrown away anger for the slavery, but the Orcs haven't forgotten, and have resentment to their Human and Elven ex-slave owners, and feel a bond to their ex-bretheren Dwarves and Kunari. Nowadays, the only slaves are the serfs that work on the lands of the many Nobles in the lands. Aasimar and Tiefling both have never had their own homeland, and tend to be travelers throughout the land; Although some Tiefling and Aasimar find permanent homes for themselves. Goblins used to be a threat to all, until Gnomish trading and Orcish treaties caused them to be more civilized. The Gnomes and Kobolds kept out the the way of the others until a few hundred years ago.
Magic
Wizards are taught in Mage Towers. There is one Mage Tower for every specialization. Wizards in that tower do not have to study that specialization, but a majority of them do. Sorcerers, Witches and Summoners are considered to be apostates of mage towers. They are not allowed in the mage towers due to the fear that they will be possessed by an outsider, and that outsider will spread throughout the towers. Each Mage Tower has Paladins guarding it. Should an Outsider take control of any mage within the tower, the paladins are ordered to kill that mage, and any mages that show signs of possession. Paladins actively seek out and destroy apostate mages. The Mage Towers are considered their own sovereign nation in their own right. All Mage Towers are presided over by a Magistar; a Grand Mage. That Magistar rules over the mages in his or her tower in any way they see fit. The 8 Magistar, when together, are called the Arcane Council. They are considered to be the greatest mages in the world. In each Mage Tower there is an Altar of Valence, to honor the deity who gave them their magic. Worship of Reasai is grounds for banishment from the mages tower.
When mages cast magic, they draw their power from the Realm of Valence. Dark magic, such as hexes, curses, blood magic, and dark sorcery are drawn from the Realm of Reasai. When a mortal falls asleep, their soul resides in the Realm of Dresmodia. Dresmodia watches over mortals as they sleep, protecting them from demons who wish to possess them. Mages don't go to the realm of Dresmodia when they sleep, but rather they drift between the planes of existence.
Guilds
In each large city, the various trade guilds buy and sell their wares, and give a place to rest for their members. Trade Guilds accept membership from any traders, both shopkeepers and traveling traders. They act as middlemen for traders and salesmen looking to purchase or sell any goods. Using a Guild's service is free to it's members, but if you are part of a rival Guild, or an independent trader, then they normally make you pay a fine.
There are also guilds for any number of professions and crafts. Woodworking guilds, blacksmithing guilds, hunting guilds, and alchemists guilds, for some. There are also thieves guilds ran underground, always on the run from the law.
Deities
The deities of Kallyria take an active role in the goings-ons of its denizens, that is, when they want to. The Mother Goddess Ellysia is seen as the Queen of the Deities, as she created the world, and mothered the sixteen major Gods. Each God and Goddess controls their own plane, each plan acting like their kingdom. Everyone worships Ellysia, and she doesn't have any formal church, as all churches of her sixteen children honor her.
Tirius the Honorable is the God of War, Honor, Family, Patriotism and the Hearth. His alignment is Lawful Good. His Domains are Protection, Glory, Protection, Strength and War. He is pictured as a human wearing centurion armor, carrying a large shield and a longsword. His favored weapon is the Longsword, and his holy symbol is a shield with a sword crossing vertically, and laurels around the top.
Ellayn the Brazen is the Goddess of Agriculture, Harvest, Season, Hunting and Food. Her aligment is Neutral Good. Her Domains are Animal, Earth, Healing, Plant, and Protection. She is pictured as a Kunari in a humble yet elegant dark-violet dress and long flowing brown hair. Her favored weapon is the Longbow, and her holy symbol is a sickle crossing an arrow.
Kator Val the Kind is the Goddess of Travel, Commerce and Trade. His alignment is Lawful Neutral. His Domains are Artifice, Law, Luck, Protection and Travel. He is pictured as an older Orc in fine, rich silk clothing. His favored weapon is the Morning Star, and his holy symbol is a Coin with a crack along the bottom.
