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Author Topic: [Shadowlight] D&D 5E Twin Campaigns - Opposing Parties - (Closed)  (Read 12272 times)

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Offline WispyrTopic starter

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. Shadowlight .
"I would like to rage."
-Grog Strongjaw
Critical Role

Shadowlight is a Dungeons & Dragons 5th Edition Campaign set in the region of Kiur, located on the homebrew world of Juneeha. Kiur is an ancient land with a turbulent history shrouded in mystery and blood. Legends tell that the very life blood of the world itself, ley lines, come to a point of convergence deep beneath the great mount Kidaraan; it is theorized that it is due to this unparalleled font of mystical energy that Kiur is a breeding ground for creatures that even nightmares don't dare conjure, but also a land so rich with exotic and natural resources that it can't simply be abandoned. In the history of this land, men have proven to be just as monstrous as any foul creature brought or birthed in the area. Tyrants, villains, tricksters, and others with deeds as black as their soul have risen and fallen countless times in the region. As if the machinations of men and the whims of powerful beasts were not enough to threaten the denizens of the region they must always be wary of potentially greater threats from beyond: outsiders; creatures from beyond not just the shores of Kiur the very cosmic walls of Juneeha herself. Over countless years and numberless wars the secrets of the land have been passed down, lost, discovered, and lost again; though always are there those that seek the hidden truths of Kiur for their own personal gain. The people of the region are fractured, giving their allegiance to the various political factions that crop up - easily falling into the hands of the one that comes after and swallows the original. Just as there are evil men who walk among the citizens, there are those who are righteous and equipped with their beliefs on how the region should be run. Skirmishes over land, resources, people, and ideals are a terrifying reality as these factions clash in brutal battles to claim what they believe is their own; all while the looming threats of those beasts lurking in the swirling mists that roll through the land are ever present.

Just over seven months ago the ruler of the city-state Eodin, Lord Otias Bannok, was forcefully ousted from his position of power by the champion of the people and those supporters of his brave enough to follow him into this active coup, Mikael Oldaren. Bannok was unpopular with the people, but because he had the support of some of Eodin's most influential people his reign over the area went unchallenged until this attack. While Otias himself managed to escape with his life, his most powerful supporters were either captured or killed during the attacks, leaving the power structure of Eodin empty. Reluctantly, and only in an attempt to not see Eodin and the surrounding area rip itself apart under the weight of a lack of leadership, Mikael took the seat now vacant and went about restoring stability to the area. Just twelve weeks after his hostile takeover of the city, Mikael offered the seat of power up to the people and gave them the right to select the next leader - one who they believed would do their desires justice. No other meaningful candidate was raised to oppose Mikael's claim to leadership, but his station was approved by seemingly only a very slim majority. While most could provide no other options, they were quick to raise questions about Oldaren's motives, and attack the method in which he acquired his power. So began the reign of Mikael Oldaren, and his first set of tasks was to restructure the way that Eodin had handled its government for more than forty years; he created various stations of power and elected individuals he trusted to those positions - both so they could support his new position, but also to divide the power and prevent himself, or anyone else, from becoming the next Bannok.

In the four months since Mikael has taken his place as Lord of Eodin, he has fought tirelessly to lessen the burdens of his people and convince his wary populace that he is, in fact, on their side. He has worked to gain their trust, their acceptance, and most importantly their support. Mikael, however, was born a fighter and not a politician and the task of uniting not only Eodin but all of Kiur has proved to be a more daunting task than he had foreseen. Bound now by his commitment to the people, Mikael struggles with the long-term goals guaranteeing stability in the region. His ideals and policies resonate well with many people, and slowly those of the lands controlled by Eodin fall in line to support their new lord, but there are lands well beyond Eodin that do not see things the same way. Like any man born into war, lord Oldaren knows the things that must be done to ensure prolonged stability, but he finds himself trapped by the very ideals he wishes to flourish.

Meanwhile, the ripples of Mikael's actions have spread to unknown heights and distances and attracted the interest of untold terrors.
« Last Edit: February 03, 2017, 09:10:35 PM by Wispyr »

Offline WispyrTopic starter

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Re: [Shadowlight] D&D 5E Twin Campaigns - Good vs Evil - Accepting Concepts
« Reply #1 on: January 29, 2017, 03:30:16 PM »

F. A. Q.

  • Game Masters, who are they?
    Wispyr is the mind behind Shadowlight and operates as its primary GM. At this time I do not plan to utilize a Co-GM.
  • Who is allowed to play in Shadowlight?
    Anyone. Shadowlight is open to any Lord, Lady or Liege who is interested in the setting, provided that they have read and are able to follow the game rules - as well as any and all applicable Elliquiy rules. This game is LGBTQA & Rainbow Writer friendly, and all players are expected to respect that. Further cross-gender writers are permissible, though we do ask that you not use Shadowlight as your playground to test out this writing style and already be comfortable doing so.
  • How many characters can each player have?
    At this time we will be limiting each interested player to a single character. There is potential for this to be changed in the future but it will be extremely limited if ever allowed.
  • What happens if my character dies?
    In the case of character death, which is a real possibility in this setting, and no form of in character resolution is available, a player will be permitted to reroll a new character and reenter the story. In such a case where the player does not wish to reroll or is disinclined to continue, we will look to recruit potential replacements to enter the story.
  • This game has already started, but I want to join, what do I do?
    Unfortunately Shadowlight is a campaign that is built around a very particular number of characters, and character submissions will only be accepted during periods of active recruitment. We advise you to keep an eye on the recruitment thread, you never know when a position may open up.
  • Can I play a bad guy?
    Yes! Sort of. Shadowlight is actually the combination of two campaigns that will be run side by side and interact with one another. One of these groups will be an 'evil' group and thus allow for your 'bad guy' type characters.
  • How are adult scenes handled in this game?
    Currently undetermined. We will likely host a designated thread for these scenes but may utilize a different solution.
  • What are the writing expectations of this game?
    All posts - GM posts aside - should be written in third person, past tense. We do not expect a firm word count in posts, however, posts should contain enough content for others involved to work with for their own posts. Players will be asked to judge their own level of participation in the game, as well as post size. We are not looking for a weekly novel sized post, but rather a quicker, more natural type of post size to speed ratio. All posts in the game use tag headers, except for GM posts.
  • What board does this game take place in?
    At this time we are considering either Non-Consensual Human or Non-Consensual Exotic boards. However, this will be a topic that is discussed with the players that are selected to play the game. While this game could easily contain extreme elements, we are happy to tone down the themes if it is the consensus of the majority. The content of this game may hit points of extremely graphic. No player will attempt to push you to write story elements that you are not comfortable with, however with that said, the world is not a nice place and will contain non-con and potentially other 'hard' kink elements for setting purposes. Interactions with individual players are tailored to their individual limitations, you won't be forced to participate in something that makes you ill, but it may happen elsewhere in the game - you have been warned.
  • I've made a concept sheet, what do I do from here?
    Simply PM it to Wispyr with the subject line of: Shadowlight CS - (Character Name). Do not neglect the proper subject line, please.


