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| #1Chiba_MonkeyApr 20, 2010 5:54:07 | My campaign setting is difficult to introduce without a small amount of exposition. When I started DMing, I did so because I had a great idea for a long campaign arc, the kind I would want to be in as a player. Humble origin and seemingly unrelated sidequests (both of which players would find out much later was indeed tied into the main storyline), plot twists, betrayals, and have players be the heroes who bring an end to a major threat to the world. |
| #2Chiba_MonkeyApr 20, 2010 5:54:52 | [u]Antheron - Pantheon[/u] Deities by Alignment: Lawful Good Bahamut Moradin Teneryn Good Adonathiel Corellon Unaligned Damacles Erathis Mensyannah Sacerai Sehanine Evil Asharaska Bridenal Tiamat Chaotic Evil Ragashak Thanatos [u]Adonathiel[/u] - The Bright, The Light of Creation Good Symbol: A Stylized Sun Portfolio: The Sun, Light, Health, Time, Good Luck Worshippers: Paladins, Physicians, Athletes, numerous Good-aligned people Home Plane: Elysium Description: One of two deities to spring into existence at the will of Niloc, Adonathiel is eternal. One of, if not the most popular of human deities, his espouses the virtues of healthy, good living, kindness, and he instructs his followers to be an example to others. Adonathiel suffered little during the Godswar, always remaining a shining example to the other gods. He steadfastly opposes the machinations of his sister in every way. People commonly pray to Adonathiel when they or those close to them are sick, but also for good luck in risky endeavors, and for success in charitable events. Clergy/Temples: Temples to Adonathiel can be found in most human settlements. The clergy promotes athletic events in the community, as well as maintaining hospitals during times of great sickness. His temples' construction usually involves a great deal of windows and stained glass to allow natural light to illuminate everything. His clergy hierarchy is based on respect. While the more senior members certainly deserve this honor, younger members who demonstrate particular piety and devotion to Adonathiel's causes also deserve this honor. Dawn is a special time to his faithful, and many of his followers spend some time at dawn to pray to him. Favored Weapon: Morningstar "Heavenly Light", also other Maces. Domains: Sun, Hope, Life, Luck [u]Asharaska[/u] - The Mistress of Shadow, The Bleak Evil Symbol: A domino mask pierced by a stiletto Portfolio: Darkness, Night, Deciet, Revenge, Hatred, Secrets, Bad Luck Worshippers: Thieves, Assassins (the profession, not the class), People who seek revenge, Dark Fey Home Plane: The Shadowfell Description: Like her twin brother, Asharaska is eternal. She hates her brother and everything he stands for. She put aside her hatred and secrecy and fought alongside the other gods during the Godswar. Like Adonathiel, she was a champion among the gods, which made many mortals more aware of her existence. While she prefers secrecy, this served to vastly increase her number of followers. Since the war, she has once again faded into the shadows, and her clergy has worked diligently to remove written knowledge of her existence from history books. Her Desmene is in the Shadowfell, a plane close to the Prime, and she keeps a close eye on mortal events, ever ready to answer the call of a prospective new worshipper to whom she might lend a bit of aid in seeking revenge, turning them down a dark path that leads to her worship. People pray to her to avoid bad luck, to wish bad luck on others, to succeed in revenge, or to keep secrets hidden. Clergy/Temples: Temples to Asharaska, and gatherings in them, are secret. Large cities may hold several cells of her church, secret even from each other. If a priest became aware of the existence of another cell, he would keep silent on the matter, seeking a way to use the knowledge to his advantage. Most of her clergy are called on an individual basis, and there is no clear hierarchy, since most cells are secret from each other. When two priests meet, the less powerful defer to their betters. Her followers are instructed to never pray to her in a lighted area, they must be totally enclosed in darkness, or risk offending her. Favored Weapon: Shortsword "Shadowstrike", or any easily concealed weapon (usually Light Blades) Domains: Darkness, Vengeance, Strife, Poison [u]Bahamut[/u] - The Platinum Dragon Lawful Good Symbol: A Shield with a Dragon's head emblazoned on it. Portfolio: Protection, Nobility, Justice(primarily in Drakkensari lands), Good Dragons Worshippers: Paladins, Guards, Soldiers, Nobles, Nonevil dragons Home Plane: Celestia - Peak Description: Originally a deity of the Draconic Pantheon worshipped in Drakkensrad, Bahamut advocated intervention in the Godswar early on, but was forbidden by Io, the Ninefold Dragon, chief of the Draconic Pantheon. After the bulk of their worshippers in Drakkansrad became threatened, the pantheon intervened. When Io died, his first children Bahamut and Tiamat absorbed the lion's share of hs power. In the aftermath of the war, Bahamut and Tiamat both sought worshippers in the northern lands. Bahamut found a place for himself filling the void left by Baldanar, former god of protection. While Teneryn is the primary deity of justice in human lands, the Drakkensari still revere Bahamut in that role. He gets along well with all nonevil deities. he advocates protecting the weak, and seeking out and destroying evil wherever it lurks, especially the children of his sister, Tiamat. Clergy/Temples: Bahamut's clergy, even those not trained in PC classes, usually recieve training in arms and heavy armor, to better protect their flock. Many of his temples in the northern continent are converted temples of Baldanar, and, as such, are fortified structures. Bahamut also teaches responsible use of power, and in major cities, his temples can often be found close to the seat of power. While Bahamut does not restrict how his followers pray to him, he looks favorably on those who do so in full armor and/or with their hands on a shield. Favored Weapon: Longsword "Platinum Fang", other Heavy Blades also acceptable Domains: Justice, Protection [u]Bridenal[/u] - The Dread Lord, The Lord of Hell Evil Symbol: A Black Clenched Fist before a Ruby Pentagram; As Asmodeus, a Ruby Pentagram Portfolio: Rulership, Fear, Tyranny Worshippers: Nobles, Warlords, Power-Hungry individuals, Devil summoners Home Plane: Baator, the Nine Hells Description: There are ancient religious texts about Bridenal that tell a tale of a mortal warlord who conquered a vast kingdom, and expanded his empire even into the planes. His followers worshipped him, abandoning other gods. The stories of his clergy state that he siezed true divinity by his own power and might, but that is contested by others. In current times, the distinction between Bridenal and Asmodeus is moot. His mortal clergy, however, paint the image that Bridenal conquered Asmodeus and assumed his mantle as Lord of Hell, taking the Ruby Rod as a symbol of his dominance. In truth, he still answers prayers in Asmodeus' name, and the devils of Baator still claim to follow Asmodeus. Bridenal teaches that the strong rule the weak, and that those in power must enforce their right to rule with an iron fist. Bridenal's only current ally is Tiamat, and even that is mostly a carry-over from Asmodeus. Clergy/Temples: In the northern continent, Bridenal is