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Author Topic: The Sky Will Crack (5e Dnd, Interest Closed)  (Read 6232 times)

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Offline ZameRaguesTopic starter

The Sky Will Crack (5e Dnd, Interest Closed)
« on: January 27, 2017, 06:01:33 AM »

(Large Image, Suggest Right Click+View Image)

Starting Map

Hello, I am planning to run a long term 5th edition campaign. It will be a human only game with a twist. While the world is ruled solely by humans, Elves, Dwarves, and other classic Dnd races did once exist in the world, and interbreeding long ago has given some humans traces of these races. All characters will be human the variant rules from the PHB as an option with an addition in that they can choose to take a racial trait from a list in place of a feat or the skill proficiency. Some humans even sharing physical traits (Purely Cosmetic) such as above average height or some pointy ears. Let's see other worldly details that may interest, the world is full of magic though the primary religion that has spread through out the world in the last thousand years has turned the world against it. Magic is a feared element, mages are considered evil in most of the world. Magic however is always trying to exist rather the people like it or not. The only magic that is allowed is that of the church, clerics and paladins ordained by the church are the only allowed users of magic without rule. Mages caught by the church are sent to the College where they are kept and used as weapons in times of war or conflict. There is only one god left in the world that has actively interacted with the material plane, this has caused the primary religion of the world to spread to such distances without opposition. No one seems to know what happened to the other gods or even remembers the old gods anyways after nearly a thousand years. More minor details about the world, Slavery exists as well as fire arms and Zeppelins

My goal is to run a game that is fun first with story and roleplay being a photo finish close second. Sexual elements will be present in this world and can be done as a group, or one on one between either party members or gm and player. I will be looking for players that have some kind of personal plot, rather it's a druid looking for the elements or a strong man and cleric traveling the world (I haven't been watching Critical Role at all, leave me alone.). The backstories for characters can be just about anything with exception being a ruler of a kingdom, so no kings or queens in the dungeons. Characters with nobility will need to get it approved, while I'm not saying no, I'm not going to just say yes either. I do trust all interested though to have a variety of ideas.

Ok actual game related things now. All standard source material is allowed, no class restrictions, humans only, variant rules allowed(With the racial feature thing). I am implementing my own homebrew materials along with other ideas that fill in the world, so things such as Matt Mercer's Gunslinger and DawnForgedCast's Alchemist will be allowed. Character stats will be 4d6, adding the three highest. "Aroused" will also be a player state much like prone and will effect skills and other things. All characters will be level one to start. Initiative will be rolled at the start of the game sessions so the the transition between rp and combat is more seamless. The last aspect for now is one I found and rather liked and that is "Plot Points". All characters will have a plot point to start, these points will allow the players to change or add something. The player can say that a stranger appears from the fog or the party stumbles upon a trap door in the dungeon. All usage of points will be run through me during the game or can be discussed before hand to the game's session. There are restrictions however, damage can not be dealt using these points to any character friend or foe. Points also can not be used to create or gain items, powers, or effects. Basically if during the game session you want to run into an NPC that has secretly been stalking the Ranger Princess of the party then it can become a reality, least in game. Players can only have one point at any given time and can not give them away. A Plot Point may be awarded for exceptional rp moments. I am willing to work with players who wish to create or add something unique to there character such as creating a bard College of Dance for some kind of Dancer, that utilizes dances instead of songs. (There may be more to come)

Character Skeleton
Image (Self Explanatory)
Name (Self Explanatory)
Age/Gender/Height/Weight ( ^ )
Class (All classes allowed, including all magic classes)
Alignment (Self Explanatory)
Religious (How religious is the character, perfectly acceptable to not believe in "God")
Personality ( ^ )
Stats
Nerdies
Armor Class:
Initiative:
Speed:
Passive Perception:
Max Hit Points:
Hit Dice:

Attributes
STR: 10 (0)
DEX: 10 (0)
CON: 10 (0)
INT:   10 (0)
WIS: 10 (0)
CHA: 10 (0)
SEX: 10 (0)

Skills:
Tool Proficiencies:
Weapon Proficiencies:
Armor Proficiencies:
Features
Equipment
Weapon Attacks

