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Insight's "Shadow of Set" - OOC Thread
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<blockquote data-quote="Insight" data-source="post: 3733462" data-attributes="member: 11437"><p><strong>The Setting</strong></p><p></p><p><span style="font-family: 'verdana'"><span style="color: gold"><strong><u>ABOUT THE ADVENTURE & SETTING</u></strong></span></span></p><p>"The Shadow of Set" is part of the Coils of Set campaign from Necromancer Games. </p><p></p><p><strong>NOTE</strong>: This game will take place in a neutral setting, despite any place name references in the text. Everything you need to know about the setting will be listed below.</p><p></p><p><strong><u>THE CITY OF MAJOOR</u></strong>*</p><p>The game starts in the city of Majoor. This city, a fairly respectable trading hub, serves as a port to the Cerulean Sea to the south. Best characterized by its diversity, Majoor represents the culmination of hard work among different cultures and races. From its tent-filled bazaar to the exotic ziggurat Temple of the Eternal Sun to its splendid stone towers and spires, Majoor stands apart from most other towns. Founded by merchants and sailors, this town is a hodge-podge of different cultures and values. However, competition is valued more than anything else.</p><p></p><p>Most of the citizens of Majoor are descended from merchants and craftsmen, and the old blood still flows through the veins of many. Always looking to craft something better or buy something cheaper, Majoor is a brutal place for the meek.</p><p></p><p>The spirit of Majoor is no better represented by any of its citizenry than Ali Ashar, the Lord Mayor. He purchased the title from the previous Lord Mayor, who had ruled for generations. Though no word of discontent reaches his palatial estate, Ali Ahsar keeps a close watch on any potential usurpers, all in the interest of "protecting his investment".</p><p></p><p><strong>Majoor (large town)</strong>: Conventional Autocracy; AL N; 3,000 gp limit; Assets 675,000gp; Population 4,500 (mixed): Human 79%, Halfling 9%, Elf 5%, Dwarf 3%, Gnome 2%, Half-Elf 1%, Half-Orc 1%. <strong>Districts</strong>: Average Residential, the Bazaar, the Caravaners' District, Civic, Fine Shops, Halfling Neighborhood, Inn/Tavern District, Lord's Estate, Temple District, and Warehouse District.</p><p><strong>Authority Figure</strong>: Ali Ashar (Lord Mayor of Majoor). <strong>Important NPCs</strong>: Lude (Captain of the Guard), Karranis (Priest of the Eternal Sun), Ka-Hatem (High Priest of the Eternal Sun). <strong>Guilds</strong>: There is an adventurer's guild, a caravaner's guild, a merchant guild, and a sailor's guild. There are also rumors of a thieves' guild.</p><p></p><p>* Mostly taken from the Coils of Set campaign, from Necromancer Games.</p><p></p><p><strong><u>THE WORLD</u></strong></p><p>Majoor sits on the edge of the Cerulean Sea, a great blue-green body of water that serves as the southern border of the known world. Ships sailing to or from Majoor travel the Cerulean Sea, usually to another major port, such as Tamjit to the east or Alhandar to the west. </p><p></p><p>The Blasted Desert rises ominously above Majoor, blanketing the terrain for nearly 500 miles north and west of the trade port. Caravans to Majoor typically cross the desert from the tradepost city of Hale.</p><p></p><p>Because of Majoor's location, searing heat is the most common weather condition. Eleven months of the year, Majoor and the surrounding areas reach above 100 degrees fahrenheit, sometimes above 120 degrees during the summer. But Majoor, being adjacent to the sea, is a bit cooler than the Blasted Desert (typically between 110 and 130 degrees). </p><p></p><p><strong><u>THE ROLE OF THE CHARACTERS</u></strong></p><p>The PCs have been in Majoor for some time, and can either be natives or could have traveled to Majoor from elsewhere. Characters in Majoor could be merchants, craftsmen, guards, sell-swords, rogues of various stripes, sailors, or stranded travelers, and can be in Majoor for a number of plausible reasons.</p><p></p><p><strong><u>NATIONAL DEITIES</u></strong></p><p>You can find a list of the main deities <a href="http://www.necromancergames.com/pdf/gods_and_demons.pdf" target="_blank">here</a>, and also briefly below.