Biour the Wise is the God of Knowledge, Wisdom, and Writing. His alignment is True Neutral. His Domains are Artifice, Knowledge, Law, Nobility, and Rune. He is pictured as a graying, bald old man with a long beard in scholarly robes, and glasses. His favored weapon is the Kukri, and his Holy symbol is an open book and a magic circle around it.
Mevalai the Shy is the Goddess of Nature, Birth, Animals, Life, and Alchemy. Her Alignment is Chaotic Good. Her Domains are Air, Animal, Plant, Weather, and Water. She is pictured as a young and beautiful Faerie woman in traditional fey dress. Her favored weapon is the Whip, and her holy symbol is a a flower with stones as its roots, water as its stem, air as its leaves and fire as its blooming head.
Yorick the Merry is the God of Art, Song, Beauty, Love, Celebration, and Alcohol. His Alignment is Neutral Good. His Domains are Charm, Community, Good, Liberation, and Luck. His favored weapon is the Dagger, and his holy symbol is a tankard.
Yiaeva is the Goddess of Death, Judgement, Balance, and the Underworld/Afterlife. Her Alignment is Lawful Neutral. Her Domains are Darkness, Death, Law, Protection, and Repose. Her favored weapon is the Halberd, and her holy symbol is a scale with a hand grasping it's handle.
Meila the Deaf and Peirna the Blind are the Twin Goddesses of Duality, Fate, Time, and the conflicts of Good vs. Evil and Chaos vs. Law. Meila's Alignment is Lawful Evil and Peirna's alignment is Chaotic Good. Their Domains are Chaos, Evil, Good, Law, and Repose. Their favored weapon is the Double Sword, and their holy symbol is two shapes, one black and the other white, intertwined with eachother, and an eye on one side and an ear on the other.
Leargan Grayhammer the Strong is the God of Dignity, Work, Forge, Craftsmanship, and the Common Man. His alignment is Lawful Good. His domains are Artifice, Community, Glory, Good, and Strength. His favored weapon is the warhammer, and his holy symbol is a hammer, sickle and sewing needle crossed.
Valence the Extravagant is the Goddess of Magic, Arcana, and Planar Travel. Her alignment is Lawful Neutral. Her domains are Healing, Knowledge, Law, Magic and Rune. Her favored weapon is the Quarterstaff, and her holy symbol is a gemstone with runes inscribed in it.
Dorasai the Curious is the God of the Sea, Exploration, Adverturing, Innovation, and Idea. His Alignment is Chaotic Neutral. His Domains are Air, Glory, Knowledge, Luck, and Weather. His favored weapon is the Scimitar, and his holy symbol is rope tied to a chain.
Xyliazin the Greedy is the God of Deciet, Shadows, Stealth, and Theft. His alignment is Neutral Evil. His Domains are Darkness, Destruction, Evil, Rune, and Trickery. His favored weapon is the Punching Dagger (Katar) and his holy symbol is a drop of blood falling from a key.
Urik the Savage is the God of Destruction, Mayhem, Fire, and Violence. His Alignment is Chaotic Evil. His Domains are Chaos, Destruction, Fire, Strength, and War. His facored weapon is the Battle Axe, and his holy symbol is a battleaxe on fire.
Greth the Influential is the God of Corruption, Decay, Revenge, and Power. His Alignment is Lawful Evil. His Domains are Evil, Glory, Law, Nobility and Repose. His favored weapon is the Flail, and his holy symbol is a skull with diamonds in its eye sockets and rotting flesh in its mouth.
Reasai the Evil is the Goddess of Blood Magic, Heresy, Hexes, Necromancy, and Sorcery. Her Alignment is Neutral Evil. Her domains are Artifice, Destruction, Knowledge. Magic, and Repose. Her favored weapon is the Chakram, and her holy symbol is a bloodshot eye crying a drop of blood, and a magic circle behind it.