Rules

  • No Drama: We're all adults here. There are better ways to handle any given situation than throwing a tantrum and stomping your feet.
  • No Drama: We're very serious about this. It will not be tolerated, and if you are the source of it, you will be expelled from the game.
  • Word Count: We no longer enforce a hard word count in main story threads, however, we expect that every post has enough content for other players and GM(s) to work with.
  • Post Frequency: Will be judged player by player, however main events will not be held hostage by individual players and your turn may be skipped if you fall behind. Repeated inability to participate, especially without notice, will be evaluated on a case by case basis.
  • OOC Chatter: Should be kept at all times out of the IC threads, and contained to the appropriate Out of Character thread - which you should feel free to play around in!
  • Communicate: Communication is key. It is imperative that you keep the GM(s) informed of what is going on. If you're going to be away for awhile we can often work with that if you let us know - however, if you damage the health of the game by going silent without a heads up you could find yourself expelled from the game. We're very PM friendly, don't hesitate to shoot us a message about anything.
  • Engage Others: At the end of the day we're all here to have fun. We will not sit by and watch someone be excluded from the game. Include everyone who is approved, support those who are interested and be proactive in making efforts to engage other players and characters.

Offline WispyrTopic starter

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Re: [Shadowlight] D&D 5E Twin Campaigns - Good vs Evil - Accepting Concepts
« Reply #2 on: January 29, 2017, 03:31:30 PM »

Setting Details

Map

Detailed Map


Map Information
A person can travel 1 hex per week by foot, 2 hexes per week by horseback, and a ship can travel 3 hexes per week.
Any hex that is filled with terrain markers takes approximately twice as long to traverse.
Town markers are not to scale with the hexes, and rather indicators of places of significant importance. Likewise, these markers do not represent every town, village, and or city in all of Kiur.
Maps of this quality are fairly widely available, marked with these locations. More detailed maps do exist but are not available for general purchase. Thus the information on this map can be considered common knowledge.
With the exception of the Granite Walkway, which runs from Eodin to Induran, there are virtually no paved, patrolled, or otherwise established routes between locations. Those who travel do so without the promise of safety.

