A New City and A New God (D&D 5e Kingdom Building)

Started by Conundrum, December 28, 2020, 09:57:43 PM

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Conundrum

There once were gods, deities, beings beyond and outside our world.  The older beings, such dragons and undead claim that there was a life after death, that it was possible to travel to other worlds, magic was easier to use and more common, and that the night sky was lit by innumerable lights called stars.

This was all before the war with the gods, when the arch-wizards of the world rose up to claim the greatest power.  Magics of all sorts ran wild across the world, new forms of undeath, chimeric living weapons, and souls formed into weaponry were proof to the arch-wizards that their mastery of life gave them justification in their war to gain the powers of the gods.  Little knowledge survives of the war save that it happened and broad strokes of the weapons used.  By the end of the war though, there were no gods, the lands had been reshaped, and all civilization had been wiped from the face of the world.  The Rend reshaped the world in every way possible, physically, mentally of the survivors, and spiritually.

On the continent of Thwip over the millennia some rebuilt.  While the great empires and nations rumored to exist before were gone slowly cities were built.  The city building peoples in many cases saw themselves as successors to the forgotten empires, returning a world from before the Rend, civilized.  The city building people call themselves civilized and those who do not build cities uncivilized.  It was a simple classification, and under this banner some have marched forward to success, and countless others to destruction.  The world has stabilized into a new era now, the era of city-states.  Dotted across the continent are various city-states, each ruled in a manner they have chosen or had chosen for them.  Some command alliances of smaller city states, settlements, and tribes, some exist no further than their own walls trading freely with independent people around them, and some are nothing more than a minor bulwark against uncivilized raiders, but all share their existence as a, for now, permanent fixture in their landscape.

Recently things have changed.  One night the moon rose full for the first time in the memory of almost anyone living, and in the western sky pinpricks of light spilled out from the blackness.  Across most of the continent nobody knew what had happened or what had changed.  Some found magic a bit easier, and over the coming months word got across the continent that the city of Zakar claimed to have a resident god.  Zakar had for several generations been counted among the powerful city-states and was renowned for their martial traditions.  Often militaristic they were known to control surrounding settlements, made smaller tribes and bands pay tithes and taxes, and raided other city-states for wealth and slaves.  Their slave markets were reputed to be among the largest of Thwip. 

With the word of their new god came proselytizers who told of not just one god, but two.  Maighastar, the patron god of Zakar, domination, and rulers of the living, and his first slave Alaya, god of slaves, submission, and the meek.  Besides the proselytizers came raiding forcing more powerful than ever before, backed by more powerful magic users who invoked the name of their god and magical weapons wielded by warriors, the techniques to craft thought lost.  Word came to the larger city states that Zakar housed dreams of outright conquest and was amassing an army and fleet that could not just raid or force submission of other cities but outright annex and hold the lands of other cities. 

This inspired fear in many, and from this fear was born a coalition to oppose Zakar and their new god.  The coalition of city-states assembled a force they thought impossible oppose, but on the Neeva Sea the city of Zakar opposed them, alone and without allies or vassals beside them.  The tally of the dead is unknown, but rumors fly that for every Zakarian warrior felled he took five coalition warriors with him.  The battle was a stalemate in the end, the forces of Zakar withdrawing but the coalition unable to pursue.  Both sides began to rebuild fleets and forces immediately, the coalition had far more cities and resources easily outpacing Zakar in rebuilding but new worries plagued the coalition as well.  Rumors flew that the warriors of Zakar fought so hard and were so willing to die because with their god had come an afterlife, and in the afterlife those who opposed Maighastar became slaves and rewards to the warrior who slew them.

Before the two sides could come together in another great clash though the continent was shocked when Zakar came forward with an offer to parlay.  The coalition had been preparing to launch an attack at the city itself but still did not expect Zakar to stand down so easily, or to accept the final treaty that curtailed their power and would halt their raids.  The negotiators for the city of Zakar claimed to the high priests for their gods, Kuetey for Maighastar and Uetey for Alaya.  Even the seemingly meek Uetey proudly and brazenly proselytized that even though they had been defeated with their god the natural order would be brought to be.  That for some it was their nature to rule and dominate others, and for most it was in their truest nature to serve and desire to serve.  In time this would be revealed to all.  It was a disconcerting proclamation at a peace summit but all agreed to the treaty ending the war.  The bloodshed expected by the coalition to pursue destruction of Zakar had been seen as well beyond what they wished to stomach.

In the months since the end of the war Zakar has ended their raids and now their merchant fleet is the one that dominates their waters.  At the same time the call has gone out for mercenaries and adventurers to come to Zakar.  To worship Maighastar is not needed, merely a desire for adventure, coin, or power.  Information brokers, merchants, and spies have swarmed to city in equal measure to discover what is happening.  Thus far all that has come out of the city with any basing to it, is that the high priests and emperor himself have been preparing a celebration of some sort.