Backstory
Favored Kink (What kind of fetish might your character like, rather they know of it or doesn't know doesn't matter. Can be more then one, must be at least one. I want to try and use this in mechanics so limit the number you put here.)
Racial Traits Available
Dwarven Darkvision, 60ft
Dwarven Resilience, advantage on saving throws against poison, and you have resistance against poison damage
Dwarven Stonecunning, make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Dwarven Toughness, Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Elven Darkvision, 60ft
Elven Keen Sense, Proficiency in Perception
Elven Fey Ancestry, You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Wood Elf Fleet of Foot, Base speed is 35
Wood Elf Mask of the Wild, You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Drow Elf Superior Darkvision, 120ft. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Halfling Brave, You have advantage on saving throws against being frightened.
Halfling Nimbleness, You can move through the space of any creature that is of a size larger than yours
Halfling Naturally Stealthy, You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Gnome Darkvision, 60ft
Gnome Cunning, You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Gnome Speak with Small Beasts, Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. (This is not magic)
Gnome Artificer's Lore, Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Gnome Tinker, You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (pg37 of the PHB for more info)
Orc Darkvision, 60ft
Orc Menacing, Proficiency in Intimidation
Orc Relentless Endurance, When you are reduced to O hit points but not killed outright. you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest
Orc Savage Attacks, When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit
Tiefling Darkvision, 60ft
Aasimar Darkvision, 60ft
Aasimar Celestial Radiance, You have resistance to necrotic and radiant damage.
Firbolg Powerful Build, You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Firbolg Speech of Beast and Leaf, You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words. Though you have no special ability to understand them in return. You have advantage on all charisma checks you make to influence them.
Goliath Powerful Build, You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Goliath Natural Athlete, Proficient in Athletics skill.
Kenku Expert Forgery, You can duplicate other creatures' handwriting and craftwork. YOu have advantage on all checks made to produce forgeries or duplicates of existing objects
Kenku Mimicry, You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom Insight check opposed by your Charisma Deception Check.
Tabaxi Darkvision, 60ft
Tabaxi Feline Agility, Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait you can't use it again until you move 0 feet on one of your turns.
Tabaxi Cat's Talent, You have proficiency in the perception and stealth skills.
Triton Natural Swimmer, Swim speed of 30

Using the human variant rules, you can choose to take one of these racial traits in place of the skill/feat available
Druid, Circle of Iron
This is a Homebrew archetype for Druids that have either rejected or been rejected by nature, consciously or unconsciously. This is subject to change as I am play testing this in another game.

Level 2, Rejection of the Wood. As one of the Circle of Iron you are denied your magical connection to the plant related spells as well as the knowledge related to shape-shifting magic. As a Druid you can no longer cast the following spells.
 - Thorn Whip
 - Entangle
 - Barkskin
 - Spike Growth
 - Plant Growth
 - Speak with Plants
 - Grasping Vine
 - Polymorph
 - Commune with Nature
 - Treestride
 - Conjure Fey
 - Transport Via Plants
 - Wall of Thorns
 - Animal Shapes

Level 2, Lesser Wild Shape You can stay in a beast shape for a number of hours equal to half your druid level (rounded down), you then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn.

While you are transformed, the following rules apply: You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment.

While under a beast shape you gain temporary hit points equal to half of your maximum HP (Rounded up). The beast shape is lost when the temporary hit points are lost.

You can cast spells so long as your current form has the physical capability to perform all components necessary for the spell such as somantic components.

As an action you can gain the benefits of one of the following options

Change Appearance - You transform your appearance. You decide what you look like, including your height, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your stats change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, for instance you can't use this ability to become quadrupedal. At any time for the duration, you can use your action to change your appearance in this way again.

Natural Weapons - You grow claws, gangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it. Your natural weapons can also have one of the following features; Finesse, Heavy, or Light

Level 4, Wild Shape Improvement You gain access to the following beast shape abilities that can be used in addition to Natural Weapons or Change Appearance.

Aquatic Adaptation - You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swim speed of 30. At level 10 this becomes 60.

Earthly Adaptation - You adapt your body to an earthly environment, growing long sharp tipped claws. You now have darkvision up to 60ft and gain a dig speed of 15. Your climbing speed is equal to your walking speed. At level 10 your dig speed becomes 30

Level 6, Wild Trait[/b] While under a beast shape you gain a passive trait that persists so long as you are effected by your beast shape. You may benefit from one of these traits.
Wild Traits
Shadow Stealth - While in dim light or darkness, can take the Hide action as a bonus action

Keen Smell/Sight/Hearing - Advantage on Wisdom (Perception) checks that rely on said sense

Mimicry - Can mimic simple sounds of speech it has heard, in any language. DC 10 Wisdom (Insight)

Pounce - If moves at least 20 ft towards a creature and then hits it with a claw attack on the same turn, that target must succeed DC STR save or be knocked prone. If target is prone, player can make one bite attack against it as a bonus action.

Mobility - +10 speed (Does not count towards swim, climb, or dig speeds). Player can make a standing leap, long jump up to 25 feet, high jump of 15 feet, with or without a running start.

Poison spit - DC 12 Con save or 2d4 poison damage. action to apply it to weapons. Lasts for one hour.

Evasion - Dex save to take only half dmg, or no dmg on successful saving throws.

Roar/shriek - can roar or shriek, each humanoid or beast within 30ft and able to hear DC 12 wisdom save or be frightened. Success make immune to further attempts to fear from player for one hour.

Natural armor - +1 AC natural armor

Level 10, Greater Wild Shape Your Wild Shape uses increases by 1.

Aerial Adaptation - You adapt your body to an aerial environment, growing wings and a tail for balance. You have a fly speed of 30.

You gain access to ranged adaptations with your Natural Weapons in the form of a 1d6 quill with a range of 30/120. Your natural melee weapon damage increases to 1d8

Level 14, Mastered Wild Shape Your wild shape uses double, becoming 6 before you need a short or long rest.

You become immune to shape changing magic unless willing or a wish spell.
Class Specific Lore
Barbarian
    Often very crude and instinctual. They are the blade for hire, bandit, marauder, or tribal warrior of the less developed areas of the world. Berserkers are the stereotypical blood seekers while Totem Warriors are often shunned by normal society for their strange spiritual views and ideals.