Provinces
Annifos: (Anna-fas) - The land also know as the Elderwood. It is said that Annifos was the first forest to rise on all of Kiur and some legends say that it is from this glorious place that the elves sprung from the earth. Annifos exists in a state of forever autumn; cool fall breezes roll through the forest from the east and vanish among the western hills that border it. Due to its revered nature, few people venture into Annifos without good purpose to do so, as the land is considered sacred by a group of elves known as Ki'oal. Tales from the land surrounding Annifos say that the great forest is the barrier that keeps the destructive magics of Ruinwind at bay.
Cinderspire Seal: The Cinderspire Seal is the name given to the entire mountain range that surrounds Mount Kidaraan. The mountains are treacherous and take even the most experienced climbers excessive amounts of time to cross, which is to say nothing of the less than natural dangers that lurk in the crags. The northeastern range break is known as The Jagged Reaches, the northwestern range is known as The Wailing Peaks, the southern range is know as the The Bladefist Mountains, while the central circle range is simply called The Cindercoil. It is the combination of these four distinct but connection ranges that make up the entire Cinderspire Seal.
Deadwood: Once a magnificent woodland known as Ashglade, a catastrophe decades ago drained the very essence of the land and turned it into a dark place filled with only nightmares. Home of the fabled mage tower Rubanast, the Deadwood is a land torn asunder by the potent and volatile energies of the ley lines running below Kiur.
Dreadcoast: A barren badlands that crashes into the ocean, seemingly only to violate it. The Dreadcoast is an example of the potent ley line energies naturally infusing the land of Kiur itself. Stories from this dreaded province tell of the very land itself animating and swallowing travelers whole; some speak of an ever-changing landscape that can never truly be mapped. Despite all of the dangers and the hostility of the environment itself, it is home to Port Feor because of the volume of exotic and rich - even by Kiur standards - materials available for those brave, or crazy, enough to attempt and harvest them. With unique creatures altered by the landscape, one can never be certain what they'll see in on the Dreadcoast and the waters that it touches.
Enatir: (En-a-tear) - The massive forest contained by the Cinderspire Seal is perhaps one of the most mysterious and potentially dangerous locations in all of Kiur. Due to the difficulty of getting to, and leaving, Enatir very little is known about what lies within the ancient and nearly endless woods.
Everwinter: Like Annifos, Everwinter is subject to strange climate phenomenon that keep it locked in a permanent state of winter. This winter wonderland is anything but wonderful; where days and nights can blur together and countless travelers have frozen to death on the endless tundra. Powerful beasts roam the lands largely uncontested for the territory, making it a prime breeding ground for those monsters able to endure the climate.
Fields of Asis: (A-sys) - Centuries ago the great druid Asis used his power over nature to infuse these lands with the world energy and in doing so he created the richest, most fertile ground that had ever been seen. Since his infusion, and until the fall of Ghethis, this entire part of Kiur was farmed and used to grow food that was so enriched with magic it could be shipped anywhere on Kiur. With the blessing of the land causing crops to grow at a hyper-accelerated rate, this land knew untold riches for entire generations.
Ruinwind: A wasteland that is ravaged by wicked sandstorms. Ruinwind is a harsh environment where only the hardiest can survive. Every day in these lands is a fight for survival, be it fighting the land itself or the creatures that represent the only source of food in a place where nearly nothing will grow. Savage nomad and barbarian tribes that call this place home fued daily for the precious resources to be had here. It is said that it is natural magic like that which keeps Annifos and Everwinter in perpetual seasons that also causes Ruinwind to suffer so greatly. This place is considered by most to be a taboo land filled with the evil of Kiur, and people fear the day when the so-called Winds of Ruin wash further over the region.
Sonalla Highlands: (Soon-al-ah) - Lacy Sonalla was born into slavery that is common in this part of Kiur, but she was not content to stay that way. When she grew in age she lead a revolution against the tyrants that dominated her - and so many other - people. She became known as the Highland Lady and her stories are sung widely here. The land itself is difficult to traverse hill filled land, where going straight means also going up and down countless times. In recent years, the last couple of decades, the highlands have been plagued by a new natural phenomenon that has been coined 'Dark Storms'.
Telluri Woods: (Tell-ur-e) - Called also The Dreamgrove, Telluri is a land rich with magic. The elements themselves speak in this land. Legend says that the woods can hear and speak, that they have been watching and are the true keepers of Kiur's secrets. The great hidden elven city of Lothandi resides somewhere within the depths of this place - but its location is protected by the very forest itself.
The Iron Flats: While the Badlands or the Dreadcoast may be able to call their landscape the worst for natural reasons, no province is as awful as The Iron Flats because of the whims of men. This land is rich with minerals that the rest of Kiur needs and it is ruled over by a tyrant. Slavery is not only common place but it is expected. The land itself is mined deep and recklessly. Huge mining projects that span miles upon miles and have been built over dozens of generations riddle the land. The rulers of the flats are backed by one of the most impressive - and by the most well equipped - military forces in all of Kiur.