the only evil deity that one will find open public temples to in major cities. His temples are large, grand affairs, and as close to the seat of power as possible, oftentimes the seat of government houses a shrine to him inside it as well. As a god of rulership, he is popular among the nobility, but his teachings vastly conflict with those of Bahamut. Though he now rules over devils, his clergy is clever enough to avoid overt signs of infernal power, even denouncing devil cults publicly, while secretly providing them succor. Bridenal craves adoration, or at least fear, from everyone, and the more people gathered at his worship ceremonies, the more favor he looks upon the presiding priest with. Favored Weapon: Gauntlet "Crushing Fist of Spite", also Maces "Ruby Rod" Domains: Tyranny, Civilization, Torment (as Asmodeus) [u]Corellon[/u] - The Coronal of Arvandor, The Summer King Good Symbol: An Eight-Pointed Star Portfolio: The Arts (music, poetry, etc.), Creativity, Summer, Fey Worshippers: Eladrin, Artists, Mages, Benign Fey Home Plane: Arvandor Description: The Lord of the Seldarine (the Elven Pantheon), Corellon saw the rest of his fellows reduced in power during the Godswar as they attempted to protect Arvandor itself. Absorbing their power into himself increased his own, and taking in Sonorious did the same, as well as increasing his non-elven followers. Chief Architect of the Grey Elf Retreat into the Feywild (see "Races" entry below), many Eladrin honor him as the patron of their race. However, he no longer considers himself solely a god of, or for, the elven people, and his blessings go with all who seek to create beauty to be shared with the world. He embodies free-thinking, challenging old ideas, and finding good and beauty in the world around oneself. That said, he is also a warrior, and swordplay is one of his most favored forms of art. He still gets along well with Sehanine, although she is no longer his consort, and he has good relations with Moradin and Menyannah. Clergy/Temples: Corellon took over all of Sonorious' temples, which were not many, and not very large. But his worship has since spread, and shrines to him can be found in the homes of artists, as well as in performance halls. His largest temples, however, are still in elven and eladrin lands. His clergy are encourages to compose and/or create, and they sponsor public beatification projects in the towns and cities they call home. Most of Corellon's holy days are during the summer, when time outside in nature can be most enjoyed by all. Favored Weapon: Longsword "Blade of Grace", Also Rapier. Domains: Change, Creation, Skill [u]Damacles[/u] - The Tempest, The Battlelord Unaligned Symbol: A pair of Crossed Swords Portfolio: War, Battle, Conflict Worshippers: Soldiers, Fighters, Warlords, Mercenaries Home Plane: Ysgard Description: As unchanging as the deities from whose conflict he spawned, Damacles actually thrived during the Godswar. Something of a juggernaut for the side of the deities, Damacles actually gained power from the conflict he was involved in, and personally slew several Primordials. The re-alignment of the planes saw his seperate domains in Ysgard and Acheron merge, and his faithful can look forward to unending conflict as theri eternal reward at his side. Damacles favors all forms of conflict from careful strategy and battle plans, to wild, untamed savagery on the field. It may seem odd, then, that he does not hate peace or peaceful times. Damacles feels that war is more clearly defined and emphasized when separated by periods of peace. Clergy/Temples: Damacles' clergy can always be found under arms. His faithful are expected to hold a weapon when they pray. His larger temples always appear to be fortified structures capable of withstanding a seige. The heirarchy of his church is organized in a strict, military fashion, and many of his clergy hold secular military rank as well. Favored Weapon: Battleaxe "Foe Cleaver", or other axes, also 2 handed, edged weapons. Domains: War, Destruction, Strength [u]Erathis[/u] - The Shepard(ess), The Builder Unaligned Symbol: The top half of a Gear Cog on a Coin. Portfolio: Civilization, Trade, Innovation Worshippers: Merchants, Architects, Inventors, Engineers, Explorers Home Plane: Elysium Description: Born of Teneryn and Baldanar, Erathis was a yound demigod when the Godswar erupted. With her father's death, she was invested with much of his divine power, but was ill-suited to replace him. Myrsalla and Theafera merged their portfolios with her, making her a true deity. Not a fighter, Erathis focused her efforts and those of her budding church towards rebuilding. This earned the respect and devotion of many who sought peace. She holds Vianodicci's portfolio of knowledge and invention in trust, and hopes to see the reclusive god restored. Erathis seeks to spread civilization, which brings her into conflict with Mensyanah and Ragashak, as well as the Primal Spirits of the world. She gets along well with her mother and Bahamut, but also occasionally with Bridenal, who is, after all, a deity well-served by civilization. Erathis has a strained relationship with Tiamat. Trade and Wealth go hand in hand, but Tiamat advocated hoarding wealth, while Earthis would rather see the money spent to go back into circulation. Clergy/Temples: Many temples and shrines to Myrsalla and Theafera became devoted to Erathis almost overnight. Her clergy also tend to former temples to Vianodicci, and these temples also contain shrines to the almost-forgotten god. Her clergy preaches her values of the spread of civilization, and her temples can be found in all large cities, as well as in towns that have been founded since the Godswar, since her faithful invariably helped with the construction of the town itself. Erathis prefers that her clerics pray indoors, or at the very least in a shelter of some sort, if at all possible. Favored Weapon: Warhammer "The Builder's Hand", also Axes and other hammers Domains: Civilization, Life, Knowledge [u]Mensyannah[/u] - The Huntress, The Keeper of the Wild Unaligned Symbol: A Curved Hunting Horn enclosing the sillhouette of either a stag or a wolf Portfolio: Forests, Hunting, Autumn, Harmony with Nature Worshippers: Rangers, Frontiersmen, members of any Primal class Home Plane: Wyrlarn/The Feywild Description: Mensyannah has changed. The daughter of Silhain-Vitrus, she has absorbed much of her father's power and portfolio in order to survive. She also absorbed a level of his abstract detachment from civilized affairs. Although she still staunchly opposes the wild savagery and wanton destruction of Ragashak, she also find Erathis' encroachment of civilization distasteful. Mensyannah prefers an existence that lives in harmony with nature, with as little destruction of it as possible. She has close ties with the Primal Spirits of the world, and many serve her willingly as her exarchs. Clergy/Temples: Mennsyannah's clergy are almost exclusivley of the druidic tradition. As such, few actual temples exist. The largest, however, is the House of the Hunt, which serves not only as her temple, but as the Central Lodge for the Rangers of Mensyannah, an organization devoted to the defense of the unspoiled natural world. Mensyannah's druids are generally the most benign, although even this is tempered with some of Nature's own impartiality. Favored Weapon: Longbow "Hunter's Pride", also Staff, Spears, Primal Implements Domains: Wilderness, Freedom [u]Moradin[/u] - The Dwarffather, The Soulforger Lawful Good Symbol: A Hammer before an Anvil Portfolio: Creation, Tradition, Mountains and Caves Worshippers: Dwarves, Craftsmen, Miners Home Plane: Celestia (base/ineterior) Description: Moradin, traditionally a dwarven deity, had gained a following in human lands even before the Godswar, when many dwarves moved to the surface. When the rest of the Morndinsamman was weakened, he became sole patron of the dwarves, and they became exarchs under him. He also now fills a void left by Viannodicci. Moradin, Corellon, and Erathis are all closely allied in their similar interests. Moradin specifically sponsors those who create (especially metal and stonework) for a living. Clergy/Temples: Every Dwarven City or town has a temple to Moradin in it. Human towns, if they do not have a temple to Moradin, at least have a shrine to him within a temple of Erathis. Most independant temples to Moradin in human lands are in settlements with a high dwarf population. The hierarchy is very organized with structured ranks. The High Priest of Moradin presides from the dwarven capital of Dumahstone. Other Bishops and Cardinals follow instruction from him. Favored Weapon: Warhammer "The Soulhammer", also Axes and Picks. Domains: Creation, Earth [u]Ragashak[/u] - The Beast, The Ravager, the Ravenous Chaotic Evil Symbol: A Bloody Set of Jaws Portfolio: Slaughter, Storms, Winter, Predators Worshippers: Gnolls. Evil Druids/Shamans, Lycanthropes, Sahuagin Home Plane: Wyrlarn/The Feywild Description: Ragashak has always been a Beast. He is, however, a cunning predator. Although he turned against a rival deity during the Godswar, he was also a svage and effective weapon against the Primordials. Ragashak, like Mensyannah, has close ties with the Primal Spirits of the world, especially those who are more destructive and violent. He should not be confused with the Primal Beast, who does not embody the destructive evil that Ragashak represents. The Ravager loves causing chaos as much as bloodshed, and he instructs his followers to do the same. Clergy/Temples: All of Ragashak's "clergy" are of the druidic or shamanistic traditions, and as such, only the druids have any hierarchy to speak of. Ragashak's faithful kill for pleasure and wreak havoc wherever they go. The "gift" of lycanthropy is said to be a boon from Ragashak, and his followers revere lycanthropes as holy. Ragashak has no temples, only impromptu sacrificial altars (which may or may not be revisted and reused), and a few sacred areas of land (such as Druid Groves, certain caves, valleys, etc.). Favored Weapon: Claws/Teeth, also Primal Implements. Domains: Wilderness, Winter, Storm [u]Sacerai[/u] - The Magistrix, The Veiled Lady Unaligned Symbol: 3 Triangles stacked to form another, within a Radiant Circle Portfolio: Arcane Magic Worshippers: Arcane casters, especially wizards Home Plane: The Magesterium Description: Sacerai is one of the oldest deities in the Pantheon. When Adonathiel and Asharaska collaborated in Creation, they inadvertantly created Sacerai with the development of Arcane Magic. Sacerai IS the source of Arcane Magic in Antheron. Her power was severely tested during the Godswar. The Primordials wielded pure Elemental and Shadow power that had no connection to the Veil of Arcane magic that Sacerai maintains. As a result of the conflict, Sacerai is no longer the sole keeper of all things Arcane. Warlocks' route to power is entirely outside her desmene. However, her worship has not changed and she still espouses the pursuit of knowledge and development and refinement of Arcane Power. Clergy/Temples: Sacerai's clergy usually have some Arcane talent( read as: Ritual Casters at least). Her temples are often warded with magic and contain libraries of spells, rituals, and magical lore. Her largest temple is in Val Lumina, and the temple founded Val Lumina's Arcane College. Favored Weapon: Staff "Staff of the Magister", also Wands, Orbs, Tomes. Domains: Arcana, Knowledge [u]Sehanine[/u] - The Beautiful Dreamer, The Lady-In-The-Moon Unaligned Symbol: A Stylized Crescent Moon, usually made of silver and/or pearls Portfolio: The Moon, Stars, Navigation, Love, Spring Worshippers: Elves, Astrologers, Sailors, Lovers, women of all walks of life Home Plane: Arvandor Description: When Lucrece (Sehanine's daughter by Adonathiel) was badly wounded early in the war, Sehanine Moonbow of the Seldarine did the only thing she could to preserve her daughter's existence. Sehanine greatly disapproved of the Retreat of the Grey Elves, and had no part in it. Sehanine also adopted Fenalethri's portfolio when that goddess fell. Sehanine fought valiantly during the Godswar, but somehow as a result of one of her battles, those elves who did not Retreat into the Feywild changed, and now sleep like mortal races. Sehanine is still close to Corellon (although no longer his consort), and is friendly with Mensyannah, but hates Bridenal and Gruumsh. Clergy/Temples: Every port town contains at least a shrine to Sehanine. Her temples can be found in cities and towns, as well as concealed in the wilderness. The Elves consider Sehanine to be the patron of their race, but she is worshipped by many peoples. Women, especially, are drawn to er worship, and outside of elven lands, a majority of her clergy is female. Favored Weapon: Shortbow "Shaft of Moonlight", also Javelins/Spears and Maces. Domains: Moon, Love, Trickery [u]Teneryn[/u] - The Just, The Lady of Truth Lawful Good Symbol: The Scales of Justice Balanced on the Point of a Sword Portfolio: Truth, Justice, Judgement Worshippers: Paladins, Judges, numerous law-abiding people Home Plane: Celestia (base and slopes) Description: Teneryn is one of the most popular deities among everyday people, along with Adonathiel. The daughter of Damacles and Fenalethri, she is militant, like her father; and, though benign, she shared none of her mother's flightiness. She keenly feels the loss of her lover Baldanar during the war, and her teachings have become less mercy-oriented. Absorbing Vorador's portfolio of Judgement may also be a contributing factor. Teneryn is allied with Bahamut, Moradi, and Erathis, and hates Tiamat, Thanatos, and Asharaska. Clergy/Temples: Many of those in the business of law enforcement worship or at least honor Teneryn. Shrines to the Lady of Truth can be found in most city halls (or in courthouses in larger cities). As a very popular deity, temples to her can be found in many human cities. Her church hierarchy is very organized, but not rigid. The center of her church is in Tel Ranar, and it also serves as Motherhouse to the Justicars (see "Classes" below). Favored Weapon: Longsword "The Blade of Truth", other 1-handed weapons acceptable. Domains: Justice, Hope [u]Thanatos[/u] - The Apostate, The Reaver of Souls Chaotic Evil Symbol: A Black Skull Portfolio: Death, Undeath, The Dead Worshippers: Necromancers, Murderers, and Intelligent Undead Home Plane: Hades/The Shadowfell Description: Long ago, Thanatos was a minor deity serving under Vorador. He attempted to steal the Divine Essence of Death from him, but the power of it almost killed him. He remained trapped, for thousands of years, between The Negative Energy Plane and Hades. He was freed during the Godswar by Vorador, who knew all deific power would be needed. Thanatos agreed to work with the other gods, but quickly slew Vorador at his first opportunity, and absorbed much