Bard
    True bards are secret casters. Their magical abilities displayed in the open but so subtle that the church simply declares the performance just that grand, while bards who fail to mask their magic behind a performance are ostracized or taken away by the church.

Cleric
    Rather of the military or faith, a Cleric is often of high regard. Two major types of Cleric exist, those of the military and those of the faith. War, Trickery, and Tempest Clerics often are placed in positions of power as god is their primary weapon. Clerics of Faith; Knowledge, Life, and Light, are the less violent domains. Set to watch over the people and guide them like sheep, they play a more dominant role in politics. Nature Clerics are the black sheep of the domains, often looked down upon as uncivilized, they still receive the respect any cleric is owed

Druid
    Declared heathens and witches, they are no different than the shadows that hide in the forest. A nomadic people, Druids tend to form small close knit communities that travel the land. The nomadic tribes often consist of both Circles of Druids. Moon Druids often the hunters that fight to defend and feed the tribe while Land Druids are the caretakers that support the tribe members.

    Circle of Iron Druids are the bastard child of both worlds. Neither normal society likes them, nor will the Druidic tribes even accept them. Having been rejected by nature a Circle of Iron Druid often is a vagrant where ever they find themselves. With no connection to the wild they take refuge in the cities, hiding their magic from the church for fear of persecution.

Fighter
    The fill in the blank, sign here, cookie cutter, sword and bore soldier of the world. Making up the bulk of the military and any militia, the Champion is often the leader of a fighting force or a soldier of importance or rank. Battle-masters, the scouts, tacticians, or field advisors, they wield a variety of weapons along with a wit.

    Eldritch Knight is the double edged sword. Any fighter that displays any magical qualities must either flee or answer to the church. While any fighter within the church that shows faith and a magical aptitude can wield their “god given” abilities with the church’s blessing.

    Gunslingers are a new addition to any kingdom’s might. The knowledge of firearms having risen slowly till a few years ago, gunslingers are often tinker’s that created the weapon themselves or belong to a specialized unit of the military. Merchant’s often buy firearms in bulk or a few at a time depending on the craftsman and sell them for a hefty profit.

Monk
    A more unique brawler with strange hard to define abilities. Originating from the western continent, the martial fighter is a skilled one man squad. Their ki is still a subject of debate within the church as they border magic. Those of the Open Hand are often questioned for openly using their ki, while those of the Shadow and Four Elements would find themselves sitting in a jail cell waiting for judgement by the Church. Monks often find sanctuary as well as profit by competing in Eden.

Paladin
    The true warrior of diversity, a paladin’s oath determines a lot. Those of the Devotion are the only paladins acknowledged by the church. Wielding the true blade of god, they are the elite of the church’s military power. Those of low rank are simply known as paladins while those of honor become titled as a “White Knight”, “White Paladin” or “Knight of Divinity”. Devotion Paladins that live their lives without questioning the faith and command of the church can even become a member of an elite order known as the “Ember Corp”, receiving the title of “Ember Knight” they are truly feared. Should the Ember Corp appear, you will be purged.

    Oath of the Ancients is a strange paladin. Often called “Green Knights”, they are often champions of a nomadic tribe. Their power coming from nature itself, they have a natural hatred towards the Ember Corp.

    Oath of Vengeance paladins are never even called paladin. Often traitors or those with a past of betrayal, they are called “Grey Soldiers”. A Grey Soldier has no established place, they simply exist with the intent of where ever drives them.

Ranger
    For every three fighters stands a ranger. A step away from the Fighters, with the range to cover the distance. Hunter’s find their place within larger settlements, while beast-masters are more comfortable in small settlements where their pet can live freely.

Rogue
    The scumbag, scoundrel, or simple pickpocket. They are no different than a rat, everywhere. Thieves, assassins, pickpockets, scouts, gangsters, hoodlums, a thief is truly nothing special in any major city. Arcane Tricksters however are the specialized black sheep. Breaking the laws of both society and the church, the law often doesn’t give them a second chance, executing them if they even make it to court.

Sorcerer
    An unfortunate child imbued with incredible power that the world shuns. Sorcerers are sought out in order to protect the world from their destructive magic. Those taken calmly are sent to the College where they learn the will of God and live their life under the thumb of the church, never knowing freedom. Only those who draw their incredible power from the divine have a hope to see a fragment of a normal life. Favored Souls are given the title of “Priest” and must still live under the sight of the church but have more freedoms than the normal Sorcerer.

Warlock
    A rarity of the world, Warlocks struggle to find a source of power. With God as the only accepted source of power, a Warlock is hard to find, but not impossible. Those that look for power often find it. Entities of shadow that equally seek to grant their gifts find willing subjects to use as vessels. The world is a strange place, those that look find many deterrents but also many things willing to reach from the void. The Warlock only hopes their patron is not discovered for their lives become forfeit as the College is not an option for their blasphemy.