Locations
Aenowa: The city of ice crystals is known primarily for being the only permanent settlement, aside from Blackfrost Temple in the whole of Everwinter. Aenowa belongs to no one but itself, but no one wants it either. The city itself is built from a resource unique to Everwinter, Icestone, which gives it the appearance that it is a city made out of glass. The people from Aenowa are hardy given what they have to deal with daily to survive. Occasionally those tribes and nomads who wander Everwinter travel far enough south to stop in Aenowa, and sometimes act as guides into the frozen land for those looking to go deeper into it.
Blackfrost Temple: Like the mage tower Rubanast, Blackfrost Temple is a site of great mystical power. The temple itself sits on a icy cliff that overlooks the Icehallow Sea, and it's dark stone work is as looming and forboding as its namesake. The generous associated with getting to this massive building are rarely worth attempting to discover the secrets hidden in its nearly forgotten halls. Those foolish enough to call Everwinter home say that the temple was once a strong hold for the avatar of one of the gods.
Cyliac: Cyliac represents one of the oldest and most prolific cities still standing in all of Kiur. While hardly the eldest of them, as far as major settlements go it has lasted an unprecedented amount of time. Mostly due to the fact that it is truly a wretched hive of scum and villainy. The city itself is a port and the closest thing one might find to a pirate city. It is, and always has been, controlled by three distinct factions - The Blackhand, the only remaining original faction still standing from back when Cyliac was built; The Red Fangs, a faction that sprouted up about sixty years ago by crushing and absorbing two other factions that existed at the time; and House Paragas, a family run organization that was responsible for nearly claiming the city shortly after its founding by bringing two of the original factions together against The Blackhand. The city isn't lawless per sey, but it can be difficult to navigate if you're unfamiliar with it. Different parts of the city belong to different factions, and what is acceptable in one area is not acceptable in all. Only those brave enough to face the wrath of a faction, crazy enough to not care, or strong enough to be confident against them, look to enter and stay within the wooden walls of Cyliac for very long.
Eodin: This large port city has now stood for just under two hundred years. It was built from the ruins of Port Kamil when it was destroyed by raiders that were common in the lands at the time. After its construction, the ones who funded its construction came together and appointed a lord to preside over it. Under his rule, and that of his son, the land as far north as Port Lahu and as far south as Tethiel was claimed by Eodin. The city was under the control of Otias Bannok until just under a year ago when Mikael Oldaren seized control. Eodin does not claim control over the Telluri Woods, and has no current official relations with its denizens.
Ilunar: Ilunar, despite being fairly small, is an exceptionally wealthy land. It is famous for only one thing: horses. Ilunarian mounts are considered the best in all of Kiur, and those looking for fine steeds for personal use, or even general, will pay hefty sums of gold to get their beasts from Ilunar. These beasts are touched with the natural magics of Kiur and said to posses immense stamina and longevity. Every horse is trained to its buyers specifications, and this training is overseen by Ru, an immortal who has taken up residence in the city and turned his efforts to seeing the animals thrive.
Induran: Since long before Eodin was a city that lorded over the Plains of Eiakas Induran has served as the primary location of food in this area of Kiur. Once upon a time the farm lands struggled to compete with the goods that were shipped from the Fields of Asis, but since import from that part of the land has slowed to a mere trickle in the last two centuries, Induran has resumed its place on top of the agricultural world. This large flourishing city isn't anywhere near as large as somewhere like Eodin, and in many ways has maintained its grass roots feel despite all of the political changes that have happened in its long life. Induran is comprised mostly of farmers who own and work the large swaths of fertile land around the town - if one were to stand in the center of the town, they could travel for a solid week in any direction and never leave farmland. This land is also responsible for a great deal of livestock breeding. The town itself is a quiet place that is watched over by carefully by the Eodin military, as it serves as the food hub for the entire area. While the city defers to the rulership of Eodin, it itself is ruled over by a conclave of nobles and the farmers guild - which itself is represented by three men and women voted on yearly by the those land owners that are part of the guild.
Kazdora: Nestled deep within Ruinwind is the city of Kazdora. Almost nothing is known about it in the outside world. Many believe, knowing how terrible that Ruinwind is, that only a people most powerful could exist in a land considered to be the least hospitable place in all of Kiur.
Ketamon: The city controls the territory going as far east as Everwinter and as far west as Annifos. It sits at the base of The Jagged Reaches and is the only true kingdom currently in Kiur. Ketamon is ruled over by King Hallus Mordein, an aging man with no hier. As time has gone on, Hallus has lost control of the city and even now it begins to fissue as people wait for their opportunity to seize power. The academy of mages, Jurnosa, was constructed by royal decree to bring wealth into the city - but it had the opposite effect. Jurnosa became the target of a criminal underground, and soon the academy found itself as perverted as the politics that founded it.
Mendow: The little village of Mendow is home to some of the greatest craftsmen that Kiur has ever known. It isn't just craftsmen, but also scholars, musicians, and more that come from this place. The village itself is unassuming and home to no more than four thousand souls. The village is said to be placed on top of a point where a ley line is very close to the surface, and thus the ambient magical energies have altered the very makeup of those who are born there. Mendowan's are instantly recognizable by their glowing violet eyes. If you're looking for an item of exceptional quality and make, you make the trek to Mendow no matter where you're from. The village itself belongs to no faction, no larger governing body, but is also typically left alone. Because of the services the people there can provide, many have come to the villages aid in times of need.
Mov'lakan: Sitting at the connection point of The Wailing Peaks and The Cindercoil is Mov'lakan the ancient city of the Storm Giants. Little is known about their people, let alone their city, but rumors are plentiful about their connection to The Cinderspire Seal, Enatir, and Mount Kidaraan.
Mov'narad: Sitting at the connection point of The Jagged Reaches and The Cindercoil is Mov'narad the ancient city of the Fire Giants. Little is known about their people, let alone their city, but rumors are plentiful about their connection to The Cinderspire Seal, Enatir, and Mount Kidaraan.
Mov'samar: Sitting at the connection point of The Bladefist Mountains and The Cindercoil is Mov'samar the ancient city of the Frost Giants. Little is known about their people, let alone their city, but rumors are plentiful about their connection to The Cinderspire Seal, Enatir, and Mount Kidaraan.
Mount Kidaraan: Very little is actually known about this ominous mountain, other than the fact that it is massive. Despite being two weeks further inward in all directions from The Cindercoil, the mountain can be seen looming high in the distance even from outside the mountain range that surrounds it. It is rumored that beneath - or perhaps within - the mountain that the ley lines of Juneeha come to a point of convergence, and it is that font that has made Kiur the land that it is.
Pholdar: While Pholdar is its proper name it is almost colloquially called The Halfborn City, and almost anyone on Kiur has heard tales of this place. Pholdar sits on the edge of Ruinwind and belongs to no one. It is a free city that is a gathering of mostly those people with mixed heritage. It was filled with half-orcs, half-elves and other beings with heritage that can't be traced to a single breed of people. It is perhaps the most welcoming place on all of Kiur. Because of its location it is mostly safe from invasion, though the citizens of the city would defend their sanctuary to the death before they were taken captive and forced to give up what they have built.
Port Candur: Originally founded by a group of fishermen, Candur has become a place of great interest and prosperity due to its close distance to Annifos. It is a place where sailors who want to test themselves come so that they can sail into the Icehallow Sea and test themselves against the ferocity of the cold, storm torn ocean.
Port Feor: Port Feor is one of the most dangerous cities in all of Kiur. Those who are willing to put themselves on the line to travel here with riches in mind. The Dreadcoast is known for its resources, and any job in Feor will pay easily ten times as much as the same job anywhere else just because of the sheer danger associated with doing it at that location. It isn't just the land itself that Feor has to worry about, but the ocean as well. This city is seemingly constantly at war with nature itself.
Port Gindir: Once the largest of the great port cities, Gindir fell when Ghethis did. Without the support of the empire to be it was no longer needed. In these days it is a shadow of its former self, and has become an outlaw town for those looking to escape the main land. It is suggested that one or more of the factions controlling Cyliac has extended their reach and taken over the city as a second hub of operations and is working to use its position close to Eodin to springboard their wealth and power.
Port Lahu: This port belongs to Eodin, and represents the furthest north settlement that claims Eodin as home. Of the four great port cities - Lahu, Candur, Feor, and Gindir - it is the smallest. It is, however, the only  port to sit directly on the Sinners Bay, and the only place for a ship to prepare to sail north into the Icehallow Sea. Port Lahu is known for being building ships, and its shipyards are the most advanced and diverse in all of Kiur.
Rubanast: Rubanast, in the many years that it has stood, has been called many names: The Dark Tower, Arcanists Watch, The Aetherium, and many more; however Rubanast has always been its proper name. The origins of the tower are mostly lost to time, though some say that the Ki'oal of Annifos could hold knowledge of some of those secrets. The impressive tower is located deep within the Deadwood, near the base of the Cinderspire Seal where The Wailing Peaks meet The Cindercoil. In its time it has served as a school to those talented enough with the arcane to be invited in, and as a personal sanctum for whatever master claimed it as their own at the time. Most recently it was the private sanctuary of the powerful wizard Eregar Wurian, who is said to have been studying the truth of the ley lines pulse deep beneath Kiur's surface. It was during these studies, nearly eighty years ago, that the Asheglade was ultimately turned into the fractured arcane badlands now known as Deadwood. Since this time the land has proven to be too perilous for many to traverse, and the tower itself is said to be encased by a powerful arcane barrier that prevents entry - but these tales can not be verified.
Ruins of Ghethis: Once upon an age, Ghethis was poised to take control of all of Kiur. Between the wealth it amassed from the profits of Senorik, its advanced mage college, and devote followers of the gods all coupled with a powerful military and navy, there had never been a more grand opportunity to take control of things. Six centuries ago, however, before any such plans could be enacted the city was taken by a terrible catastrophe of a mystical nature. It decimated the city and obliterated the populace. The energies that crushed Ghethis rolled through the entire island and altered the land, the creatures, and in some cases even the people. Even today the linger force of the arcane that destroyed this place keeps would-be adventureors away. Tales say that no currently living being, except perhaps the great dragon Inkidmur has seen what Ghethis looks like after the catastrophe.
Senorik: This city could once be called the richest in all of Kiur. Because of its location separated from the mainland of Kiur, Senorik never had to worry too much about being raided and destroyed by the greed of others. It was sheltered under the protection of Ghethis, and it made both of them incredible wealthy. The city itself is almost victorian in looks, and controlled by a group of nobles that stand out among the common folk that work the land in the Fields of Asis. However when the catastrophe that claimed Ghethis, Senorik lost most of its stability. It has enough resources to survive on its own for ages, but that catastrophe did terrible things to the land and changed their products. With the loss of support they stopped being able to ship their goods region wide and all but froze where they were. Now the city bickers with itself and nobles fight for control in an attempt to impose their thoughts on the cities future and what should be done about the looming darkness. These fights have been happening for generations, and now days the city has fallen to near ruin as it tears itself at the seems trying to get a handle on things.
Shandale: The town of Shandale was claimed by the dragon Inkidmur when the catastrophe that destroyed Ghethis also claimed his original lair. Frozen forever in time the village has been entirely converted to stone, and is sometimes called Stonesorrow Village by those who talk about its history. When the dragon came and unleashed its terrible breath on the town, it turned buildings and men alike into stone. If one was to enter the village now they could see people immortalized in granite still with the fear in their eyes as they tried to escape the dragons wrathful tantrum.
Tennamor: Often called the city of mages, Tennamor is a city of knowledge. Those seeking independant study of the arcane arts often find their way to Tennamor because of its history producing great mages in Kiur. It is often believed that it is because of how close to The Jagged Reaches that the city sits that they have such a great knowledge of magic. In truth the city was originally formed by a gathering of magi who had lost their homes for various reasons. They founded the city and allowed it to grow, calling it a sanctuary for study. Within Tennamor resides Marbleoak Hall the grandest library in all of Kiur - though access to this location is strictly regulated by the cities leadership. While the city has no official gathering of teaching, there are enough practicitioners of magic that finding a mentor here is often only as difficult as finding one that suits you.
Tethiel: This city sits at the furthest southern reaches of the control of Eodin. The city acts as a sort of border hub that watches to ensure forces from the Sonalla Highlands never attempt to encroach further up. Because of its location near the Telluri Woods, the Sonalla Highlands, Ilunar and Cyliac the city has become a large place of commerce and trade. It is through Tethiel that Eodin does a great deal of its trading outside of its borders, and also where it imports goods from the south and east in from.
Tya's Watch: A long valley exists in The Bladefist Mountains that connections the Plains of Eiakas to The Iron Flats without needing to travel all the way south. The valley is long enough that a military force could be marched through the pass, and that never sat well with Otias Bannok. During his rule he sent a champion, Tya Shannis to construct a great keep and take up a vigil to protect Eodin from incursion from Vahla. The keep the largest military staging ground in all of the lands controlled by Eodin. It is a massive stone and iron compound with high walls that sits at the mouth of the Gomodi Pass on the eastern side. The keep itself is large enough to house five thousand men and women.
Vahla: It is from the fortress city of Vahla that the tyrant king of The Iron Flats rules. This city is just as much impregnable fortress as it is civilian dwelling. Massive iron walls keep the interior safe from outside attack, while making it equally difficult for those inside to escape the reach of the cities ruler.
« Last Edit: February 02, 2017, 08:18:14 PM by Wispyr »