of his power. While he was unable to take on some of Vorador's more benevolent aspects, Thanatos became god of the Dead. While his betrayal rocked the Pantheon, Thanatos used his new, stronger powers to become a terrible foe to the Primordials. Several fallen Primordials became monstrous undead engines of destruction under Thanatos' command. Thanatos used the city of Riva (once the heart of Vorador's Church) as the focus for this terrible project, forever cursing that place. Clergy/Temples: Due to Thanatos' nature and portfolio, he was unable to claim Vorador's old temples and public shrines. The cemetary and mortuary shrines were briefly claimed by his Reapers, but public outcry and Adonathiel's Dawn Knights chased them out. Thanatos' shrines are once again very secretive, small affairs. The only major temple is the Sacteum Mortalis, hidden somewhere in Tel Ranar. His clergy, called Reapers, seek to snuff out all life and seek undeath as a preferred state of being. Thanatos' woprship calls to derranged individuals and lures in the hopeless and disenchanted. In the wake of the Godswar, he is one of the greatest threats to all life on Antheron. Favored Weapon: Scythe "Soul Reaver", also Whips, Scourges, Flails Domains: Death, Undeath [u]Tiamat[/u] - The Dragon Queen, The Chromatic Dragon Evil Symbol: A Stylized representation of 5 Dragon Heads in a Star Formation Portfolio: Greed, Wealth, Envy, Chromatic Dragons Worshippers: Merchants, Moneylenders, the wealthy, evil dragons Home Plane: Baator, the Nine Hells Description: Like Bahamut, Tiamat's power increased when Io died in the Godswar. She claimed Myrsalla's vacant portfolio of wealth since it complimented her existing one, and so found a place in nondraconic worshippers forever. She attempted to snatch up Viannodicci's portfolio, having no real inclination for it, but desirting more worshippers, power, and prestige, she was blocked in that venture by Erathis, earning the young goddess the Dragon Queen's eternal enmity. Clergy/Temples: Tiamat's temples exist openly only in Drakkensrad, and they are opulent affairs with plenty of ostenatious displays of wealth. Her temples outside Drakkensari lands are rarely, if ever, public, and are most often private shrines in the home of the wealthy, or in the Guildhalls of Thieves. Her clergy promotes the aquisition of wealth, as well as avarice, and bitterness towards rivals. In that respect, her portfolio overlaps Asharaska's, but usually only in Drakkensari lands. Her faithful hoard wealth and thank Tiamat for it, praying to here to protect it. Sacrifices to Tiamat must be of great value, preferably monetary, but personnal value is also acceptable. Favored Weapon: Dagger "Chromatic Fang", any blade also acceptable, preferrably curved. Domains: Strife, Destruction Other gods: [u]The God Who Is Yet To Be[/u] Unknown Description: There is a sect among some Shadar-Kai enclaves who speak of a god who will come to be. This deity they speak of seems very similar to Vorador, in that it will be a god of the dead, but enemy of undeath. Very little outside of this is known to outsiders, but the Shadar-Kai who speak of it believe that they are paving the way for this new god's arrival. Domains: Fate, Death, Change [u]Lolth[/u] - The Spider Queen The Chaotic Evil goddess of the drow was changed little by the Godswar. She eliminated the other gods in the drow pantheon, drawing forth their divine energy to supplement her own. She fought alongside the gods, but caused a great deal of conflict, especially with Corellon and Sehanine. Favored Weapon: Dagger, Whip Domains: Darkness, Torment, Trickery [u]Gruumsh[/u] - One-Eye The Chaotic Evil god of Orcs has changed little as well. He continues to advocate a campaign of savagery and destruction among his followers. There is little room for thought of anything else. Favored Weapon: Greataxe Domains: Strength, Destruction, War [u]Tharizdun[/u] - The Elder Elemental Eye Very little is known about this god, since no recorded history among mortals ever mentions him. Tharizdun is an ancient a powerful enigmatic figure who is somehow responsible for bringing the primordials into this reality to destroy the gods. There are small cults to Tharizdun, as well as some cults dedicated to elemental forces that are a front for his religion. Favored Weapon: Dagger Domains: Madness, Destruction [u]Vianodicci[/u] - The Wise Formerly the Unaligned god of knowledge, creation, and invention, Vianodicci seemingly disappeared near the beginning of the Godswar. To his mortal followers, he simply stopped answering prayers or granting spells. Some of the gods know that he suddenly went mad and retreated into the depths of his domain. The truth is that he discovered Tharizdun, and that ancient overdeity visited upon Vianodicci the madness of the Far Realm. Today, worship of him is kept alive only by (increasingly smaller) groups of scholars. |
| #3Chiba_MonkeyApr 20, 2010 6:00:27 | [u]Antheron - Astral Desmenes[/u] During the Godswar, the Great Wheel was shattered, and the planes spiralled out of control through the Astral Sea. The gods feared what the powerful alignment features of the outer planes would do if they strayed too close to the Prime Material Plane, and so they raised the Astral Sea above the material plane, leaving it no longer a transient plane. The diametric opposites; Astral Sea and Elemental Chaos, one peace and stillness, the other ramaging chaos, settled into a degree of normalcy as the Elemental Chaos settled below the Prime. Many of the previous planes of the Great Wheel spun out of control. Some shattered, breaking into pieces that either still exist as isolated areas of the Astral Sea, or fell into the Elemental Chaos, becoming earthmotes there, or, in the case of the Ever-Changing Chaos of Limbo, a part of the plane. Those planes that housed deities largely survived due to the deific will of their patrons. Some deities protected most of their home plane, others managed to save only the domain that belonged to them within the plane. A handful of new domains have formed, some at the will of the deities who reside there, others at the behest of more enginmatic forces. Arvandor - The Ancestral home of the Seldarine Initially a part of the Olympian Glades of Arborea, the rest of that plane suffered, while only Arvandor, the area under the direct protection of the Seldarine was preserved. Astral travellers to Arvandor will find that more than half of the entire domain is covered in lush, green forest. Part of the plane is eternally night under a full moon, the other entertains a normal day/night cycle. Deities: Corellon and Sehanine each maintain their own desmene here. The two get along well, as do their exalted followers, but the close bond that the two gods once shared is lost. Sehanine's domain is a great forest cloaked in eternal, moonlit night. Corellon's is a great city of crystal and glass, a breathtaking sight to newcomers to the plane. Exarchs: *Sehanine: -Lysiera - Stars and Navigation -Rillifane Rallathil - Woodlands, Nature, Druids -Fenmarel Mestarine - Wild Elves, Outcasts, Isolation -Shevaresh - Hatred of the Drow -Solonor Thelandira - Archery, Hunting *Corellon: -Aerdrie Faenya - Air, Weather, Fertility -Deep Sashelas - Oceans, Sea Elves -Erevan Ilesere - Rogues, Mischief, Change -Hanali Celanil - Love, Romance, Beauty -Labelas Enoreth - Time, Longevity -Sonorious - Music, Songwriting Baator, the Nine Hells - Home to Devils