ICOOCNote on Character Generation
I understand being very new not everyone will have the 5e PHB. As such, I'm willing to help you create a character so we can play without undue barrier to entry.
Additionally note we're LVL 1's to start! Yeah, starting from the bottom y'all. Point buy per the PHB.
I've been mulling over the PHB, Monster Manual, and Dungeon Master's Guide for a few weeks now and honing my 5e setting. I'd love to flesh it out with an adventure on these forums! I have some iRL experience DMing, as well as playbypost.
Right now this is just an interest check, but a brief overview of the world:
For an Age the surface of the world was covered in dark miasma and filled with beasts that thrived in its vile life-draining mists. A valiant group of heroes had died trying to save the world, and they had succeeded--at a price. The Age of Ghasts would not last forever, but a thousand years most races were forced underground or into a deep hibernation.
Now, three hundred years after the vile miasma has been lifted from the land, its demographics have changed wildly--most surface races were forced underground to live with the Dwarves in the slums of their Deephomes, underground trade nexuses. The Elves retreated into their grandest cities and managed to sleep there safely guarded by magic, but when they emerged they found their holdings spread too far and thin.
The Lizardfolk, however, had thrived. Under their Mer Queens, they had managed to build opulent cities on the coasts and up the rivers in the jungles while the other races couldn't abide the evil mists. Now they try to raid and enslave the newly re-emerging races as they strive to make their way on the surface.
There's a mix of colonial theme, and ancient ruined world preserved to be exploited--though it may be full of dangers, and lots of other quandaries.
Light Green: Foot hills/Arid flat land
Dark Green: Heavily Forested\Jungle
Baby BLU: Water
Purple: City/Surrounding Hamlets (Letter designates Lizardfolk, Dwarf, or Freehold)
Autoamare, God of Self-Love :: Nature, Life
SymboL: Hand Clasping Rod
Phorminar, God of Judgement :: Knowledge
Bromulus, God of Holy War :: War, Tempest
Helmyr, Goddess of Nature :: Nature, Light
Brudum, God of Agriculture :: Life, Nature
SymboL: Wheat Sheaf
Fylus, the Benevolent Trickster :: Trickery, Light
Ventria, Goddess of the Wild Hunt :: Nature, War
THE PLANE of BALANCE ::
Frank, God of Undermining Bullshit :: Knowledge, Light
Sslyn, Serpentine Goddess of the Waves, Patron of Mer and Lizard :: Life, Tempest
SymboL: Waves Broken by Fin
True Neutral: nothing can enter it as it would throw off its alignment
Aumonoma, the Machine God :: Knowledge
Ardastra, Goddess of Passion & Revenge :: Tempest, Trickery
SymboL: Wasp-Hilted Dagger
Zalara, Scaled God of the Storm :: Tempest, War
SymboL: Trident Piercing Trireme
Musho, Deity of Indeterminate Sex & Battle :: War, Light
SymboL: Crossed Swords
FIENDISH PLANE ::
Jahyr, Goddess of Blood :: Death, Nature
SymboL: Blood Drop
Dwylnyr, God of Destruction :: War, Tempest
SymboL: Shattered Wheel
Selindra, Goddess of Forbidden Knowledge :: Knowledge, Death
SymboL: EviL Eye
Bokuro, the Searing Light, God of Sacrifice :: Light
SymboL: Athame Piercing Eye
Lolth, Queen of Spiders, Patron of the Drow :: Trickery, Death
SymboL: Arachnid Motifs
Dermindae, Thief of Virtue :: Trickery, Knowledge
SymboL: Falling Purse
My initial thoughts are medium-smut, as in some sexual magic\cults\monsters but they're relatively rare in the world, and as for theme\alignment, that's up to the players as I am open to a wide range.
I've been toying with the idea of a few encounters that are kind of like the best parts of the Witcher games in nature--you find our a monster(s) habits\weaknesses, prepare appropriately, and then suss them out for the final dance. I could imagine both the Lizardfolk and Hill Dwarf city states paying adventurers for such services in taming the wild surroundings.
After working up through the lower levels in that way, I imagine the group would slowly grow more aware of greater events occurring within the realm(s) and seek to influence the course of events--or else profit by them however they may land.