Wizard
    Willing subjects of the church who volunteer for the College yet have no blasphemous origins to their magic. They are fresh minds carved for the sole purpose of serving the church. With the willing devotion comes true freedom as they are the only casters that are allowed to enjoy real freedom. A natural prejudice though exists between Wizards and the other casters that reside within the college. A wizard is granted freedom, while all other “students” live under the ever watching eye that controls their lives.
Character Creation Info
Starting Level 5
Character Stats are 4d6 best of 3.
- Currency info -
1 Platinum = 100 gold
1 Gold = 32 Silver
1 Silver = 10 Copper

To convert prices from the books to this game's value, all items with prices of silver and copper remain the same. Items of Gold value you convert to silver like normal, 1=10 silver. Then you divide that value in silver by 32 to calculate the new value in gold. A few examples are listed below. All gold values that result in a decimal are rounded up to the nearest whole number. ie 24.32 = 25.

Carriage 100 gold = 1000 Silver / 32 = 32 gold
Riding Horse 75 gold = 750 Silver / 32 = 24 gold
Padded Leather 5 gold = 50 Silver / 32 = 2 gold
Dagger 2 gold = 20 Silver = 20 Silver
Slavery
    Through the years Slavery has been on a decline, though it has yet to be removed. It serves as a way for poor families to make money by selling children or has a means to collect a debt owed by others. Often there are two classes of people that either own slaves or have them in their company. Those of money such as nobles, merchants, or high class people that have received a slave as a gift. Serving as servants or in rare cases as vassals tasked with whatever their master demands. Farmers are the other class to handle slaves, buying them as cheap or free labor. Indentured servants and low risk debtors are handed to farmers in order for the slave to pay off whatever debt they have incurred. While the darker elements of slaves do exist they are often between bandits that have taken their victim by force. The church frowns upon those that partake in the act of slavery outside of farming, however it does not punish it in the slightest.
World Info
The historical races mentioned are where a person is likely to have gotten a racial trait from in terms of bloodline.

Marchesa
    Home of the church, this european-esque country has held a major position of power in the world for several centuries. With strong Irish influences it’s people are confident and easy to provoke, making its military might that much more frightening as a whole. The Emperor Arlan Dupont, reigns over the country with the church at his right and the military at his left. Both the Church and Military hold the power to do as they see fit so long as the Emperor does not say no. The Church aims to watch over the people that believe in the one true god, teaching the heathens that wield magic the true path in the world. The Military is tasked with the defense of the country along with quelling any uprising within Marchesa’s borders.

    Locus is the capital city of Marchesa. A citadel built to reach the heavens. The city is divided into three rings with the Temple of Divinity built in the center of the city, the center also houses the Emperor’s home along with the other buildings related to parliament. The center or Temple District built above the High District, the High District shelters those of nobility and others of the High Class. Each district built behind solid walls with an elevation, both the Temple and High district look out over the Commons, the final and largest district. Built upon the natural ground, those that do not live above reside here. The population even taking residence inside the base of the upper districts, known as the Undercity.

    Several vertical tunnels dot the cityscape with the largest residing in the Temple of Divinity’s courtyard. These strange holes serve a sacred purpose as a unique blue and white fire erupt towards the skies each year to mark the new calendar. The church has declared this unique phenomenon as an act of god showing his protection over the city as the fire does not burn or damage the flesh, stupefying any patron who manages to touch the flame. Those touched by the fire often speak of visions after they regain their mind.

    Whisper Wood, a large forest the surrounds much of the Capital Locus. Tall and thick Pine Trees fill the forest as the wind is said to carry the words of far too many to count. Some claim to hear a beautiful song. Some hear whispers of dread, calling for help or the listener’s death. Groans of pain and screams torment some that lend their ear to the forest.

    Song Quarry, A simple port town that makes a strong living exporting the strong lumber of the Whisper Wood. The town also serves as one of the closest ports to reach the Marchesa Capital. The town boasts rumors of hearing a beautiful song flowing from the forest on the nights of a Full Moon. Such rumors make the town a haven for Bards, Dancers, and all other forms of music lovers, thus it's name. The Song Quarry.

    Fengran, a simple out of the way village that keeps to itself, it’s only interaction with the outside world being with a merchant caravan that passes through a few times a year.

    Historical Races; Dwarfs, Elves, Gnomes, Halflings, Kenku, Tabaxi

Tibana Ny'el
    The Eastern Country that holds the most diverse environments in the world. While it is a unified land, Tibana Ny’el is split in two major areas. The northern more greener half of the land is known as Tibana. It’s lush forest shelters some of the world’s deadliest creatures. It is a very Brazilian like land. The Southern half is known as Ny’el. A very dry desert and sun dried plain, it’s coastlines harboring the land’s only green life. It is similar to the Sahara Desert at the land’s heart. It’s capital, Toscuvol, lies along the coast of the Inner Sea.

    Historical Races; Orc, Kenku, Firbolg, Triton, Goliath

Antilia
    Sitting underneath the Paragan Mountain range is Antilia. A very dry country it has rather few settlements despite its size. It’s capital M’naago, houses a mecha of architecture. The city itself, built into the mountains, rises high into the natural structure. This natural fortress has stood the test of time in protecting the landscape with it’s warriors known for their mounted combat and their creation of flying ship and swift land vehicles. The Antilian people being very isolated they often waft with an air of self importance, their power needing no aid. The resemble a mix of french and russian attitudes.