Baator has not changed much during the Godswar. If Asmodeus had not claimed true godhood near the beginning of the conflict, the story might be a different one. The only change one will note Is the flag of Bridenal flying from the palace of each of the Lords of the Nine. Astral travellers inevitably arrive on the first layer, Avernus. Deities: Bridenal rules the Ninth Layer from Asmodeus' palace in Nessus. Tiamat maintains her domain on Avernus, guarding the way to Dis. Exarchs: *Bridenal: -The Lords of the Nine still rule their individual layers, and are considered Bridenal's exarchs. *Tiamat: -Astilabor - Hoards -Falazure - Decay, Undeath -Garyx - Fire, Destruction -Tiamat's other exarchs are her consorts, a powerful male Wyrm of Red, Blue, Green, Black, and White. Tiamat's affections can be fickle, and a favored consort one day might not be the next. Mount Celestia - The Bastion of Ultimate Order and Good The Seven Mounting Heavens of Celestia also did not change much during the Godswar, for it had powerful inhabitants to protect it. Astral travellers approach Celestia near the base of the mountain, across the silver sea. Astral Vessels are unable to fly to the top. Travellers must disembark and climb the mountain if they wish to ascend higher. Deities: Bahamut's lofty desmene lies near the mountain's peak, high up the slopes. Teneryn and Moradin both hold sway in the expansive city at the mountain's base, although Moradin's territory extends to caverns and further cities with the mountain itself, while Teneryn controls more or the area around the base and somewhat up the slopes. Exarchs: *Teneryn: -Teneryn's exarchs are all former mortals who were exemplery examples during their lifetimes. these positions are sometimes fluid, as an exarch who has held the position for centuries may desire to be reborn in the Prime. *Bahamut: -Aasterinian - Bahamut's Messenger -Chronepsis - Fate, Judgement -Hlal - Humor, Storytelling -Lendys - Balance, Justice -Tamara - Life, Light, Mercy -Bahamut is also attended by seven Ancient Gold dragons. *Moradin: -Berronar Truesilver - Safety, Home, Healing -Clanggedin Silverbeard - Battle -Dugmaren Brightmantle - Scholarship, Discovery, Invention -Dumathoin - Mining, Underground Exploration -Hanseath - Festivities, Brewerers -Vergadain - Wealth, Luck -Haela Brightaxe - Luck in Battle, Courage Elysium - The plane of Peace, Life, and Order The Blessed Fields of Elysium remained largely intact throughout the war. Adonathiel is one of the oldest and most powerful deities in existence, and his will shielded most of the entire plane. This plane is a safe haven for Astral travellers, and visitors here are welcomed by a feeling of peace that pervades the plane. Most of the plane is given to sun-drenched fields, but of great importance is the city of Hestavar, one of the greatest cosmopolitan cities in the Astral Sea. Deities: Adonathiel and Erathis share this plane. Erathis' influence is stronger within the city of Hestavar itself, while Adonathiel's is in the rest of the plane, although there is an immense Cathedral of the Sun dedicated to the Bright One. Exarchs: *Adonathiel: -Lysiera - Good Luck -Aside from the former deity of luck, the rest of Adonathiel's exarchs are angels who have served him faithfully and humbly for eons. *Erathis: -Myrsalla - Trade, Commerce -Theafera - Agriculture, Harvest, Fertility -Erathis' other exarchs, which include angels and maruts, keep order in Hestavar. Hades - The Gray Waste The Gray Waste of Hades has always been a grim place. But under the stewardship of Vorador it was a peaceful, if somewhat solemn one. Shadow energy pervades the domain and there are several quiescent portals to and from the Shadowfell. Anything that dies here rises as an undead creature, and sometimes a lost soul from the Shadowfell, or elsewhere in the Astral Sea might become trapped here, and corrupted into an undead creature. Those who travel here by means of Astral Vessels will note that all color seems to fade here, eventually turning everything grayscale. The plane is filled with dead trees, empty riverbeds, dormant volcanoes. The only notable feature is the Bleak Citadel. Deities: Thanatos is the sole ruler of this desmene. He rules from his Bleak Citadel, a dark city, where the only sounds are the screams of tortured souls, and the moans and wails of its undead inhabitants. Exarchs: *Thanatos: The Apostate's exarchs are chosen from among his most devoted followers and include Liches, Vampires, and Death Knights. Magesterium - The Library of Spells The Magesterium was once Sacerai's citadel in the Concordant Domain of the Outlands. When the Great Wheel shattered, the Outlands suffered more than most planes, because it had close ties to each of them. Even the presence of three deities and their domains could not preserve the whole plane. Thus, the great Library-City of Magesterium floats in the Astral Sea as its own Astral Domain. Astral travellers are noticed by arcane sentiels and wards that surround the domain, and any traveller intending to arrive at Magesterium is greeted by a welcoming party. The architecture of the city is all pyramidal, and the largets building is the Great Library. Deities: Sacerai is the sole ruler of this desmene. The Library of Spells is the focus of most activity here. It contains labratories, audience halls, and, of course, shelves upon shelves of spells and rituals, as well as treatises on magic of all kinds. Access to this library is not granted casually. one must contribute to the knowledge here before one can be admitted. Exarchs: *Sacerai: The Veiled Lady's exarchs are all former mortal mages, one of each for each School of Arcane Magic - Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation. Wylarn - the Endless Wild When the Wilderness of the Beastlands was affected by the sundering of the Great Wheel, the deities who lived there struggled to hold it together. Since both Mensyannah and Ragashak increased their power and their portfolios during the Godswar, they were able to save some of their home, and even incorporated bits and pieces of other realms that they found to their liking that were unclaimed. They also closely aligned this new domain with the Feywild, which made it more vibrant, more wild, and less tamed. Astral Travellers to this domain will not no signs of humanoid habitation. The plane boasts great forests, fields, and a few mountains and valleys, all wild, rugged, and untouched by civilization. Deities: Ragashak and Mensyannah, two deities diametrically opposed, but with converging interests, rule here. Mensyannah's followers have a tree-town built into the boughs of a large section of the forest, and this is the only settlement in the entire domain. Ragashak's territory is wherever he and his pack are currently hunting. Exarchs: *Mensyannah and Ragashak: both deities maintain powerful ties to the natural world. their only exarchs are the Primal Spirits of the world. These Spirits have thei own agendas to protect the natural world from outside influence, but many of them see these two gods, so close to nature, as if they were Greater Primal Spirits themselves. Ysgard - The Eternal Battlefield The Heroic Domains of Ysgard and the Infernal Battlefield of Acheron both held domains of the deity Damacles. When the Great Wheel spun out of control, he combined his realms in both into one domain. Ysgard as it exists now is a place of endless conflict. There are a multitude