The world, while not quite grimdark, is beset by a certain unyielding pragmatism. Good doesn't triumph inandof itself, any major entity not fueled by borderline neurotic zealously is watching out for its bottom line in any venture, and bad things happen to good people. There are still paragons of virtue, holy individuals and rogues with hearts of gold, but this is not their sandbox--evil and base things do not wilt at their presence, nor is their defeat ever assured. Rather than a cosmic struggle between alignments however the Prime Material tends to be a stage for very human dramas of personal and institutional aspirations, desires, defeats and tragedies.At this point I'd say we definitely have enough interest; filling out your character and PMing them to me\posting them here is a good next step if you'd like in on the action.
I'm not limiting numbers right now because we all know how this dance goes, and I'm hedging my bets we'll be able to make it with half the # of people we go in with.Ravnay and her Districts
When it was first founded under charter from the Ravnay Expedition Limited Corporation, the city was only intended to spread across the east bank of the river Rav. Now, however, its older district--and oldest slum--inhabit the east bank, whereas the bulk of the city has crossed to the west bank.
There are five bridges across the river Rav, two stone and three wood. Congestion and traffic across these is an issue, as they are all over Ravnay, which was far from a well thought-out plan when it first began. The major roads (marked in grey) are the only reliable means of getting around aside from a ferry, and even then, traffic on the river can frequently erupt into boat-fights which clog up travel even more as the guards take some time to respond on the water.
Thanks to their huge and divisive nature, the major roadways generally divide up the parts of town--with the exception of the Wold and Harford's Ferry, where the distinction of being on one side or the other still tells you a lot about the neighbourhood.
The oldest and most regal of the districts, the descendant of original share holders and corporate officers keep their estates here. In a world of new and uncertain things, the Wold is the beginnings of the Blue Blood--already thinking themselves more noble than bourgeoisie in origin, the residents of the Wold are known for their decadence and their chicanery.
Once the agricultural center of the settlement, the Grange was kept as a green space and park for the rich residents of Ravnay to enjoy. Unofficially, it's become the Elven quarter--the old converted farmhouses and stone townhouses serving as bordellos for those of finer taste, and some Elves making their ways as gardeners amongst the still relatively free streams and groves, paid by the city to keep things trim and verdant.
The Goldsmith's Quarter
The descendants of foremen got their children into cushy midlevel government jobs and goldsmithing, a dirty but lucrative profession that involves everything form gold leaf to decorate manuscripts to engineering feats hardly related to gold or smithing at all. The more renowned architects amongst the goldsmiths are also occasionally called upon to act as engineers in times of war. All in all, a bourgeois rises along the water's eastern bank in the shadow of their betters and the city's largest concentration of Elves.
The Wool District
More rough-and-tumble, the Wool District has its fare share of those who did well and those who just barely get by. It boasts several warehouses and places of business, as well as the homes of almost everyone in the wool trade--save for the porters who live out in the shanty towns. Wool is big business in Ravnay, and the Woolman's Guild is--aside from notoriously sexist--a force to be reckoned with in politics and bridgeway brawls.
When the Sects and Cults descended upon the economic venture of Ravnay and found an audience amongst its world-weary populace, the Corporation refused to let them break dirt on the East Bank. Not discouraged, but in need of a solution, many turned to an enterprising man named Harford. Harford wasn't part of the expedition, but had come to the surface with his kinsmen a few decades ago. Now, he'd built a small town, not nearly enough to rival Ravnay on the far side, but an important point of transit thanks to his ferry and the relative lack of bridges. Allowing various religious structures to be built--so long as they'd submit to his tax--Harford's Ferry was born. A melting pot of many religions and races, its attracts all kinds, and still draws revenue from its infamous Temple Tax which rather than be surrendered to the city is directly in the purse of the Harford Alderman, always a descendant of Harford himself--by practice rather than decree.
A hundred and fifty years ago when the wall was being built, Hill Dwarfs were contracted to oversee construction and provide the stone. As it turned out, much of the bulwark would use wood as a substitute due to the continued expansion of the project, but the line got drawn to include where the Dwarfs themselves had come to live and work--Blackshack Row, so called for its narrow stature, relative length, and the constant black smith coming from the smithies that cropped up there to help build and repair tools used during construction. Today, it is in essence the Dwarfish quarter of the city, although Dwarfs live freely throughout all of Ravnay, and it is where the Dwarfish Banks keep their branches.
When the walls were being built, the various Guilds decided to cut out a corner of the city to call their own--and were willing to pay through the nose to do so. The Goldsmith's, Ferryman's, and Woolman's guild footed the bill equally, and each owned a 3rd of the new quarter. They would go on to sell parcels of land on their plots to new or petty guilds. The Poacher's Guildhall, for example, lies within the Goldsmith's 3rd of the Guild Quarter.