    Historical Races; Orc, Dwarf, Goliath, Tabaxi, Drow, Gnome

Emeria
    Emeria, the country of five pillars. As it’s name suggests, Emeria consists of five major islands. Holding knowledge and respect above all else, they boast the smallest military but the most powerful vessels. Their ships of both sea and air are unmatched. Each island is ruled by a “Pillar”, similar to a king or an emperor, each Pillar comes together forming a council that rules over Emeria as a whole. Each Pillar is chosen based on knowledge and achievement. The country has recently formed an alliance with Marchesa after creating a hand held ranged weapon that uses explosive force. It’s capital, Palrune, lies on the center most island where the Pillars gather to discuss the countries future.

    Historical Races; Triton, Elf, Halfling, Gnome

Volkova
    The most disorganized and disconnected world power. Volkova consists of several small villages and tribes that dot the cold landscape. A chieftain rules over each village, each given free reign to fight and claim whatever land they can win against the other tribes. Only in times of mass threat does the King of Volkova call upon the Chieftains to unify, otherwise even the King must fight to claim his own land. In a very cold and Viking-esque land, family, friends, and land reign supreme. Kroskun is the capital that lies within the crescent lake as a natural fortress.

    Historical Races; Goliath, Halfling, Tabaxi

Yavimaya
    A very asian oriented land that boasts the most beautiful sunsets. It’s capital Mistveil is set perfectly to watch the rest of the world. Predominantly a land that lives off of the ocean, it’s ships are the fastest in the world. A very reserved people, they tend to keep to themselves but will defend themselves should anyone insult their honor.

    Historical Races; Triton, Gnome, Halfling, Elf, Tabaxi, Kenku

Vek'Val
    The smallest world power by far. The world acknowledges their existence yet many of the world’s powers don’t give them the respect they deserve. Many have attempted to assail the small country only to never find the islands. Legends tell that both the sea and forests themselves will always protect these sacred lands. While the islands are inhabited by Humans, it’s architecture is very nature in its design and flow. Ih’son displaying many pieces of art and carvings of human like entities that have long pointed ears.

    Historical Races; Elf, Wood Elf, Drow

Rust
    An uninhabited set of islands simply known as Rust. There are many legends and stories of what exists on the this land yet no one can get close enough to learn the truth. The islands are bombarded by a perpetual storm of ultimate winds and sand. Those that sailed into it’s winds and managed to escape claim that they’re weapons disintegrated in their hands as the very ship seemed to dissolve as it traveled through the water.

World Sport
Eden
    World wide sport that captivates nearly all. Pitting two teams of at most five against each other. The goal is to project a heavy ball into the net of their rival. It is played in a round stadium, enclosed by high walls and filled with columns between fourteen and fifteen feet high. The ball can be struck with fists, elbows or head, and is free to bounce between the columns or the walls. In fact, many of the best passes and plays are done by taking advantage of seemingly random bounces.

    The sport calls for strong physical contact, both in the form of collisions and attacks to the opposing team in the form of punches and kicks. However, no confrontation can last more than six seconds, or an in game turn. After which is it mandatory to wait for thirty seconds before initiating a new attack. Another possibility is using the ball to hit your adversaries hard enough that it really causes damage. Even as the ball is only leather, it is sufficiently heavy to take a player out.

    A game lasts till either a team has been knocked out or five points have been scored. A single timeout is allocated to each team to allow some time to rest and strategize. To assure the correct enforcement of the rules, official games have four referees, who watch the fouls and control the time of confrontations.

    Professional athletes have been known to display incredible feats of physical strength and power, such acts are considered mere game talent.

The party will be starting in the city known as The Song Quarry. Each character will have their own reason for either coming to the Song Quarry or living in the town.

There will be more to come in this thread, and things are subject to change. I am hoping to start this game in October, I will be picking 4 or 5 characters. I would love any and all input interested minds may have regarding either my world or the mechanics I have chosen to employ at this time. I am still creating this world so a lot of information about other cities and landmarks has yet to be created, you are free to create the information you need for your character. I will discuss any questions or concerns I have with you through PMs. Feel free to ask me questions on Discord if you so feel the need or PM me, either is fine.

I will have info for the starting city up here within a few days at the latest.

-Update log 1, Racial Traits available.
-Update log 2, Updating and improving maps
-Update log 3, Removed Roll20 forums link. Simply posting images of completed maps.
-Update log 4, World Map completed.
-Update log 5, World Map changed, Cleric no longer different, Favored Soul now allowed and called Priest, Domains removed, Circle of Iron Druid added (Homebrew)
-Update log 6, Class Specific Lore Added, Character Skeleton Changed, No longer Roll20 game
-Update log 7, Sex Stat removed, starting map added, Added more Racial Traits from Volo's Guide, World info is up.

And lastly a funny
« Last Edit: September 30, 2017, 03:14:33 AM by ZameRagues »

Offline CeruleanSerenity

Re: The Sky Will Crack (5e Dnd, Roll20, Interest Check)(WIP)
« Reply #1 on: January 27, 2017, 11:16:19 AM »
I'm interested, though the times I'm reliably available for chat-based games tend to be limited... usually too late at night for most people. But I'll keep an eye on this for when the schedule is decided.

Do monsters exist in this world, or is it populated solely by humans?

Offline ZameRaguesTopic starter

Re: The Sky Will Crack (5e Dnd, Roll20, Interest Check)(WIP)
« Reply #2 on: January 27, 2017, 01:44:42 PM »
Thank you for your interest, it may be a while before I set a schedule but I'm pretty familiar with late nights.