of forts scattered throughout, which are constantly besieged, captured, retaken, and rebuilt, as well as a great Fortress that is home to the god of war. Astral travellers to this domain would take heed to avoid artillery fire from archers, spellcasters, and siege weapons, as they enter this domain. Deities: Damacles rules this realm. Every day the dead ride from where they have fallen, to begin combat anew. Damacles loves the constant battle and bloodshed in this domain, and is frequently found engaging in battle himself. Exarchs: *Damacles: All of Damacles' exarchs are angels, ancient beings of battle almost as fierce as the god of war himself. Sigil - The City of Doors Sigil spun free of the Outlands during the upheaval of the the planes. Its residents believe it was the power of the Lady of Pain who protected the city, but, like in all things, she is silent on the matter. Sigil remains the City of Doors, with multiple portals to other domains, including remote locations in the Astral Sea, the Elementals Chaos, and numerous points on the Prime Material. Sigil has recovered from the upheaval, and is once again one of the major locations of commerce and information in the planes. Deities: None. The Lady of Pain forbids the presence of deities in her city, and many of their servants are not tolerated. Exarchs: None. |
| #4Chiba_MonkeyApr 20, 2010 6:01:12 | [u]Antheron - Races[/u] The primary purpose here wa for me to determine how the races new to 4e, or at least new as player races (or those that are more attractive b/c of no level adjestment) fit in to my world. Some of the race descriptions are story-oriented, others are metagame considerations. For example, all race/class options in my game are classified under one of 3 categories, Green Light, Yellow Light, or Red Light. Green Light material is permissable without any special considerations Yellow Light material is permissable under certain conditions, detailed below. Red Light material is, by default, inadmissable. An EXCEPTIONAL backstory with good roleplaying (judged by my previous experience with a player, or perhaps, with a new player, some in-depth discussion before the game) is required for a player to use this, if at all. Propositions to use this material are still subject to veto by the DM. Humans, Dwarves, Elves, Half-Elves, Gnomes: No Change. Green Light. Dragonborn: Native to the Southern Continent. The Drakkensari Empire (called the Drakkensrad) is rules by dragons, and most of the population is dragonborn. When the continents came into contact during the Godswar, many dragonborn emigrated north. The majority still live there, but dragonborn are not an uncommon sight in the north. It is important to note that the Drakkensari have an "Oriental Adventures" feel, as dragonborn concepts of honor and nobility fit in well with the tenets of bushido. Dragonborn from the Drakkensrad have closer ties than those that don't, but even dragonborn who have lived several generations in the north live by similar, if not identical, codes of honor. Green Light. Tieflings: Tieflings are descended from the union of fiends and mortals. While some lived on the Prime before the Godswar, most are descended from planar refugees who fled during the upheaval in the planes. When breeding with Prime-native races, the offspring is always a Tiefling. Green Light. Deva: Like their Infernal counterparts, Deva are descended from the union of mortals and celestials. They are not as numerous as Tieflings, because Deva bredding with mortals results in mortals with Deva Heritage, not a true Deva. Just like in Core D&D, Deva are re-incarnated when they die and new incarnations appear in the world fully mature, with a dim recollection of past lives. Green Light. Goliaths: Also called "half-giants", some are descended from humans and giant tribes, others claim to be descended from tribes of humans "blessed" by the Primordials to be their mortal agents during the Godswar. Whatever the truth, many goliaths felt strongly attached to the natural world and rebelled against their giant and Primordial masters. Goliaths are rarely found in large citie, preferring to live in the wilderness, or in small comunities. Green Light. Eladrin: Near the beginning of the Godswar, the Grey Elves of the world combined the power of their greatest Elven High Mages, and, with the help of their deities, retreated en masse, cities and all, into the Feywild. The spell they used caused a distortion the way time passed for them in the Feywild, and when 500 years passed on the Prime, 5000 passed in the Feywild. During this time, the grey elves became more a part of the Feywild and became Eladrin. Those spells have largely expired and some of the Eladrin Cities are returning. Eladrin are still a haughty people, but this is tempered by a curiosity of the natural world, which has changed a great deal in their absence. Green Light. Genasi: Descended from mortals and elementals beings, Genasi were uncommon before the Godswar. Like other planar refugees, they fled to the Prime for safety during the Godswar, and many have stayed. Offspring between a Genasi and another race are usually a Genasi, but one change that has been caused by the influence of the Elemental Chaos is that elemental manifestations are no longer necessarily genetic traits. Green Light. Drow: Most drow live as they always have, in the Underdark, following Lolth. However, for hundreds of years, some have been emigrating to the surface (usually worshippers of the now-deceased deities Eilistraee or Vhaeraun). There they founded a remote town, called Elisana, which is also populated by a few members of other races. Some of these surface drow were instrumental in the defense of the city of Cyran from their Lolth-worshipping kin during the War of Shadow (the plotline of a 3.x game I ran for 3 years). As a result, the people of Cyran are openly accepting of these drow, and drow make up about 5% of that city. Yellow Light: Drow PCs MUST be surface drow and hail from either Elisana or Cyran. Surface drow have never been to the underdark and never even encountered a worshipper of Lolth. No Drizzt rip-offs, please. Shadar-Kai: Humans who dwelled in the Shadowfell for so long that they became a part of it. Most of the information in the Dragon aricle "Playing Shadar-Kai" holds true, but there is no raven Queen in Antheron. Many of them serve Thanatos and are evil, revelling in the dark power he offers and the relief they gain from the ennui of their existence. There are some, however, who worship a "god who is yet to be", a non-evil arbiter of death. Yellow Light:Backstory required to explain presence on this plane. Special considerations can be made for a PC Shadar-kai who worships "the god who is yet to be". Shifters: During the Godswar, something about the nature of Lycanthropy changed (perhaps due to what happened to Lucrece). True Lycanthropes no longer passed on the curse. Those who were infected before this became Shifters instead when their change was triggered, and their decendants were born as true shifters. Shifters tend to unnerve civilized people, and generally dwell in frontier towns, or in small tribal communities. Green Light. Half-Orcs: Only a minor change. In 3.x, I restricted Half-Orcs to natives of tribal/frontier comunities. This is no longer the case. Many half-orcs are the descendants of a half-orc and either a human or another half-orc, as the orc traits breed true. Green Light