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Re: [Shadowlight] D&D 5E Twin Campaigns - Good vs Evil - Accepting Concepts
« Reply #3 on: January 29, 2017, 03:33:33 PM »

Character Creation

This section should outline everything you need to know to dive into character creation, or at least put you in the right mind to start planning what you've got in mind.

Basic Information
  • All characters will begin at level 5.
  • Stats will use the custom array of: 17, 16, 15, 13, 11, 8
  • This world uses custom currency: Bishi & Bijou. Bishi is the lesser currency used for everyday expenses: food, lodging, drink, seeds, and most clothing - essentially representing both copper & silver. Bijou are the greater quality typically used for big purchases or artisan goods: weapons, armors, large goods, animals, etc. The exchange rate is approximately 30 Bishi to a Bijou - however, depending on where you are in Kiur you are that rate can fluctuate by about 6 Bishi in either direction. You will begin play with 250 Bishi & 150 Bijou. When purchasing items from the PHB any item that costs 5 or less gold costs the equivalent amount of Bishi. Any item that costs 6 or more gold costs the equivalent amount of Bijou.
  • Leveling will be handled by a combination of both experience points and milestone. Participating in, and completing, adventures will often reward a level - but the experiences gained on those adventures will also slowly gather up. Additionally, good role playing, steady participation in the game, and creative uses of mechanics and your character can also be rewarded with bonus experience. Actual leveling up will - normally - only take place during periods of semi-extended downtime.
  • Feats will be used.
  • The Faerun pantheon will be used for this setting.
  • All printed material for 5E is available for play; if using non-core options please designate the book you are getting it from when we get to that stage. Homebrew content that I have not personally play tested will not be approved, and I am unlikely to do any serious homebrewing for concepts at this point in time. Stick to what is printed, please.
  • Character sheets will be posted and upkept by the GM.
  • Please submit a concept sheet before attempting to tackle the character sheet. Once a concept is approved for the next stage you will be asked to fill out a sheet, and we'll work on it together.
  • Prior to group play each character will be required to participate in a tailored side scene with the GM.
  • I will be taking a total of 10 players maximum on this adventure, 5 each for the White & Black hats. Concept submission does not mean approval. I will announce when I have approved characters and keep people informed of what is available.