Humans are the only race, elves, dwarves, and all the other races are gone from the world.

The church has tried to exterminate anything declared abnormal or magical. Killing so many creatures though is difficult, so depending on where you go depends on the chance of finding a monster. They do still exist though between years of hibernation or birth by magic, there will always be monsters.
« Last Edit: January 27, 2017, 05:48:45 PM by ZameRagues »

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Re: The Sky Will Crack (5e Dnd, Roll20, Interest Check)
« Reply #3 on: February 02, 2017, 08:46:01 PM »
Name: Vulpa
Gender: Female
Age:  18
Class:  Sorceress
Domain:  N/A
Alignment:  Neutral Good
Religious:  Does not believe in the one god.
Slavery:  Slave

Personal Plot:  Born into slavery,  Vulpa has only known being someone's else property.  A heritage of great and perhaps unfortunate ability.   For the young slave woman is from a old family line of the world.   Traces back thousands of years.   The blood of a Draco.   From the time when Dragons roamed and ruled over the world.   Which leads to the primary over all plot for her.   That is evading being found out.  Especially by the Ecclesiastical authority that has declared such magic to be evil in design.   Yet does not preclude such from claiming such individuals with talent and placing them in such college to be used as weapons and tools of the one true religion of the world.    Of course such conditions level a foster of fear.   Of course her owner (Player or Non-Player) may very well know her secret and lend her out to give aid.   Such conditions puts a level of stress upon when forced to use magic.   Finally the most important plot,   she is a descended from a old family with the blood of a ancient silver dragon.   As she matures in power her dragon heritage will begin to unfold.   When such revelations reveal.   Such as wings, it will hardly be something that can be hidden. 

P.S.  Perhaps a long lost lover that once shared a first love, but whose path has taken a different path and would put them now at opposite ends.

Personality:  Genial disposition to life and others that come into her radius of her life.   Good nature personality that cares for those around her.   Hardly the evil that one would expect of one that has magic inherently within them from birth.   Not quite submissive in nature.  But a quality of being strong in support to those around her. 

Backstory:  A slave born,  a life led as a slave.    Her birth through was marked by auspicious portent of what is to come at the time.   For in her family line for over a thousand years the blood of a Draco lay dormant.  Only to be awaken in a young girl that first exhibited such ability.   When she first had her first flow.   The font of magic wellspring within unleashed.   Yet her tales of legends of lore long past.  Have faded into the dim echoes of pasts reflections.   Too hallmark such awakening.  In such the fates have thrown a curve,  hideous in its mirth.  For the time of unwashed and unfettered magic has long past.   

Such terrifies a young girl.   Who life has been of service to those that have owned her.   For up until her awakening.  Life had been simple,  do the tasks, chores given to her.   Perform those well,  one is rewarded.  Perform those with lackluster and one is not.   Life is simple prior.  Yet with the first blood not only came the awakening.   It also mark her growth and bloom into a beautiful young woman. 

Once of a wealthy merchant family.   A house servant that would do the chores of the house.  Much as a child of such people would do if not rich.   Even as she bloomed from mere caterpillar to a beautiful young woman.  Yet the advance of such change.   Would lead her to compromising situations.   For like all young people that enter adolescents.    A time of hormonal and growth.   Leads to a openly active libido of curiosity.  An well her first family her original owners had a son of like mind and age.   That upon their age of sixteen would lead to what is perfectly natural  indulgence in exploration of ones own body and those of the opposite sex.   

Such did not go over well.  Especially since her lover was destine from birth to become a cleric of the one true god.   Their paths in life would lead the apart in the fate destiny has heaped upon them.    Through she tries to hide the fountain of magic unleashed within.   It is noticed in a subliminal way.   Those of faith of the one true.   Sense the oddness about her.   Fear of how she has ensnared their son, would lead them to sell her off.   Driving them away from each other.   For he would claim that destiny of what true magic should be a blessing of the one true god.   

Favored Kink:   Exhibitionist, sex.   Yes sex,  for she is a slave and her arcane focus is sex.   She is driven to it.   No sex means no spells greater then cantrips.   





Online Zaer Darkwail

Re: The Sky Will Crack (5e Dnd, Roll20, Interest Check)
« Reply #4 on: February 02, 2017, 11:13:29 PM »
I voice interest for this game.....could run a cleric. Perhaps very one who was Vulpa's first attraction as she blossomed into a woman perhaps ;). Circumstance of adventure bring them together (despite man's family hoping they would remain apart).

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Re: The Sky Will Crack (5e Dnd, Roll20, Interest Check)
« Reply #5 on: February 03, 2017, 05:55:00 AM »
I voice interest for this game.....could run a cleric. Perhaps very one who was Vulpa's first attraction as she blossomed into a woman perhaps ;). Circumstance of adventure bring them together (despite man's family hoping they would remain apart).

Yes such be quite interesting.  :-*   As the start of the story could be a reunification of the two lovers.   As your character has completed his training in the Ecclesiastical authority in becoming a cleric of the one true god.   He will have to struggle with teachings,   beliefs that have span now hundreds of generations in regard to those that can tap into unfettered arcane magic.   The world says she belongs in the college.   Kept away from society,  for she is a advent of hearsay that threatens the monolith institution of the one god church.    Yet he has found her and just recently repurchased his favorite pet.   

