The_Black_Cat
First Post
I've recently started a new campaign with some of my friends. It's been quite a thrill so far, so I thought I might share it with you guys. The Story Hour should be updated weekly (or bi-weekly when I have an abundance of time on my hands). Here's the beginning of Part One. Feel free to post questions, comments and suggestions, I really appreciate all of them.
Part One - All The King’s Horses and all the King’s Men…
Chapter Nil - Introduction
World Info
The world is different from your standard D&D world in many ways. First of all, there are only five planes in the entire setting: Mechanus, plane of law, The Far Realm, plane of Chaos, the Abyss, plane of Evil, the Blind Eternities, land of the dead, and, finally, the Material plane and its Ethereal and Shadow counterparts. Deities stalk the land in mortal form and the world is flat. Instead of traditional planar barriers, the planes are separated by a mysterious, semi-divine body of water known as the Celeste. It seems to have a mind of its own, as it will lead travelers to their destination if it so wishes just as it may lead them astray. Magical preparation helps one navigate the mystical depths, but success is never guaranteed and peril is always great. Elementals are magically created by wizards and are sometimes spawned in the Far Realm.
The campaign begins in the Felcarn Woods, a large forest that borders a small swampland to the northwest and a mountain range to the northeast. Three settlements lie in this area, being Carignan, a human settlement that also harbors many changelings and shifters and is ruled over by the deluded Lord Erald; Terraedelfe, an elven settlement that numbers a great many High Elves, Gray Elves, Wood Elves, Half-Elves and Catfolk. The elves reside in a tree-city which was made by powerful druidic magic long ago. The last of the settlements is Bruma, a mountaintop village inhabited by Dwarves, Dream Dwarves and Gnomes. Dragons both good and evil also inhabit the mountains. Two abandoned settlements also exist, Tollstoff Keep lies in the swamps, whilst an ancient fortress built by a long-forgotten civilization sits hidden in the forest itself.
Character Background
Arathen is a Dream Dwarf with a semi-divine connection with the land. He hails from the mountain-city of Bruma and couples his combat training with his innate arcane magic. He is now a member of the Emerald Guard. Arathen is wise at times as carefree at others, his ancestral connection with the earth is tempered by his free, festive nature and his love of ale.
Deskarr is a Catfolk duskblade who was studied swordplay and wizardry in equal measures. He too is a member of the Emerald Guard and he grew up in Terradelfe, the land of the elves. He is thoughtful, full of clever plans and is quite charismatic, but knows when to hold his tongue.
Ninaran is a Grey Elf archivist, a divine spell caster that gains his spells through study instead of devotion. He studied some divine magic in his youth and joined the Emerald Guard after his wife and children were slaughtered by a zombie outbreak in Barovia, a not-so distant town. Consumed by rage and having lost all faith in Pelor, the sun-god, he continued his studies through knowledge instead of faith. He worships Wee Jas and he uses necromancy and a bit of other magic in order to avenge his family. He is quiet and pensive and is at times cruel, but he has good intentions at heart and always tries to do the right thing.
Vice is a half-dragon bounty hunter originally from Bruma. He traveled to Barovia at an early age and worked for the evil Count Zarovitch, a cruel vampire warlord who unleashed an army of undead upon the city and is responsible for the death of Ninaran’s family. He was betrayed by the warlord and escaped with his life, taking many of Zarovitch’s most powerful minions with him. The count is sending many minions and hired mercenaries after Vice in order to bring him down.
Mechanics:
Arathen: Dream Dwarf Duskblade/Earth Dreamer 5
Deskarr: Catfolk Duskblade 4
Ninaran: Gray Elf Archivist 5
Vice: Human Half-Dragon Ranger 2
Part One - All The King’s Horses and all the King’s Men…
Chapter Nil - Introduction
World Info
The world is different from your standard D&D world in many ways. First of all, there are only five planes in the entire setting: Mechanus, plane of law, The Far Realm, plane of Chaos, the Abyss, plane of Evil, the Blind Eternities, land of the dead, and, finally, the Material plane and its Ethereal and Shadow counterparts. Deities stalk the land in mortal form and the world is flat. Instead of traditional planar barriers, the planes are separated by a mysterious, semi-divine body of water known as the Celeste. It seems to have a mind of its own, as it will lead travelers to their destination if it so wishes just as it may lead them astray. Magical preparation helps one navigate the mystical depths, but success is never guaranteed and peril is always great. Elementals are magically created by wizards and are sometimes spawned in the Far Realm.
The campaign begins in the Felcarn Woods, a large forest that borders a small swampland to the northwest and a mountain range to the northeast. Three settlements lie in this area, being Carignan, a human settlement that also harbors many changelings and shifters and is ruled over by the deluded Lord Erald; Terraedelfe, an elven settlement that numbers a great many High Elves, Gray Elves, Wood Elves, Half-Elves and Catfolk. The elves reside in a tree-city which was made by powerful druidic magic long ago. The last of the settlements is Bruma, a mountaintop village inhabited by Dwarves, Dream Dwarves and Gnomes. Dragons both good and evil also inhabit the mountains. Two abandoned settlements also exist, Tollstoff Keep lies in the swamps, whilst an ancient fortress built by a long-forgotten civilization sits hidden in the forest itself.
Character Background
Arathen is a Dream Dwarf with a semi-divine connection with the land. He hails from the mountain-city of Bruma and couples his combat training with his innate arcane magic. He is now a member of the Emerald Guard. Arathen is wise at times as carefree at others, his ancestral connection with the earth is tempered by his free, festive nature and his love of ale.
Deskarr is a Catfolk duskblade who was studied swordplay and wizardry in equal measures. He too is a member of the Emerald Guard and he grew up in Terradelfe, the land of the elves. He is thoughtful, full of clever plans and is quite charismatic, but knows when to hold his tongue.
Ninaran is a Grey Elf archivist, a divine spell caster that gains his spells through study instead of devotion. He studied some divine magic in his youth and joined the Emerald Guard after his wife and children were slaughtered by a zombie outbreak in Barovia, a not-so distant town. Consumed by rage and having lost all faith in Pelor, the sun-god, he continued his studies through knowledge instead of faith. He worships Wee Jas and he uses necromancy and a bit of other magic in order to avenge his family. He is quiet and pensive and is at times cruel, but he has good intentions at heart and always tries to do the right thing.
Vice is a half-dragon bounty hunter originally from Bruma. He traveled to Barovia at an early age and worked for the evil Count Zarovitch, a cruel vampire warlord who unleashed an army of undead upon the city and is responsible for the death of Ninaran’s family. He was betrayed by the warlord and escaped with his life, taking many of Zarovitch’s most powerful minions with him. The count is sending many minions and hired mercenaries after Vice in order to bring him down.
Mechanics:
Arathen: Dream Dwarf Duskblade/Earth Dreamer 5
Deskarr: Catfolk Duskblade 4
Ninaran: Gray Elf Archivist 5
Vice: Human Half-Dragon Ranger 2