Game Information
  • Please use the provided header for all posts. Keep this updated.
  • Rolls must be made using the Elliquiy Dicebot and must be sent to the GM - ID: 54396. You may request that the GM make your rolls in secret for you. In the comment section please list what the roll is for.
  • If you take an action and neglect to make a roll, the GM will make the roll for you and it will be counted.
  • All rolls for actions should be submitted at the same time - thus when you make an attack roll, include the attack roll as well as a damage roll for the case that it should hit. Any rolls not included will be made by the GM.
  • In the post format for rolls please make good utilization of the comments section. Explain what your rolls are and what you're trying to accomplish. "I'm rolling Religion to see if I've ever seen or heard of this symbol before." is a good example of telling me what you're after. I will absolutely not make assumptions for your benefit, and subsequent inquiries may require additional rolls.
  • Reactions should be noted with a trigger in each round of combat. Basically just let me know what you want to use reactions on, otherwise, they'll be used by the GM shoulder an opportunity attack present itself.


Story Hooks

White Hats
Mikael Oldaren, lord of Eodin, has recently secured power and has turned his attention outward from the territory already belonging to him. Understanding that to continue to ensure peace, prosperity, and stability for his people that he can not always use the most obvious methods of resolution he has called for a secret meeting of the recently appointed District Council - those put in place to keep him, and hopefully future lords, in check. From this council Oldaren was granted approval to pull together a task force of sorts, a group of talented individuals that could act on behalf of the Eodin rulership without being directly tied to them. Mikael has turned his attention outward from inward and looks to the fact that in the history of Kiur war is always on the horizon. To accomplish his goals he looks to strengthen Eodin and ultimately unite the entire region under a single banner - a task which has never truly been attempted before. With his plan approved he has sent summons and allowed the District Council the submit suggestions for the small unit that will further the agenda of the new Eodin - by the means needed to accomplish them - while they deal with the political side of things. It will take more than dreams to unite all of Kiur. This collected unit will be asked to take on the tasks that need to be kept off the public radar, deal with the problems that Eodin faces in securing itself, and aiding in the forwarding of its goals - the methods and specifics of which are potentially endless.

Black Hats
Azzir Tannik is a mysterious man with an agenda all his own, but doubtlessly one so large and complex that he requires efforts far beyond simply his own to further it. A dramatic shift in the power structure of Kiur has presented Azzir with a unique opportunity to kick his plans into overdrive, but doing so requires the aid of others. He has travelled across the region in search of a handful of individuals that he can task with his various schemes and plots. Interested in the ancient secrets of Kiur and the theorized endless power of Mount Kidaraan, Azzir will stop at nothing to see his whims made reality - there is no line he will not cross, no obstacle he will not sunder, and his agents are expected to act as needed to make these things happen, regardless of cost and consequence. Azzir offers to those worthy of his interest things that appeal to them, giving them good reason to work with him - for him - by allowing them the opportunity and providing the means for further their own goals along side his own.


Concept Sheet

Player: Your name.
Expected Posting Rate: Please be honest about how much you can post. I'll use this information, plus what I gather from the side scenes to make decisions about gameplay. Remember that we're asking for quicker steady posts rather than infrequent works of art.
Limitations: What board would you like to see the game in? Is there anything that you are absolutely opposed to seeing in the game? What about lines that you are simply not wanting to cross yourself?
Goals: Player goals, not character goals. What are aspects of the game that you want to explore (social, combat, exploration)? Do you want to be involved in adult content? Anything that you feel like I should know as the DM to help make this an enjoyable experience for you as a player.
Questions: Any questions that have no already been covered or that you'd like to keep private?
Comments: Anything about the game that you'd like to point out to me? Critique away if you're so inclined.

Character Name: Simple enough.
Race: Please include the subrace if you're using one.
Class: If multiclassing be sure to list what your 1st level was.
Background: Which of the backgrounds are you? Are you interested and or willing to roll on those charts to add to your character?
Alignment: I'd like to avoid True Neutral characters, however, they're not banned. Just be prepared to sell it convincingly.
Hat: Which do they wear?

Character History: Tell me as much about your concept as you want. Where are they from? I need enough meat here to work with because this is a great deal of what I'll be basing approval on. Please explain how they ended up involved with the story hook for their hat.

Character Motives: Tell me about why the character is doing what they're doing. What are they trying to accomplish? What do they believe? What is their philosophy on things? What would bring them together? Basically give me story fuel for you.

Character Goals: What do they want? Who are they? What are they after?

Character Outlook: Character thoughts on the world. How do they interact with it on a basic level? They're level 5, which while not legendary by any means certainly implies that they've done something (or somethings) to get there. How do people who know them view them?

Character Accomplishments: Your character is level 5. What have they done that got them there?