Dresmodia the Eccentric is the God of Madness, Dreams, Lies, Disguises, Sleep and Trickery. His Alignment is Chaotic Neutral. His Domains are Chaos, Darkness, Luck, Madness, and Repose. His favored weapon is the Scythe, and his holy symbol is a mirror with a top hat on top of it.
Ending Notes
But before we all start, I want to do a prologue rp with each of you individually, so that you all get a sense of who your character is and why they're adventuring.
There is no tl;dr. I expect you all to at least skim through it, and eventually read it all before we start. Could everyone please send me their character sheets, and a description of what their character looks like, their history, and their personality? If you need some info about some city that they could be from, then just message me and I'll be glad to help you.
Current players & PC's
1. Aquablast
2. Heth
3. Cythonion
4. Sleet - Kyari Smallroot - Kunari - Monk
5. 44RONM10
6. Zach_the_Husky
7. Hypergenesis - Leitz Coel - Human - Alchemist
NPC's of Note
Campaign Journal
We will meet over the IRC
All new entries are bold.
---
Region Map
MAP
There are lands beyond the mountains to the east, and the seas in the other directions, but their hardly known.
Character Creation
The stats are going to be a point-buy system as described here. You receive 20 points to spend there. You can also take two flaws, to get up to two bonus feats. Flaws can be things like fears, handicaps, disorders, mental scars, things like that. You all get the max starting gold, as described in the description for each class.
The available races are: Human, Dwarf, Elf, Halfling, Gnome, Orc, Kunari, Tiefling, Aasimar, Kobold, and Goblin. As well as half-elf, half-orc, and half-dwarf. The most common Half-races are Human/anything. After that, Dwarf/anything and Orc/anything are sort of common. Kunari/anything and Gnome/anything are uncommon. Elf/anything (except human) and Svel'dra/anything (except human) are rare. If you wish to be a race that's not listed here, then come talk to me and we'll work something out.
Kunari are very similar to humans, except their cat-like ears, claws, fangs, whiskers and tails. They're a little shorter and weaker than humans, but they're also faster and more cunning. Kunari recieve a +2 to Dexterity, +2 to Charisma, and -2 to Constitution. They have two natural claw weapons, dealing 1d4 damage each. Kunari recieve +2 to Perception, Acrobatics, and Survival checks. They also recieve +2 to their Reflex save to dodge traps. They have Low Light Vision, and a base land speed of 40 feet per round.
Use this as a reference for making your characters. Any classes from there, as well as any feat or anything else is allowed from there. http://www.d20pfsrd.com/
I expect you to play believable characters, as there will be plenty of roleplaying as well as fighting.
The Nations of Kallyria
In the land of Kallyria, eight nations dominate the landscape. Eralda, Teritia, Oerba, Nemaria, Herguard, Hollistein, Morgara, and Shouldin. Eralda is the forest nation of the Elves. The country is very xenophobic of the other races, only trusting Humans, Gnomes and Kunari, with the other races sometimes treated as second class citizens. The Elven Noble Houses each hold power throughout the kingdom. Teritia has a hilly landscape, with the Grand Lalic River, starting there. They are a mainly Human nation, heavily interested in trade, trading the wool and hides from their many farmlands. Oerba, despite being in the middle of the continent, tries to remain peaceful with the other nations. Oerba is the homeland of many Kunari, and they still control the majority of the political spectrum there. Most of the nation is farmland, producing mass amounts of produce. The wheat fields surrounding the capitol of Agran are famous throughout the world. Nemaria is by far the most active in exploration and colonization of the outside world. They have the largest military in the area, but use it in defense more than invasion. Nemaria isn't dominated by any one race, but Humans are in most positions of power. Morgara has been very inactive in politics, almost exclusively keeping to themselves. In times of war, their mainly Orc population drives them into battle with any who challenge them. But they have had the most contact and trade with the lands to the south. Shouldin, although small, is one of the more aggressive nations. Many Kobolds find their homes here. They constantly contend the surrounding nations of Hollistein, Oerba and Morgara for territory and land. Hollistein is covered in highlands and mountainous regions, leaving the land nonviable for large amounts of crops. Being a Dwarven Nation, Hollistein's population is almost entirely in a few huge metropolises on mountainsides, and underground. Due to the large amount of gems and precious metals in the mountain, nearly all jewelry and the raw materials for coinage and metallurgy comes from Hollistein. Herguard is a smaller nation, but they make up for it with their great innovations. The Herguardian Gnomes are some of the greatest inventors in the world, working on technology that is decades ahead of the other nations using steam technology; such as engines, massive air-ships, and trains. The huge snowfall allows them near endless supplies of water for their steam-technology.