Online Zaer Darkwail

Re: The Sky Will Crack (5e Dnd, Roll20, Interest Check)
« Reply #6 on: February 03, 2017, 10:47:17 AM »

Name Adran Dremar Zandrien
Gender: Male
Age: 18
Class: Cleric
Domain: Destiny
Alignment: Lawful Evil
Religious: Self-Rigtheous Religious Asshole, in short a Knight Templar
Slavery: Fine with slavery and has owned ones since his birth (and is determined to return one his former slaves back to him)
Personal Plot: Reclaim his slave and preach teachings of the true god and climb church hierarchy and become most powerful bishop of all time
Personality: Ambitious, selfish, sort blinded by his own potential greatness which has been prophesied even before his birth. Respects authority and commands but in every turn as possible seeks work way around them to pursue his own personal goals and desires. Ruthless to enemies, but loyal to those close to him. Returns respect with respect, insult with insult. Addicted to magical and influential power and enjoys wield it.
Backstory: Adran Dremar Zandrien was born to above middle class merchant family, which was so rich they could had been nobles in practice. He missed nothing in education, however early on since his birth a representative from true god's church approached his parents and told the one respected seers in church had foreseen birth of Adran and told if he had birth mark which semblance's holy symbol of true god, he is 'chosen one' for greatness in the church. He had the brand and thus much rejoice came to family as church started sponsor for Adran's training and education.

However not all things they could control and one of them was growing attraction of Adran and one house slaves; the maid whom he saw daily while growing up and first were secret friends but then later lovers as they both bloomed as teenagers into young man and woman. One day he was bathing and then with carnal lust he claimed her there and then; she resisted first but soon yielded to his physical dominance and learned to crave and enjoy it. It soon spiralled to private midnight marathons where Adran dived together with the maid into realm of carnal pleasures. Parents quickly learned it but did not mind, she was slave and favorite of Adran and considering how much spoiled he was they allowed him indulge his hedonistic desires with the beautiful slave.

But then her powers manifested soon after and church disapproved the union and what was going on, so parents were forced to sell the slave to the government as she was send to college where she was trained to become a weapon of the state. Despite all temper tantrums and protests Adran was not listened, but he then found a round about way to reclaim his precious slave back....to mercilessly climb in hierarchy of the church until he has enough influence and power to claim back what is his, damn the consequences! He himself gives no damn about her sorcery, useful trait and skill, not as source of potential corruption or evil inflicted on him. He views his precious slave as his property and someone who knew him deeply and his deeper emotions and desires....she was more than just a slave to him. But still he desires own her and he alone. May the heavens themselves burn if they happen cross their way with him between him and his desires. None the less he solidly believes on the teachings none the less, after all same teachings also predicted his rise to power after all.
Favored Kink: Bondage, Dominance, BDSM, Corrupting victims into sex slaves

Offline Muse

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Re: The Sky Will Crack (5e Dnd, Roll20, Interest Check)
« Reply #7 on: February 04, 2017, 01:52:39 AM »
*chuckles*  Okay I wasn't fast enough to express intrest in becoming ESG's owner.  :) 

(That's okay.) 

Zame, I'd love a chance to play.  My evenings are usualy booked solid, but the wee hours of the morning are often quite open for me. 

By any chance might you be running this game in a time slot starting around 11-12 at night, US Central? 


Offline ZameRaguesTopic starter

Re: The Sky Will Crack (5e Dnd, Roll20, Interest Check)
« Reply #8 on: February 04, 2017, 02:03:58 AM »
Quite glad to see people interested in playing both a mage and cleric, I am not looking for character templates though so I won't be going over them yet. Your interest is more then welcome none the less both Zaer and ESG.

Always nice to see you Muse, I won't be hosting for awhile but we've played together with no issue time wise. I would aim for evening games ideally on the weekends, but when the time comes I will work with the most convenient time slot for all.

Offline Muse

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Re: The Sky Will Crack (5e Dnd, Roll20, Interest Check)
« Reply #9 on: February 04, 2017, 02:53:02 AM »
 *Smiles*  all right.  Let's see what I can come up with. 

  If I put together a guy who want's a concubine or two, would anyone be interested in playing her? 

  Maybe an adventuring gentleman naturalist, sophisticated, suave, and dominant, who travels the world with a beloved servant or two? 

  Failing that, I could find a girl to play and even offer the reverse? 

Offline Story Tale

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Re: The Sky Will Crack (5e Dnd, Roll20, Interest Check)
« Reply #10 on: February 04, 2017, 06:44:16 AM »
Color me interested.. the only thing curbing my interest is I've never played with this sure before. If it's easy enough to learn and/or you could direct me to a site to learn about them and/or forgive my stumbles along the way then I'm game.

Offline ZameRaguesTopic starter

Re: The Sky Will Crack (5e Dnd, Roll20, Interest Check)
« Reply #11 on: February 04, 2017, 07:23:28 AM »
5th edition I'd say is the easiest to learn out of them all, and I can you through learning the game. So you can stumble all you need too till you pick it up, so I'm not worried.