Code: (Concept Sheet) [Select]
[floatleft][img padding=10]http://placehold.it/300x350[/img][/floatleft][b]Player:[/b] Your name.
[b]Expected Posting Rate:[/b]
[b]Limitations:[/b]
[b]Goals:[/b]
[b]Questions:[/b]
[b]Comments:[/b]

[b]Character Name:[/b]
[b]Race:[/b]
[b]Class:[/b]
[b]Background:[/b]
[b]Alignment:[/b]

[b]Character History:[/b]

[b]Character Motives:[/b]

[b]Character Goals:[/b]

[b]Character Outlook:[/b]

[b]Character Accomplishments:[/b]
« Last Edit: January 29, 2017, 03:40:59 PM by Wispyr »

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Re: [Shadowlight] D&D 5E Twin Campaigns - Good vs Evil - Accepting Concepts
« Reply #4 on: January 29, 2017, 03:34:46 PM »

Q & A

Q: Will players have access to any homebrew options?
A: Not at this time. While the game world may feature homebrew options in play, player material should be largely limited at creation to printed source material.

Q: May the Unearthed Arcana be used?
A: I am willing to look at content from the UA on a case-by-case as interest in things from this material is desired.

Q: Can I submit multiple concept sheets?
A: I will accept up to 2 concepts from each player but ask that you attempt to make a choice between them on your own before you submit to me to cut down on my workload. If this becomes a problem I will look to make each player select their concept for sure before submission takes place. Exceptions are made if a concept is rejected and you must resubmit.

Q: Face claims or illustrations for character images?
A: Illustrations are the preferred for this game, though we won't say no to a face claim if you feel that it's most accurate.

Q: Where will the game be starting for Black Hats?
A: Both groups will be starting in the city of Eodin.
« Last Edit: January 29, 2017, 06:17:01 PM by Wispyr »

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Re: [Shadowlight] D&D 5E Twin Campaigns - Good vs Evil - Accepting Concepts
« Reply #5 on: January 29, 2017, 03:35:10 PM »

Game Master Notes

Player
   
Race
   
Class
   
Group
Arcannyx
   
Tiefling
   
Warlock3/Paladin2
   
White Hat
MiraMirror
   
Aasimar, Protector
   
Monk
   
White Hat
Dominique
   
Aasimar, Fallen
   
Barbarian
   
Black Hat
RedPhoenix
   
Triton
   
Bard3/Sorcerer2
   
Black Hat
Blythe
   
Elf, Dark
   
Druid
   
Black Hat
Zaer Darkwail
   
Half Orc
   
Fighter
   
Black Hat
Zaer Darkwail
   
Human
   
Bard/Paladin
   
White Hat
Countdown0
   
Human
   
Fighter5
   
White Hat
Hobbes1266
   
Human
   
Warlock
   
Black Hat
Rummy Tum Tum
   
Elf, High
   
Warlock
   
Black Hat
greenknight
   
Human
   
Fighter
   
White Hat
shmone else
   
Human / Half Elf
   
Paladin2/Sorcerer3
   
Black Hat
Kathyan
   
Tiefling, Feral
   
Monk
   
Black Hat
Kathyan
   
Half Elf
   
Warlock
   
White Hat
Phaia
   
Half Elf
   
Rogue4/Wizard1
   
White Hat
ZameRagues
   
Elf
   
Monk2/Druid3
   
White Hat
Faeli
   
Human
   
Fighter
   
Black Hat

Due to the level of interest in the game
I will not accept any character submission posted to my inbox after

12pm on 02/05/17


If you have sent me a concept before that time we will proceed as normal.
« Last Edit: February 03, 2017, 09:11:25 PM by Wispyr »

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Re: [Shadowlight] D&D 5E Twin Campaigns - Good vs Evil - Accepting Concepts
« Reply #6 on: January 29, 2017, 03:35:42 PM »
Alright. Shadowlight is a go, and I am ready to take questions, feedback, and concept submissions.

Offline Cataclysmic Archangel

Re: [Shadowlight] D&D 5E Twin Campaigns - Good vs Evil - Accepting Concepts
« Reply #7 on: January 29, 2017, 03:58:19 PM »
Dare I say it?


FIRST!


(Edit:  No, Red came in while RL ripped me away).

Basic concept idea, without a character sheet or anything, is a Tiefling Paladin: that's right, unholy race, as holy as it gets class.  Wispyr, I did PM you some questions earlier this morning, but regardless, the concept would work.

In the case of too many White Hats, this technically could also work as an Anti-Paladin with the same basic design.

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Re: [Shadowlight] D&D 5E Twin Campaigns - Good vs Evil - Accepting Concepts
« Reply #8 on: January 29, 2017, 03:59:22 PM »
Wispyr, I did PM you some questions earlier this morning, but regardless, the concept would work.
I just shot you back a reply. :D

Also, welcome both of you! ...And all of you lurkers!

Offline Dominique

Re: [Shadowlight] D&D 5E Twin Campaigns - Good vs Evil - Accepting Concepts
« Reply #9 on: January 29, 2017, 04:01:12 PM »
I will have you a, eh, Human Barbarian, Fallen Aasimar who is a black hat.... tomorrow!
« Last Edit: January 29, 2017, 04:03:16 PM by Dominique »

Offline MiraMirror

Re: [Shadowlight] D&D 5E Twin Campaigns - Good vs Evil - Accepting Concepts
« Reply #10 on: January 29, 2017, 04:02:10 PM »
Popping my head in here to say that y'all motherfuckers need Jesus, or at least some aasimar goodness.  -3-;

Human Protector Aasimar Monk, coming to theaters soon. ^-^

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Re: [Shadowlight] D&D 5E Twin Campaigns - Good vs Evil - Accepting Concepts
« Reply #11 on: January 29, 2017, 04:04:39 PM »
Obviously I'm interested. Would have been first but I had become one with the bed and blankets and if I left then they might have suspected something.

Going as a white hat... something. I don't fucking know at this point.