Eralda is ruled by King Deyawhr, an elven nobleman who cares more about his citizens than his country. Teritia is ruled by The Grand Council, a group of officials who govern the lands. Herguard is ruled by Lord Berlywir, a Gnomish inventor in his own right. Hollistein is ruled by King Garngath Grayhammer, a Dwarven man with a temper that comes just as fast as it goes. Shouldin is ruled Sir Skrashga, a Kobold who claims descendant from dragons. Morgara is ruled by High Chieftan Krad, a war hungry Orc ruler who gained his power through his military prowess. Oerba is controlled by Lady Valya, a Kunari woman who just recently inherited the throne from her late parents. Nemaria is ruled by King Norman, but it's common knowledge that the Grand Knights of Nemaria defy his rule and have all the true power in Nemaria.
Knightly Orders
Throughout the land, many Knightly orders protect their various lands. The most powerful of these Knightly orders is the Fellowship of the Noble Steed. The Fellowship of the Noble Steed is composed of men and women of all races and classes. From Wizards to Barbarians, and from Gnomes to Giants. The Order of the Noble Steed is ruled by the Six Knights of Virtue. Nothing is known about the Six Knights of Virtue under their armor. The six of them wear armor or clothes that cover their entire body, so as to preserve their identity. But their armors are each one-of-a-kind, as are their weapons. The White Knight of Liberality, who crafts powerful magical items, The Red Knight of Merriment, who sings magical songs to inspire power and courage, The Blue Knight of Loyalty, who's combat prowess is only matched by his speed, The Orange Knight of Integrity, who's fists are as powerful as his will, The Yellow Knight of Benevolence, who has dominion over the beasts of the land, and The Violet Knight of Fellowship, who's spells strike fear into those who see them. The Six Virtuous Knights act in secret, and have no favor in the hearts of the kings of the lands, as their actions seem to undermine the actions of the nations.
Racial Relations
The various races intermingle throughout the lands, and are considered equal. Kunari, Dwarves and Orcs were once slaves to the Humans and Elves, hundreds of years ago. Dwarves and Kunari have long since thrown away anger for the slavery, but the Orcs haven't forgotten, and have resentment to their Human and Elven ex-slave owners, and feel a bond to their ex-bretheren Dwarves and Kunari. Nowadays, the only slaves are the serfs that work on the lands of the many Nobles in the lands. Aasimar and Tiefling both have never had their own homeland, and tend to be travelers throughout the land; Although some Tiefling and Aasimar find permanent homes for themselves. Goblins used to be a threat to all, until Gnomish trading and Orcish treaties caused them to be more civilized. The Gnomes and Kobolds kept out the the way of the others until a few hundred years ago.