</p><p></p><p><strong>Thyr, God of Law and Justice</strong></p><p>Alignment: Lawful Good</p><p>Domains: Law, Good, Healing, Knowledge, Protection</p><p>Typical Worshipers: Humans, Royalty</p><p>Favored Weapons: Light or Heavy Mace</p><p></p><p><strong>Muir, Goddess of Virtue and Paladinhood</strong></p><p>Alignment: Lawful Good</p><p>Domains: Law, Good, Protection, War</p><p>Typical Worshipers: Humans, Paladins</p><p>Favored Weapons: Longswords or Bastardswords</p><p></p><p><strong>Freya, Goddess of Love and Fertility</strong></p><p>Alignment: Neutral Good</p><p>Domains: Good, Healing, War, Animal</p><p>Typical Worshippers: Human females</p><p>Favored Weapons: Longsword, longbow</p><p></p><p><strong>Arden, God of the Sun</strong></p><p>Alignment: Neutral Good</p><p>Domains: Air, Good, Sun, War</p><p>Typical Worshipers: Of old he was worshiped by humans, though Arden is not currently worshiped on this plane.</p><p>Favored Weapons: Sun staff, short sword</p><p></p><p><strong>Orcus, Demon-Lord of the Undead</strong></p><p>Alignment: Chaotic Evil</p><p>Domains: Chaos, Evil, Death, Destruction</p><p>Typical Worshipers: Monsters, Undead and Evil Humanoids</p><p>Favored Weapons: Ornamental Heavy Mace (spiked or skull-tipped).</p><p></p><p><strong>Tsathogga, Demon Frog God</strong></p><p>Alignment: Chaotic Evil</p><p>Domains: Chaos, Evil, Water, Destruction</p><p>Typical Worshipers: Tsathar, Sentient Frogs, Evil Slaad, Evil Water Monsters</p><p>Favored Weapons: Any that slash, cut and are wickedly curved, as well as ropes or nets.</p><p></p><p><strong>Hecate, Goddess of Evil Magic</strong></p><p>Alignment: Lawful Evil</p><p>Domains: Law, Evil, Magic, Knowledge</p><p>Typical Worshipers: Wizards, Women</p><p>Favored Weapons: None.</p><p></p><p><strong>Set, God of Evil and the Night</strong></p><p>Alignment: Lawful Evil</p><p>Domains: Law, Evil, Knowledge, Death</p><p>Typical Worshipers: Evil power-seeking humanoids, evil monks, assassins</p><p>Favored Weapons: Cobra staff, Spear of Darkness, poisoned weapons</p><p></p><p><strong>Hel, Goddess of Death, Lady of Pestilence</strong></p><p>Alignment: Neutral Evil</p><p>Domains: Evil, Death, Plant, Animal</p><p>Typical Worshipers: Diseased and disease-causing creatures, evil humanoids, evil druids, women, bards.</p><p>Favored Weapons: Poisoned Dagger or Sword.</p><p></p><p><strong><u>LOCAL DEITIES</u></strong></p><p>In addition to the major national deities listed above, natives of the Blasted Desert (including the ancestors of the many of the nomads who helped build Majoor) worship another set of "local" deities, also known as the Khemitian Gods, found <a href="http://www.necromancergames.com/pdf/khemitian_gods.pdf" target="_blank">here</a>. These are also available as deities for characters native to Majoor or the Blasted Desert.</p><p></p><p><strong><u>RACIAL DEITIES</u></strong></p><p>For non-human characters, they may worship deities listed in the PHB for their race, or in Races of Destiny, Races of Stone, or Races of the Wild.</p></blockquote><p></p>
[QUOTE="Insight, post: 3733462, member: 11437"] [b]The Setting[/b] [font=verdana][color=gold][b][u]ABOUT THE ADVENTURE & SETTING[/u][/b][/color][/font] "The Shadow of Set" is part of the Coils of Set campaign from Necromancer Games. [b]NOTE[/b]: This game will take place in a neutral setting, despite any place name references in the text. Everything you need to know about the setting will be listed below. [b][u]THE CITY OF MAJOOR[/u][/b]* The game starts in the city of Majoor. This city, a fairly respectable trading hub, serves as a port to the Cerulean Sea to the south. Best characterized by its diversity, Majoor represents the culmination of hard work among different cultures and races. From its tent-filled bazaar to the exotic ziggurat Temple of the Eternal Sun to its splendid stone towers and spires, Majoor stands apart from most other towns. Founded by merchants and sailors, this town is a hodge-podge of different cultures and values. However, competition is valued more than anything else. Most of the citizens of Majoor are descended from merchants and craftsmen, and the old blood still flows through the veins of many. Always looking to craft something better or buy something cheaper, Majoor is a brutal place for the meek. The spirit of Majoor is no better represented by any of its citizenry than Ali Ashar, the Lord Mayor. He purchased the title from the previous Lord Mayor, who had ruled for generations. Though no word of discontent reaches his palatial estate, Ali Ahsar keeps a close watch on any potential usurpers, all in the interest of "protecting his investment". [b]Majoor (large town)[/b]: Conventional Autocracy; AL N; 3,000 gp limit; Assets 675,000gp; Population 4,500 (mixed): Human 79%, Halfling 9%, Elf 5%, Dwarf 3%, Gnome 2%, Half-Elf 