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Re: [Shadowlight] D&D 5E Twin Campaigns - Good vs Evil - Accepting Concepts
« Reply #12 on: January 29, 2017, 04:14:53 PM »
I am currently working on a description of the various locations on the map and some major NPC's. Though most of this shouldn't be needed for concept submission, if you do find yourself needing information sooner rather than later, just speak up!

Offline CeruleanSerenity

Re: [Shadowlight] D&D 5E Twin Campaigns - Good vs Evil - Accepting Concepts
« Reply #13 on: January 29, 2017, 04:24:45 PM »
There's a lot more to read through here than I expected... but I find that encouraging. I'm pretty busy today, but hopefully I'll get through it soon. What's the deadline for submissions?

You said that homebrew material you haven't personally playtested wouldn't be allowed, so is there some you are planning to allow? I don't have anything in mind, but I'm wondering if there are options.

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Re: [Shadowlight] D&D 5E Twin Campaigns - Good vs Evil - Accepting Concepts
« Reply #14 on: January 29, 2017, 04:34:00 PM »
What's the deadline for submissions?
Currently undetermined. I'll base it on the level of interest. Once I see things start to trickle down to a crawl, I'll announce a final submission date and cut it there.

You said that homebrew material you haven't personally playtested wouldn't be allowed, so is there some you are planning to allow? I don't have anything in mind, but I'm wondering if there are options.
Basically there may be things that go on in the game that are homebrew I have messed with, but I want to keep player options pretty much exclusively printed material.
« Last Edit: January 29, 2017, 04:35:57 PM by Wispyr »

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Re: [Shadowlight] D&D 5E Twin Campaigns - Good vs Evil - Accepting Concepts
« Reply #15 on: January 29, 2017, 04:43:56 PM »
When you say printed you're excluding unearthed arcana, right?
If someone has something from UA that they are particularly interested in, I'm willing to hear it out and potentially work with it. I have access to the UA information, but my playing with it is limited. So... Case-by-case as interest in such presents itself.

Offline Zaer Darkwail

Re: [Shadowlight] D&D 5E Twin Campaigns - Good vs Evil - Accepting Concepts
« Reply #16 on: January 29, 2017, 04:58:48 PM »
Tagged!

Anyways working on a both white and black hat char submissions (they will come in single PM so GM has option to choose which one he accepts and adds which side). My char concepts go; Half-Orc Figther for Black Hats and a Human Bard/Paladin for White Hats.

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Re: [Shadowlight] D&D 5E Twin Campaigns - Good vs Evil - Accepting Concepts
« Reply #17 on: January 29, 2017, 05:03:29 PM »
Anyways working on a both white and black hat char submissions (they will come in single PM so GM has option to choose which one he accepts and adds which side). My char concepts go; Half-Orc Figther for Black Hats and a Human Bard/Paladin for White Hats.
If you're going to submit two concepts, please do it in two separate PM's so I can keep information for both of them distinct as I take notes and work with you to build them. Only one will ever potentially be approved, but each character will need to go through the same level of integration and evaluation.

That said, I'd very much prefer if people don't overload me with options either. If you have two concepts you absolutely can't pick from, I'll take two submissions but please no more than that. If I start needing waves of 2 being tossed at me, I'll look at making you pick one or the other before submission.

Offline Zaer Darkwail

Re: [Shadowlight] D&D 5E Twin Campaigns - Good vs Evil - Accepting Concepts
« Reply #18 on: January 29, 2017, 05:16:32 PM »
Ok, understood. I just have two strong ideas which are different and also it's uncertain which side will have most amount concepts in (black or white) so feeling safer send two concepts :).

Offline MiraMirror

Re: [Shadowlight] D&D 5E Twin Campaigns - Good vs Evil - Accepting Concepts
« Reply #19 on: January 29, 2017, 05:20:20 PM »
Are we using illustrations or face-claims for characters? ^^

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Re: [Shadowlight] D&D 5E Twin Campaigns - Good vs Evil - Accepting Concepts
« Reply #20 on: January 29, 2017, 05:32:28 PM »
Are we using illustrations or face-claims for characters? ^^
In this case illustrations are the preferred, but face claims may be used if you really feel the need.

Offline AndyZ

Re: [Shadowlight] D&D 5E Twin Campaigns - Good vs Evil - Accepting Concepts
« Reply #21 on: January 29, 2017, 05:58:34 PM »
Interested, but I want to see what other people are playing first.  I can do almost anything besides Paladin (which I'm already playing in another game) and Ranger (which doesn't interest me as much).  So I'll let other people take first claims and try to grab something among what's left.

Offline Phaia

Re: [Shadowlight] D&D 5E Twin Campaigns - Good vs Evil - Accepting Concepts
« Reply #22 on: January 29, 2017, 06:00:23 PM »
If someone has something from UA that they are particularly interested in, I'm willing to hear it out and potentially work with it. I have access to the UA information, but my playing with it is limited. So... Case-by-case as interest in such presents itself.

The only things from UA I would be interested in are some of the spells listed?

My idea is a rogue-arcane Trickster/wizard that is a white hat?

Phaia

Offline Cataclysmic Archangel

Re: [Shadowlight] D&D 5E Twin Campaigns - Good vs Evil - Accepting Concepts
« Reply #23 on: January 29, 2017, 06:00:35 PM »
Interested, but I want to see what other people are playing first.  I can do almost anything besides Paladin (which I'm already playing in another game) and Ranger (which doesn't interest me as much).  So I'll let other people take first claims and try to grab something among what's left.

I already called paladin.  So ha!

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Re: [Shadowlight] D&D 5E Twin Campaigns - Good vs Evil - Accepting Concepts
« Reply #24 on: January 29, 2017, 06:03:20 PM »
On the topic of calling, classes, and what not... Keep in mind that there are two groups. So there are bound to be doubles in the game I am certain. You should probably not be terribly concerned with what anyone else is playing. From the sounds of it we've got enough varied interest that I'm not super concerned at this point.