Magic
Wizards are taught in Mage Towers. There is one Mage Tower for every specialization. Wizards in that tower do not have to study that specialization, but a majority of them do. Sorcerers, Witches and Summoners are considered to be apostates of mage towers. They are not allowed in the mage towers due to the fear that they will be possessed by an outsider, and that outsider will spread throughout the towers. Each Mage Tower has Paladins guarding it. Should an Outsider take control of any mage within the tower, the paladins are ordered to kill that mage, and any mages that show signs of possession. Paladins actively seek out and destroy apostate mages. The Mage Towers are considered their own sovereign nation in their own right. All Mage Towers are presided over by a Magistar; a Grand Mage. That Magistar rules over the mages in his or her tower in any way they see fit. The 8 Magistar, when together, are called the Arcane Council. They are considered to be the greatest mages in the world. In each Mage Tower there is an Altar of Valence, to honor the deity who gave them their magic. Worship of Reasai is grounds for banishment from the mages tower.
When mages cast magic, they draw their power from the Realm of Valence. Dark magic, such as hexes, curses, blood magic, and dark sorcery are drawn from the Realm of Reasai. When a mortal falls asleep, their soul resides in the Realm of Dresmodia. Dresmodia watches over mortals as they sleep, protecting them from demons who wish to possess them. Mages don't go to the realm of Dresmodia when they sleep, but rather they drift between the planes of existence.
Guilds
In each large city, the various trade guilds buy and sell their wares, and give a place to rest for their members. Trade Guilds accept membership from any traders, both shopkeepers and traveling traders. They act as middlemen for traders and salesmen looking to purchase or sell any goods. Using a Guild's service is free to it's members, but if you are part of a rival Guild, or an independent trader, then they normally make you pay a fine.
There are also guilds for any number of professions and crafts. Woodworking guilds, blacksmithing guilds, hunting guilds, and alchemists guilds, for some. There are also thieves guilds ran underground, always on the run from the law.
Deities
The deities of Kallyria take an active role in the goings-ons of its denizens, that is, when they want to. The Mother Goddess Ellysia is seen as the Queen of the Deities, as she created the world, and mothered the sixteen major Gods. Each God and Goddess controls their own plane, each plan acting like their kingdom. Everyone worships Ellysia, and she doesn't have any formal church, as all churches of her sixteen children honor her.
Tirius the Honorable is the God of War, Honor, Family, Patriotism and the Hearth. His alignment is Lawful Good. His Domains are Protection, Glory, Protection, Strength and War. He is pictured as a human wearing centurion armor, carrying a large shield and a longsword. His favored weapon is the Longsword, and his holy symbol is a shield with a sword crossing vertically, and laurels around the top.
Ellayn the Brazen is the Goddess of Agriculture, Harvest, Season, Hunting and Food. Her aligment is Neutral Good. Her Domains are Animal, Earth, Healing, Plant, and Protection. She is pictured as a Kunari in a humble yet elegant dark-violet dress and long flowing brown hair. Her favored weapon is the Longbow, and her holy symbol is a sickle crossing an arrow.
Kator Val the Kind is the Goddess of Travel, Commerce and Trade. His alignment is Lawful Neutral. His Domains are Artifice, Law, Luck, Protection and Travel. He is pictured as an older Orc in fine, rich silk clothing. His favored weapon is the Morning Star, and his holy symbol is a Coin with a crack along the bottom.
Biour the Wise is the God of Knowledge, Wisdom, and Writing. His alignment is True Neutral. His Domains are Artifice, Knowledge, Law, Nobility, and Rune. He is pictured as a graying, bald old man with a long beard in scholarly robes, and glasses. His favored weapon is the Kukri, and his Holy symbol is an open book and a magic circle around it.
Mevalai the Shy is the Goddess of Nature, Birth, Animals, Life, and Alchemy. Her Alignment is Chaotic Good. Her Domains are Air, Animal, Plant, Weather, and Water. She is pictured as a young and beautiful Faerie woman in traditional fey dress. Her favored weapon is the Whip, and her holy symbol is a a flower with stones as its roots, water as its stem, air as its leaves and fire as its blooming head.
Yorick the Merry is the God of Art, Song, Beauty, Love, Celebration, and Alcohol. His Alignment is Neutral Good. His Domains are Charm, Community, Good, Liberation, and Luck. His favored weapon is the Dagger, and his holy symbol is a tankard.
