moritheil
First Post
The campaign is in abeyance.
A wiki has been set up for players to theorize about plot events. You are strongly encouraged to read the History entry.
The Invasion of Mori will be a 14th-level 3.5 PbP campaign. Characters must all be things that could conceivably come out of the abyss, even if not born there (whether actual fiends, tieflings, half-fiends, yugoloth mercenaries, undead, or something else.) All official WOTC splatbooks are allowed, with the exception of Incarnum. BoVD and most relevant 3.0 books are allowed, though you must state if using them. Powergaming is permitted, but must be strictly and impeccably legal (in the DM's assessment.) The DM does not personally own all splatbooks, so if you pick something terribly new, be prepared to send the relevant rules text when asked.
Each character is, for whatever reason, committed to the success of a fiendish invasion of some prime world called Mori, where the denizens have been foolish enough to open a permanent portal to your layer of the Abyss. Though the characters may have some small authority and respect from run-of-the mill lesser fiends, they will still be subject to the arbitrary whims of capricous balors and meddling mariliths who think they know how to run the Blood War. With your abyssal heritage comes great power, but also great danger - unlike a standard adventure, safety is not guaranteed in most towns, and enemies far beyond your ken may come to stamp you out, requiring you to flee (those with greater teleport at will will no doubt have an advantage when it comes to this.)
To further underscore the power of abyssal lineage, fiends and fiendish characters have the option of taking the FR Regional feat Magic in the Blood (even though presumably none are from Faerun.)
Posts will only be required once per RL week, leaving ample time for extensive strategy discussions and RP discussions assumed to take place between fights and assignments. The campaign will run until the invasion succeeds or fails.
More details:
Characters nominally serve a demon lord who forbids his followers to use his actual name (Derwydden) and has not attained princehood. With the opening of a permanent portal to a prime world, Derwydden hopes to seize the chance to subjugate an entire prime world and attain power over mortals that surpasses even that of some princes.
The LA of races will not be reduced from that listed in books (neither a reduced LA nor UA's LA buyoff alternate will take place), but character generation will be 40-point buy (on top of the impressive stat bonuses that playing a monstrous race gives), so the PCs should have plenty of power. Starting treasure will be as standard for 14th-level characters (150 k gp.) You may roll your own hit dice for starting hit points (first HD is automatically max.) Thereafter, the DM will make all rolls. (Note that skills do not autofail on a 1, so if one has sufficient ranks in a skill, sometimes rolls are not needed. Also note that outside of combat, taking 10 is generally allowed.)
For setting details, there is a website with a few odd tidbits on the prime world of Mori. Bear in mind that the page was originally made for players of another campaign, which has a more standard setup, but includes a bunch of homebrew races and classes. (The two campaigns may influence each other, but only in broad terms regarding world events - there will not be any head-to-head fighting between players in the two campaigns.)
A wiki has been set up for players to theorize about plot events. You are strongly encouraged to read the History entry.
The Invasion of Mori will be a 14th-level 3.5 PbP campaign. Characters must all be things that could conceivably come out of the abyss, even if not born there (whether actual fiends, tieflings, half-fiends, yugoloth mercenaries, undead, or something else.) All official WOTC splatbooks are allowed, with the exception of Incarnum. BoVD and most relevant 3.0 books are allowed, though you must state if using them. Powergaming is permitted, but must be strictly and impeccably legal (in the DM's assessment.) The DM does not personally own all splatbooks, so if you pick something terribly new, be prepared to send the relevant rules text when asked.
Each character is, for whatever reason, committed to the success of a fiendish invasion of some prime world called Mori, where the denizens have been foolish enough to open a permanent portal to your layer of the Abyss. Though the characters may have some small authority and respect from run-of-the mill lesser fiends, they will still be subject to the arbitrary whims of capricous balors and meddling mariliths who think they know how to run the Blood War. With your abyssal heritage comes great power, but also great danger - unlike a standard adventure, safety is not guaranteed in most towns, and enemies far beyond your ken may come to stamp you out, requiring you to flee (those with greater teleport at will will no doubt have an advantage when it comes to this.)
To further underscore the power of abyssal lineage, fiends and fiendish characters have the option of taking the FR Regional feat Magic in the Blood (even though presumably none are from Faerun.)
Posts will only be required once per RL week, leaving ample time for extensive strategy discussions and RP discussions assumed to take place between fights and assignments. The campaign will run until the invasion succeeds or fails.
More details:
Characters nominally serve a demon lord who forbids his followers to use his actual name (Derwydden) and has not attained princehood. With the opening of a permanent portal to a prime world, Derwydden hopes to seize the chance to subjugate an entire prime world and attain power over mortals that surpasses even that of some princes.
The LA of races will not be reduced from that listed in books (neither a reduced LA nor UA's LA buyoff alternate will take place), but character generation will be 40-point buy (on top of the impressive stat bonuses that playing a monstrous race gives), so the PCs should have plenty of power. Starting treasure will be as standard for 14th-level characters (150 k gp.) You may roll your own hit dice for starting hit points (first HD is automatically max.) Thereafter, the DM will make all rolls. (Note that skills do not autofail on a 1, so if one has sufficient ranks in a skill, sometimes rolls are not needed. Also note that outside of combat, taking 10 is generally allowed.)
For setting details, there is a website with a few odd tidbits on the prime world of Mori. Bear in mind that the page was originally made for players of another campaign, which has a more standard setup, but includes a bunch of homebrew races and classes. (The two campaigns may influence each other, but only in broad terms regarding world events - there will not be any head-to-head fighting between players in the two campaigns.)
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