Tokiwong try's to run a D&D 3.5 Game (Full seeking Alternates)

Tokiwong

First Post
Here I am trying to run another game, why cause I am really digging 3.5, so why not try and run a simple game. I have a simple setting in place using the Pantheon from the Core Books, and I tried to keep everything pretty simple.

Looking for 4-5 players at best :)

Character Creation

28 point buy Characters starting at 1st level. Each character has the average starting gold for their class, the number in parenthesis on page 111 of the PHB. A balanced group would be highly recommended, consisting of some type of warrior, a divine caster, an arcane caster and a character with a variety of skills to fill the gaps. All core races are allowed, and well pretty much a simple background. We can build later as needed.

Setting Info

Valley of Ravens

On the eastern border of the empire lies the rough road that leads to the Valley of Ravens. The hinterlands of the empire proper, and under the sway of several magistrates who have the jurisdiction of the Imperial Crown, the Valley of Ravens is home to simple folk who eke out a living in the lands of the North.

Beyond the Black Crag Peaks lie the burning sands of the Black Desert. A land rife with high winds and grainy black sand, for as far as the eye can see. But those lands are home to the strange elves of the Black Sands and are forsaken by most normal folks. Even the elves of the empire consider the Black Desert elves to be of barbaric stock, at best.

The Valley of Ravens is wide swath of forest and hills amidst the towering Black Crag Peaks, home to the dwarves. Their great mountain fortresses are a monument to their industrious nature, and stand as a stark reminder to the sacrifice many of their people made in the war against the Demon King. The greatest of these Fortress Cities, Moradin’s Forge, spans several miles above ground, and even more miles under the very earth itself. Home of the Crown Prince of the Dwarf Lords, it could be thought of as the capital, makes it home in the North Black Crag Peaks surrounding the valley.

The single pass that leads to the Black Desert is protected by the fortress city, Vanguard Keep. Vanguard Keep is a bustling trade city, with merchants from across the Black Desert, and merchants from the interior of the empire meet. It is a place always in flux, and a wonderful city of sights and sounds, although it still maintains a sizeable military force for fear of raids from the Black Desert elves. Towards the center of the valley is Raven’s Nest, a large city with outlying farms, for several miles run by industrious peoples of all kinds. It is a melting pot of races, though humans and halflings seem to dominate the rest of the races, people of all races walk the streets of Raven’s Nest. The Grand Temple of Pelor is located in Raven’s Nest and is a common destination for pilgrims to pass through and give their prayers to the mighty Sun God.

The Valley of Ravens is nearly four hundred miles from the east to the west, and nearly six hundred from the north to south. It is a large expanse of forests and hills, and outlying villages. But nearly all roads lead to Raven’s Nest, and all of the villages owe their allegiance to local mayors who in turn are subordinate to the Imperial Magistrates of the empire. But bandits are evil humanoids roam the territories as well, and the worst of the lot are the orcs and goblins in the south, who often band together in war bands to spread chaos and death in the name of their foul gods.

The Empire

The Empire of the Sun was founded nearly six hundred years ago at the end of the War against the Demon King. When his foul host was smashed and the fell conqueror was cast into imprisonment; the heroes who lead the battle chose one of their number to rebuild from the ashes of chaos and death. They chose a champion of Pelor, and in turn the Empire of the Sun was formed. Or so the legends say.

The official church of the Empire is Pelor, but the empire tolerates the other faiths to operate within the empire, though those faiths dedicated to evil must operate in secret. The empire is massive in size and nearly contains the whole western portion of the Alengard continent, and spans several thousands of miles. It is divided into regions, each under the purview of a Senator, who administers the lands through his magistrates who oversee individual mayors of cities and villages. The empire maintains a standing army, though most spend their time on the borders defending the empire many more are garrisoned within its borders to maintain peace and police the lands. Above the Senators are the Imperial Family, and the Emperor, who is typically called the Champion of Pelor, as well as the Emperor.

The Imperial Seat of power is in the west, in the city of Dawn. It is perhaps the largest city in the empire and perhaps one of the most beautiful sights in all of the world, or at least far as the citizens are concerned. The Imperial Palace is a city unto itself, and the entirety of the Imperial family resides behind its walls. The wealth of the empire is brought to the fore in the capitol of the Empire of the Sun.

The dynasty of the Aranor line has stretched for nine generations, seven emperors, and two empresses. The current Emperor Julius Aranor V is approaching the peak of his twilight years, and it is expected that his daughter Crown Princess Ghillain Aranor will ascend the crown with the next five years.

The traditional enemies of the empire are the roving bands of humanoids that threaten the fringes of the civilized lands. Frequent internecine conflicts between feuding magistrates crop up often, and unless they threaten the established order they are usually left to play out without outside intervention. In the East lies the Black Sand tribes of the elves, and beyond that are the more civilized Kuman States. Dark skinned foreigners who do fierce trade across the Black Desert, and are skilled merchants and craftsmen. Kuman Steel is a precious commodity in the lands of the Empire of the Sun.