Offline CeruleanSerenity

Re: The Sky Will Crack (5e Dnd, Roll20, Interest Check)
« Reply #12 on: February 04, 2017, 11:02:48 AM »
If you don't have access to the books, the basic rules are available for free here. If memory serves, they have everything you need to know to play the game; the full version has more character options and other material, but the basic rules aren't otherwise simplified.

Otherwise, as the GM said, the game is pretty easy for new players to pick up (especially if you have past experience with D&D). I don't know of any good beginner's guide to direct you to, but there are plenty of people around that are willing to help.

Offline Story Tale

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Re: The Sky Will Crack (5e Dnd, Roll20, Interest Check)
« Reply #13 on: February 04, 2017, 06:54:00 PM »
Thanks ZameRagues & CeruleanSerenity. As a noob I'm glad to read that it wouldn't be too hard to catch on. I'll also look over the basic rules and google around some. I'm bookmarking this and will keep watch until you guys decide on a time.  Thanks!

Offline Kathyan

Re: The Sky Will Crack (5e Dnd, Roll20, Interest Check)
« Reply #14 on: February 05, 2017, 10:51:03 PM »
This sounds pretty interesting and I'd love to join in, I just hope schedules don't get in the way

Btw I'm open to help anyone who wishes too,  it is really easy I must say ;)
« Last Edit: February 05, 2017, 10:55:58 PM by Kathyan »

Offline ZameRaguesTopic starter

Re: The Sky Will Crack (5e Dnd, Roll20, Interest Check)
« Reply #15 on: February 05, 2017, 10:53:42 PM »
As do I, glad to have your interest

Offline ZameRaguesTopic starter

Re: The Sky Will Crack (5e Dnd, Interest Check)
« Reply #16 on: September 12, 2017, 01:25:01 AM »
*Brushes away the dust as the GM finally feels he has enough to start a simple game*

- Those that were interested before, please check the starting post as things have changed and I will not be running a Roll20 game for this. -

Online Zaer Darkwail

Re: The Sky Will Crack (5e Dnd, Interest Check)
« Reply #17 on: September 12, 2017, 03:43:30 AM »
Okay, so my noble born cleric is okay? As I need ask approval to play a noble char (will take noble background).

Offline ZameRaguesTopic starter

Re: The Sky Will Crack (5e Dnd, Interest Check)
« Reply #18 on: September 12, 2017, 03:50:59 AM »
Okay, so my noble born cleric is okay? As I need ask approval to play a noble char (will take noble background).
*Thumbs Up* You good

Offline CeruleanSerenity

Re: The Sky Will Crack (5e Dnd, Interest Check)
« Reply #19 on: September 12, 2017, 11:44:35 AM »
It's been a while... I almost forgot about this, I admit. I'll have to read over it again. You mentioned a map and starting city information in the opening post, but I don't see it anywhere here; did you put those up somewhere else?

Since you're adding a Sex stat and are willing to work with players to create custom options, I'm tempted by the idea of playing a sexual variant of something that makes use of it, if that might be acceptable... I don't have any specific ideas yet, though.

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Re: The Sky Will Crack (5e Dnd, Interest Check)
« Reply #20 on: September 12, 2017, 12:11:19 PM »
  Oh, hey! 

  Glad I found this again.  Let me look at the new info. 

Offline Kathyan

Re: The Sky Will Crack (5e Dnd, Interest Check)
« Reply #21 on: September 12, 2017, 12:13:23 PM »
I had forgotten about this as well but still willing to join. Adding a new stat for sex sounds interesting as do plot points, now before I think of a character I wonder is UA accepted?

Online Zaer Darkwail

Re: The Sky Will Crack (5e Dnd, Interest Check)
« Reply #22 on: September 12, 2017, 12:51:55 PM »
It's been a while... I almost forgot about this, I admit. I'll have to read over it again. You mentioned a map and starting city information in the opening post, but I don't see it anywhere here; did you put those up somewhere else?

Since you're adding a Sex stat and are willing to work with players to create custom options, I'm tempted by the idea of playing a sexual variant of something that makes use of it, if that might be acceptable... I don't have any specific ideas yet, though.

Perhaps make church/sacred prostitute? Use sex stat instead wisdom as cleric/paladin?

Offline Snake

Re: The Sky Will Crack (5e Dnd, Interest Check)
« Reply #23 on: September 12, 2017, 01:20:31 PM »
I'm interested. But about Warlocks: what about Undying Light ones? Where they have a connection to the source of all life? Though admittedly I'm considering a dragongirl (female sorcerer with dragonblood but it's very strong and she manifests minor dragon features)

Offline CeruleanSerenity

Re: The Sky Will Crack (5e Dnd, Interest Check)
« Reply #24 on: September 12, 2017, 02:05:40 PM »
Perhaps make church/sacred prostitute? Use sex stat instead wisdom as cleric/paladin?
That is an idea... and a character I have been wanting to play for a while. Though I'm hesitant to do it in this game, because it sounds like the church in this setting can be tyrannical.

(Admittedly, that's also why I'm not sure if I'll be a good fit for the game - I don't typically like playing evil characters or sexualized themes of slavery. If the party and game end up focusing on that direction, it might be best if I stay out... I don't know what the DM is planning, though.)