1%, Half-Orc 1%. [b]Districts[/b]: Average Residential, the Bazaar, the Caravaners' District, Civic, Fine Shops, Halfling Neighborhood, Inn/Tavern District, Lord's Estate, Temple District, and Warehouse District. [b]Authority Figure[/b]: Ali Ashar (Lord Mayor of Majoor). [b]Important NPCs[/b]: Lude (Captain of the Guard), Karranis (Priest of the Eternal Sun), Ka-Hatem (High Priest of the Eternal Sun). [b]Guilds[/b]: There is an adventurer's guild, a caravaner's guild, a merchant guild, and a sailor's guild. There are also rumors of a thieves' guild. * Mostly taken from the Coils of Set campaign, from Necromancer Games. [b][u]THE WORLD[/u][/b] Majoor sits on the edge of the Cerulean Sea, a great blue-green body of water that serves as the southern border of the known world. Ships sailing to or from Majoor travel the Cerulean Sea, usually to another major port, such as Tamjit to the east or Alhandar to the west. The Blasted Desert rises ominously above Majoor, blanketing the terrain for nearly 500 miles north and west of the trade port. Caravans to Majoor typically cross the desert from the tradepost city of Hale. Because of Majoor's location, searing heat is the most common weather condition. Eleven months of the year, Majoor and the surrounding areas reach above 100 degrees fahrenheit, sometimes above 120 degrees during the summer. But Majoor, being adjacent to the sea, is a bit cooler than the Blasted Desert (typically between 110 and 130 degrees). [b][u]THE ROLE OF THE CHARACTERS[/u][/b] The PCs have been in Majoor for some time, and can either be natives or could have traveled to Majoor from elsewhere. Characters in Majoor could be merchants, craftsmen, guards, sell-swords, rogues of various stripes, sailors, or stranded travelers, and can be in Majoor for a number of plausible reasons. [b][u]NATIONAL DEITIES[/u][/b] You can find a list of the main deities [url=http://www.necromancergames.com/pdf/gods_and_demons.pdf]here[/url], and also briefly below. [b]Thyr, God of Law and Justice[/b] Alignment: Lawful Good Domains: Law, Good, Healing, Knowledge, Protection Typical Worshipers: Humans, Royalty Favored Weapons: Light or Heavy Mace [b]Muir, Goddess of Virtue and Paladinhood[/b] Alignment: Lawful Good Domains: Law, Good, Protection, War Typical Worshipers: Humans, Paladins Favored Weapons: Longswords or Bastardswords [b]Freya, Goddess of Love and Fertility[/b] Alignment: Neutral Good Domains: Good, Healing, War, Animal Typical Worshippers: Human females Favored Weapons: Longsword, longbow [b]Arden, God of the Sun[/b] Alignment: Neutral Good Domains: Air, Good, Sun, War Typical Worshipers: Of old he was worshiped by humans, though Arden is not currently worshiped on this plane. Favored Weapons: Sun staff, short sword [b]Orcus, Demon-Lord of the Undead[/b] Alignment: Chaotic Evil Domains: Chaos, Evil, Death, Destruction Typical Worshipers: Monsters, Undead and Evil Humanoids Favored Weapons: Ornamental Heavy Mace (spiked or skull-tipped). [b]Tsathogga, Demon Frog God[/b] Alignment: Chaotic Evil Domains: Chaos, Evil, Water, Destruction Typical Worshipers: Tsathar, Sentient Frogs, Evil Slaad, Evil Water Monsters Favored Weapons: Any that slash, cut and are wickedly curved, as well as ropes or nets. [b]Hecate, Goddess of Evil Magic[/b] Alignment: Lawful Evil Domains: Law, Evil, Magic, Knowledge Typical Worshipers: Wizards, Women Favored Weapons: None. [b]Set, God of Evil and the Night[/b] Alignment: Lawful Evil Domains: Law, Evil, Knowledge, Death Typical Worshipers: Evil power-seeking humanoids, evil monks, assassins Favored Weapons: Cobra staff, Spear of Darkness, poisoned weapons [b]Hel, Goddess of Death, Lady of Pestilence[/b] Alignment: Neutral Evil Domains: Evil, Death, Plant, Animal Typical Worshipers: Diseased and disease-causing creatures, evil humanoids, evil druids, women, bards. Favored Weapons: Poisoned Dagger or Sword. [b][u]LOCAL DEITIES[/u][/b] In addition to the major national deities listed above, natives of the Blasted Desert (including the ancestors of the many of the nomads who helped build Majoor) worship another set of "local" deities, also known as the Khemitian Gods, found [url=http://www.necromancergames.com/pdf/khemitian_gods.pdf]here[/url]. These are also available as deities for characters native to Majoor or the Blasted Desert. [b][u]RACIAL DEITIES[/u][/b] For non-human characters, they may worship deities listed in the PHB for their race, or in Races of Destiny, Races of Stone, or Races of the Wild. [/QUOTE]
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