Although it has been six hundred years since the last remnants of the Demon King’s forces were dispersed, many fear that his forces may return, or perhaps even the vile Demon King will return to menace the world at large once again, since his fate remains uncertain. It is known that cabals of evil cultists operate throughout the Empire and work in secret to pervert the established order, and work towards their foul goals.

The Empire on the surface seems safe, but many dangers lurk in the shadows and in the large expanse of wilds throughout the lands.

Role of the Characters

The characters will be well novice adventurers brought together by a plea from a village, Green Hills, in the south of the valley, looking to find heroes that can help solve a problem they have been having. Most bands will not work for the meager pay the village can provide, but they still hold hope that someone will help them…

One slit filled by Semmarin, so four more to go.
 
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I'd love to give the new ranger a spin...I guess that would make me the fill-in-the-gaps guy. :) I'll work up a character during the downtime at work.
 

Count me in. Going Cleric
EDIT: Bjorn Alfson
½ Elf Cleric of Corellon Level 1
Chaotic Good

Str: 12
Dex: 10
Con: 12
Int: 12
Wis: 15
Cha: 14

Hits: 9

Domains: Good and Protection

MOre to come. at work now.
 
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Organizations

The Black Mask

A secretive guild of thieves and assassins that operates all through out the empire, they have been a menace for centuries. They have a foothold in every major city of the empire, and often control much of the illegal underground activities and the black market throughout the empire. Their interior organization is for the most part a mystery, the lower ranking members serve Mask Lord, who in turn serves the Mask Kings, but these individuals are is not well known. What is known is that the Black Mask is ruthless, and they will remove anyone that present a thorn in their side, and have various means to do at their disposal.

Children of the Oak

The Children of the Oak are a loose band of rangers and druids, who serve to maintain the balance in the valley. They take a more neutral stance towards the advance of progress, and are not as violent or active as other smaller groups of druids. They are the largest group of druids and have a loose affiliation, anyone can join just by telling a current member they wish to do so. And can leave at their leisure, as long as they protect nature, and do not disgrace the order they can do as they please.

Cults

Various cults to evil deities appear all throughout the empire and on the fringes like in the Valley, almost daily. They often focus in out of the way regions, small villages, or in the heart of slums, such as that of Raven’s Nest. But there have been disturbing trends of late, which many affluent families and houses have had various members succumb to the seductive lure of evil and power. These cults are numerous, and they rarely work together.

Mercenary Bands

Operating out of Raven’s Nest and Vanguard Keep, several bands of paid swords work to help secure the lands, protect the wealthy, and guard trade wagons through the Black Desert. Some have scruples, and many others do not, working for anyone if the coin is right. Two of the most well known bands are the Black Dogs and the Defenders. The Black Dogs work for anyone, and have no morals, while the Defenders tend to be more selective of the missions they undertake, both groups do not come cheap, but they always get results.

Adventuring Groups

Several adventuring parties operate in the region, most are of little note, or they disappear with the season but some have made names for themselves in the frontier lands of the Valley. One of the most popular and powerful groups are the Sentinels of the Raven led by a paladin operating out of Raven’s Nest in the service of Pelor. This group only bands together when great threats arise, and rarely travel together, many of their members either in semi-retirement or attending to their own affairs.

The Brothers of the Flame are another well-known band under the leadership of Vash Firemane, a sorcerer of some power and quite the ladies man, and carouser. His group is pretty active, and makes frequent stops in Raven’s Nest before pressing on again to adventure the land and see what there is to be seen.

The last group is larger then most adventuring parties, and spread their attentions to the defense of the roadways and the small villages dotting the valley. But since their number is few compared to the size of the valley they cannot be everywhere. Rina’s Wargs are well known and often called the Green Cloaks by the commoners for their choice of cloaks they wear. Rina Whitefeather is a well known Ranger and Bard of some power, and is a consummate defender of the innocent. This group recently received a writ from the Imperial Magistrate giving them official purview over the roads in the valley, and the wild places.
 

well if you'll have me how about a sneaky conniving human thief? could have him up and running in 2 days if thats ok (got some things to do with the wife here)
 


Ferrtguy a thief sounds good, Xiryc sorry Ferretguy fills the last spot, but you will be the first alternate. I am looking to have characters posted here in about a week or so, so we can get started by next friday, if not sooner.

I will post at least once a day, and expect the players to do so, with allowances for the weekend, to keep the game moving. If a player goes AWOL then I can autopilot them, if I am given a reason they won't lose their spot, but if not, I am sure we can find another willing to take their place.
 

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