Githzerai: Githzerai backstory is same as Core D&D, save that they used to dwell in the Ever-Changing Chaos of Limbo, which fell into, and merged with, the Elemental Chaos when that formed. Yellow Light: Githzerai PCs must have a backstory to explain presence on this plane. Well suited for psionic classes. Wilden: A young race, the Wilden spawned from the Feywild in response to the Primordial threat. The Wilden are usually aloof from other races, but sometimes take up adventuring to explore or to combat threats to the natural world. Yellow Light: Origin story (if not full backstory) required. Primal classes preferred. Shardminds: As per the PHB3 backstory, Shardminds are fragments of the Living Gate that sealed off the Far Realm. However, the Far Realm is something very few people know about. Yellow Light: All Shardminds in Antheron are psionic, and all of them are motivated by the racial goals mentioned in the PHB3. So Psionic classes only and the PC is either working to eliminate Far Realm influence/creatures, and/or working towards the eventual goal of restoring the Living Gate (This may seem odd, but as living constructs, Shardminds don't have the same level of free will that humanoids do. They are constructed and activated with specific purposes only). Minotaurs: Almost all minotaurs in Antheron are evil and worship Baphomet. Of these, most are savages. There are a limited number of minotaur cites, remnants of a devastated ancient empire, in the Underdark. Of these, most are evil and worship Baphomet. And the handful of remaining minotaurs in non-evil communities are all profoundly xenophobic. Red Light. Gnolls: Most Gnolls are evil. While some (about 30%) worship Yeeohgnu, most (60%) worship Ragashak. The remaining few (<10%) are Unaligned. Red Light: This seems odd for the people who know me, as I love gnolls. However, even the gnolls in Unaligned communities tend to be reclusive, and rarely, if ever, go out adventuring. Kobolds: Most kobolds fit into D&D sterotypes of them. There is, however, a city in the Marching Mountains called Scalyheart, built into a volcano. The kobolds there are civilized (although many are still eveil), and have been known to cooperate, and sometimes even trade, with other races. Scalyheart kobolds are distinct in appreance in that they all have "warm-color" scales (such as russet, red, or even coppery), and they tend to be cleaner, sometimes even having scales that appear polished. They feel nothing but disdain for their more savage cousins, and feel no kinship with them. Yellow Light: Kobold PCs must be from Scalyheart. Kobolds use the racial traits in the Monster Manual, except as follows. Stat adjustments are: +2 CON and +2 to either DEX or CHA. Changeling, Kalshtar, Warforged: These do not exist in Antheron. Red Light. |
| #5Chiba_MonkeyApr 20, 2010 6:11:01 | [u]Antheron - Classes and Houserules[/u] Not only are classes subject to the Green/Yellow/Red Light categories of races, there are a handful of special considerations for certain classes. Paladins often organize into Orders, for example. These class notes are detailed below. Again, categories are as follows: Green Light material is permissable without any special considerations Yellow Light material is permissable under certain conditions, detailed below. Red Light material is, by default, inadmissable. An EXCEPTIONAL backstory with good roleplaying (judged by my previous experience with a player, or perhaps, with a new player, some in-depth discussion before the game) is required for a player to use this, if at all. Propositions to use this material are still subject to veto by the DM. Green Light Classes: All PHB1 and PHB2 Classes, as well as Swordmage, Seeker, Monk, and Runepriest. Yellow Light Classes: Assassin, Ardent, Psion, Battlemind Red Light Classes: Artificer Warlords: By no means restricted in any way, but for players looking to tie their characters into the world will fins that the cities of Melchiah and Cyran both have extensive military academies, which provide formal training for many Martial classes, including War Colleges that train Warlords. Rangers: Some Rangers are simply trained warriors who wear light armor. Others have close ties to nature. The Rangers of Mensyannah are an organization based in the Sylvanwood Forest. They are dedicated defenders of nature, and have close ties to both the Elves, and the Druids. Druids/Wardens: In Antheron, Druids have their own organization to which they owe allegiance. Traditionally, Druids of any faith (including race-specific nature deities) were a part of this organization, as well as their own individual clergies. Like the wild nature that they revere and protect, druids sometimes preyed on each other as well, but within a Druid Grove bloodshed outside of a ritual challenge was forbidden, so a given grove might house druids of Mensyannah and Ragashak. Of note is that some druids worship nature deities. These classes are still Primal, as the Primal Spirits act as exarchs for these deities. In addition, some druids worship no deity, and instead revere only Primal Spirits. Also, a handful still honor Silhain-Vitrus, including the Grand Druid Enok. Each Druid grove is tended by an Archdruid. All other druids from that grove defer to his/her leadership. The Archdruids are all subject to the Grand Druid. The current Grand Druid is Enok, and he has been Grand Druid since he reached adulthood, in an age when most humans still lived in mud huts. He shares many characteristics of a lich, but is not truley undead. "Silhain-Vitrus still has need of me" he would say. He's been a druid so long, he has antlers naturally growing from his head. Only the other Archdruids know of Enok's nature. When he (seldomly) appears, he wears long robes and a large wooden mask to hide his features. Wardens are no different than Druids in the eyes of druidic society. They are as much a part of it as the druids themselves. Aome of the Archdruids of the world are Wardens. All Druids and Wardens recieve Druidic as a bonus language. This language is only taught by and taught to, druids and wardens, and is used during Druid Moots and for secret communication. Druid Groves and Archdruids of Antheron: * Grove of the First Tree - Home of the Grand Druid - Enok, lvl 30 male human (deathless) Druid, Unaligned. * Grove of the Standing Stone - Solarial Starshadow, male Elf Druid, Unaligned. * Grove of the Yearning Pine - Shenlong, male Half-Drow Druid, Good. * Grove of the Turning Leaf - Marenna, female Human Warden, Good. * Grove of the Waxing Moon - Yekinash, male Gnoll Werewolf Druid, Evil. * Grove of the Hungry Fang - Barkhan, male Gnoll Warden, Unaligned. * Grove of the Serene Glade - Brenna, female Dryad Druid, Unaligned. * Grove of Hope Reborn - Garanhil, male Treant Druid, Unaligned. * Grove of the Mirage Oasis - Syrix Diamondscale, male Dragonborn Warden, Good. * Grove of the Verdant Pools - Negretha, female Dragonborn Druid, Evil. * Grove of the Jungle's Heart - Letham, male Human Druid, Unlaigned. Seekers: Seekers bridge the gap between Rangers and Druids. Seekers are also a part of druidic society and get Druidic as a bonus language, they are mentioned here seperately because most Seekers are also a part of the Rangers of Mensyannah organization. Ragashak does train a few Seekers, but not many. His faithful prefer to wade into melee. A handful of others are simply part of druidic society but revere no deity. Paladins: There are four