Yiaeva is the Goddess of Death, Judgement, Balance, and the Underworld/Afterlife. Her Alignment is Lawful Neutral. Her Domains are Darkness, Death, Law, Protection, and Repose. Her favored weapon is the Halberd, and her holy symbol is a scale with a hand grasping it's handle.
Meila the Deaf and Peirna the Blind are the Twin Goddesses of Duality, Fate, Time, and the conflicts of Good vs. Evil and Chaos vs. Law. Meila's Alignment is Lawful Evil and Peirna's alignment is Chaotic Good. Their Domains are Chaos, Evil, Good, Law, and Repose. Their favored weapon is the Double Sword, and their holy symbol is two shapes, one black and the other white, intertwined with eachother, and an eye on one side and an ear on the other.
Leargan Grayhammer the Strong is the God of Dignity, Work, Forge, Craftsmanship, and the Common Man. His alignment is Lawful Good. His domains are Artifice, Community, Glory, Good, and Strength. His favored weapon is the warhammer, and his holy symbol is a hammer, sickle and sewing needle crossed.
Valence the Extravagant is the Goddess of Magic, Arcana, and Planar Travel. Her alignment is Lawful Neutral. Her domains are Healing, Knowledge, Law, Magic and Rune. Her favored weapon is the Quarterstaff, and her holy symbol is a gemstone with runes inscribed in it.
Dorasai the Curious is the God of the Sea, Exploration, Adverturing, Innovation, and Idea. His Alignment is Chaotic Neutral. His Domains are Air, Glory, Knowledge, Luck, and Weather. His favored weapon is the Scimitar, and his holy symbol is rope tied to a chain.
Xyliazin the Greedy is the God of Deciet, Shadows, Stealth, and Theft. His alignment is Neutral Evil. His Domains are Darkness, Destruction, Evil, Rune, and Trickery. His favored weapon is the Punching Dagger (Katar) and his holy symbol is a drop of blood falling from a key.
Urik the Savage is the God of Destruction, Mayhem, Fire, and Violence. His Alignment is Chaotic Evil. His Domains are Chaos, Destruction, Fire, Strength, and War. His facored weapon is the Battle Axe, and his holy symbol is a battleaxe on fire.
Greth the Influential is the God of Corruption, Decay, Revenge, and Power. His Alignment is Lawful Evil. His Domains are Evil, Glory, Law, Nobility and Repose. His favored weapon is the Flail, and his holy symbol is a skull with diamonds in its eye sockets and rotting flesh in its mouth.
Reasai the Evil is the Goddess of Blood Magic, Heresy, Hexes, Necromancy, and Sorcery. Her Alignment is Neutral Evil. Her domains are Artifice, Destruction, Knowledge. Magic, and Repose. Her favored weapon is the Chakram, and her holy symbol is a bloodshot eye crying a drop of blood, and a magic circle behind it.
Dresmodia the Eccentric is the God of Madness, Dreams, Lies, Disguises, Sleep and Trickery. His Alignment is Chaotic Neutral. His Domains are Chaos, Darkness, Luck, Madness, and Repose. His favored weapon is the Scythe, and his holy symbol is a mirror with a top hat on top of it.
Ending Notes
But before we all start, I want to do a prologue rp with each of you individually, so that you all get a sense of who your character is and why they're adventuring.
There is no tl;dr. I expect you all to at least skim through it, and eventually read it all before we start. Could everyone please send me their character sheets, and a description of what their character looks like, their history, and their personality? If you need some info about some city that they could be from, then just message me and I'll be glad to help you.
Current players & PC's
1. Aquablast
2. Heth
3. Cythonion
4. Sleet - Kyari Smallroot - Kunari - Monk
5. 44RONM10
6. Zach_the_Husky
7. Hypergenesis - Leitz Coel - Human - Alchemist
NPC's of Note
Campaign Journal