formal Paladin Orders in Antheron. For the most part, these orders conform to the sterotype of paladins that has endured throughout D&D. The Platinum Order: Dedicated to Bahamut, they are the defenders of the frontiers and the protectors of Law and Good. They have chapterhouses in every major city, and, unlike other Orders, have a strong presence in Drakkensari lands. *Motherhouse: Val Lumina - This replaced the Motherhouse that fell when the Fortress of Baldanar's Watch was destroyed during the Godswar. *Mt. Argent - This city, built at the base of the mountain of the same name, is a place sacred to the worship of Bahamut, and is the Motherhouse in Drakkensrad. The Dawn Knights: Dedicated to Adonathiel, the Dawn Knights are fervent enemies of the undead. Knights are expected to be generous and set good examples for youth. Dawn Knights count more Hospitalers in their number than any other Order. *Motherhouse: Cyran - The Dawn Kinghts' ancestral home has not changed in centuries. Cyran is the Easternomst Large City in human lands, and has been for a long time. The Justicars: This Paladin order is unusual in that twp deities are patron to it. Teneryn and Erathis, already close, have one combined Order of paladins. Paladins of both seek to bring criminals to justice, as well as right wrongs in the world and destroy evil monsters. Justicars have the authority to police criminals anywhere on the northern continent. *Motherhouse: Tel Ranar - Although Melchiah's Chapterhouse served as Motherhouse for a time, Tel Ranar is once again the center of the Order. Hammers of Moradin: Paladins of the Dwarffather have not changed in centuries. They protect the dwarven people, and seek out powerful evil foes to destroy, reserving special hatred for orcs, goblinoids, and giants. *Motherhouse: Dumahstone - The Aging Dwarf King Khamen is the oldest member of thid Order, and has not appointed a new leader since the last one died. Other Paladins in Antheron: *Fey Knights: Paladins of Corellon or Sehanine are sometimes referred to as such. However, they have no cohesive organization outside of their respective clergies. The calling to paladinhood is more personnal. *Sacerai: Sacaerai rarely calls one of the faithful to service as a paladin. Swordmages usually serve in that respect. *Damacles: As a god of war, Damacles' clergy is more militant than other gods'. Paladins are indistinguishable from clerics in terms of rank of place in the church hierarchy. The only way to tell a paladin from a cleric would be to observe battlefield behavior. *Mensyannah - A paladin of Mensyannah is almost unheard of. Evil Deities' Paladins: *Tiamat: The Talons of Tiamat count paladins among their order. they are militant enforcers of the faith, usually found serving the clergy. *Bridenal: Some warriors faithful to Bridenal take up the mantle of paladin. They are considered secondary clergymen, but are feared and respected nonetheless. *Asharaska: Asharaska calls paladins to service on an individual basis. As there is no central organization in her chruch, there is none for her paladins. *Ragashak: Ragashak never calls paladins to service. *Thanatos: Some Reapers are Paladins. A paladin of Thanatos would likely be, or aspire to be, a death knight. Swordmages: Sacerai's clergy train swordmages, but Genasi, Tieflings, and Deva all have their own Swordmage traditions. Eladrin, and, to a lesser extent, Elves, also have a strong tradition of Swordmages, calling their style "Bladesong". Wandering masters of any race also exist, who might take in students. Monks: There are a handful of monasteries scattered in the wilderness that train monks, as well as one or two cloistered schools within major cities. Both the schools and the monasteries are devoted more towards inner peace and perfection of self through discipline, rather than any deity. Other Psionic Classes: If not a Githzerai or Shardmind, some backstory is required for Psionic PCs, at least to explain the acquisition of powers. Assassins: A FULL backstory is required for Assassin PCs. The exchange of (at least part of) one's soul to the Shadowfell requires some exposition. Artificers: Like Eberron races, there are no Artificers in Antheron. [b]"Planescape" Campaign[/b] At the behest of one of my players, who played Planescape: Torment a number of times and has since done research into Planescape of editions past, I delved into what exactly would be necessary to run a planar campaign. I decided that, true to Planescape tradition, the game would start in Sigil, and that place would be important to many adventures. As I wanted a different feel to it, the Green/Yellow/Red Light system for Races and Classes would be different for a Planar Campaign. This is especially true for Divine Classes (as the Lady of Pain does not tolerate the gods in her realm), and Primal Classes (who are cut off from the natural world). Such restrictions are as follows: Races: Green Light: -Tieflings -Deva -Genasi -Githzerai -Bladelings (from the Manual of the Planes. This race consists of displaced beings from Acheron, selling their services as mercenaries throughout the planes) Yellow Light: -Shadar-kai - As a race from a transitive plane, they are uncommon. -Eladrin/Gnomes - Fey races, they have a closer tie to the feywild than Elves or Wilden, which are too closely tied to the Prime; very uncommon. -Shardmind - Same restrictions apply as with my normal campaign. -Githyanki - Githyanki PCs are not a part of normal Githyanki society, but for one reason or another are outcasts or rebels. -Warforged - Warforged I accept in a Planar Campaign as the thematic descendants of modrons. They are displaced automatons from Mechanus, which has fallen into disrepair and decay in the wake of the apparent "death" of Primus. Red Light: -Dragonborn -Drow -Dwarves -Elves -Humans -Half-Elves -Half-Orcs -Halfling -Goliath -Minotaur -Shifter -Wilden Classes: Green Light: -All Martial Classes -All Psionic Classes -All Arcane Classes -Runepriest - Runepriests may worship deities, but they draw their power from the runes, which are themselves the divine language of creation. As such, they do not draw the ire of the Lady of Pain. Yellow Light: -Assassin - Same limitations apply as normal campaign rules. -Invoker - Invokers have a direct Covenant with their deity and channel their divine power differently than clerics or paladins. They have direct access to their deity's power. While they must still be wary of the Lady of Pain, as direct conduits of divine energy, they can use their power without restriction in Sigil. -Avenger - Avengers also must tread with care. Only the classes inherent tendancy towards secrecy allows any of them to function in Sigil at all. Red Light: -All Primal Classes -Cleric and Paladin |
| #6Chiba_MonkeyApr 20, 2010 6:11:18 | [u]Antheron - Major Settlements[/u] * reserved * |
| #7Chiba_MonkeyApr 20, 2010 6:22:40 | [u]Antheron - The Drakkensari Empire[/u] * reserved * |
| #8Chiba_MonkeyApr 20, 2010 6:24:59 | [u]Antheron - Western Reaches[/u] * reserved * |
| #9Chiba_MonkeyApr 24, 2010 5:51:24 | ![]() Updated a lot more. I see a lot of views but no comments? By the way, my standing policy on seeing anything you like is that Plagarism is the Sincerest Form of Flattery. See anything you like, feel free to cherry-pick the ideas presented here, perhaps even modify them to make them your own. I wouldn't be posting them on a public forum if I wanted to hold it too close to my chest. |