--------------------------------

As it says in the title I am looking to run this campaign as a 5e campaign with kingdom building elements.  I have a pretty bad track record so far trying to run campaigns here since something always seems to come up but hope this time it can work.  To keep momentum the goal is to post at least every other day.  I know this won't happen because, in particular, with the kingdom building aspects there will be times there is some OOC hang-ups as discussion happens and questions are asked.

Not everything has been revealed in this post because players will be able to be from basically anywhere, Zakar itself, allies, neutral lands, or even coalition cities and groups.  This means someone from Zakar will know more about the culture and religion of the city than one outside it and I will send them a PM with some of that information.

Since there are no gods but these two new gods clerics, paladins and other traditionally deity associated classes will be associated with an aspect of the world instead of a god, unless they worship Maighastar or Alaya.  Clerics and others who do not worship one of the two gods with generically operate normally.  Cleric and religiously empowered classes that do worship one of the two gods will get a personal message to provide more information.  Not everything in this new information will necessarily be things they themselves are capable of without multi-classing as well.  Warlocks will generally operate by making a pact with some shard of a being found trapped on their plane but will also be privy to some extra information depending on patron.

Some of this secrecy of information may come off as me setting players against each other.  This is not my intent, players are not necessarily going to start together or aligned as one so I expect that there will be some discovery as events go forward.  I also have a map that is being withheld at the moment players will see later.

Homebrew and third party is open to being allowed, it simply needs approval from me first.

Currently I am expecting to use the Ultimate Kingdoms rules from Legendary Games.  These are rules adapted to 5th edition from the ruleset of the same name they produced for Pathfinder grown from the Kingmaker rules.  If anyone knows of a better ruleset I would be open to discussion.


This is a list of the races regarded as intelligent and noteworthy in most city-states, generally viewed from a city-builder race perspective.
Races

Aarakocra – An airborne and avian people aarakocra are generally willingly separated from other races in their great roosts found in lands difficult to trek to on foot.  Building no cities they have migratory nesting grounds most often in high mountains on the continent.  Extremely territorial and tribalistic, tribes will make war upon other tribes or anyone they consider in their territory without cause, particularly if near important nesting grounds. 

Poorly understood by most and keeping no records of their own they exist very much in the here and now.  There are some aarakocra found within major city-states having chosen to leave the tribe by choice or by force.  These aarakocra are so varied in manner it is difficult to truly classify them save that they exist almost exclusively within the city states where they find easy employment from their skills in flight.

In extreme cases an aarakocra with clipped wings may be found, unable to fly these aarakocra performed some act unredeemable to their people and was forced to the ground where their wings were clipped and left to fend for themselves.  So far from civilization flightless aarakocra rarely survive the trek through open land.


Aasmir – Said to have once been children of those outside the world they now exist in small enclaves scattered across the continent.  Already few in number generations ago they faced the Rend worse than most and found themselves the victim of reprisal by many.  A result of this, most enclaves exist within the city states between the Dragon Peak Mountains and Neeva Sea, the melting pot region more easy for them to find acceptance in.

Despite events transpiring so long ago they are still often viewed warily by many, their strangeness and origins unmistakable are unmistakable at a glance and are not helped by their generations of ostracization.  They rarely face mass open violence anymore though and only in the furthest reaches of civilization are they openly targeted.  For ancient beings who still remember those outside the world aasmir are often viewed as threats though and so in deep deserts or in lands claimed by the undead aasmir are almost always destroyed by those who remember before the Rend.


Centaur – The masters of the open plains the centaur chiefs guide their clans under the open skies forever on the move as a wild people often regarded as uncivilized.  Generally hunter-gatherers, their tendency towards near continuous travel over the open lands of the world has resulted in few strong connections with other peoples.  Most are wary of outsiders but still often interact peacefully with travelers and settled peoples. This is not assured though, they are avid traders, but for goods they cannot find on their own will just as avidly raid and enslave settled peoples for resources. 

With so many city-states trading in flesh and the high price it can bring a party of centaur can mean trade for food and furs just as easily as it can mean a net and rough ride to the nearest slave market.  This has made them one of the reasons for walled towns and destroyed villages just as often as it has meant the salvation of a lost caravan and are rightfully both feared and respected by those near their lands.


Dragonborn – A people with little history of their own.  Scattered from one end of the continent to the other.  The dragons tell that the dragonborn were sired by the dragons in generations past before the Rend and served them loyally as kobolds do yet.  While the great cave tales of the kobolds show this may be true for most dragonborn they reject this as their past and as their present.  They are a proud race with their many small clans having found many niches within the city states or on their own. 

Favoring terrain of dragons of a similar scale you will find dragonborn in any climate and terrain, they are not a particularly adaptive people with most not taking well to  dramatic shifts in climate.  Most clans hold a militant arm composed of the second sons of important clan members enforcing clan law within their communities.  In multi-racial regions and cities these militant second sons are often co-opted in the guards and militaries of their homes.


Dwarf – Though not adaptive, dwarves are a resilient folk able to weather great hardships.  Since the Rend this ability has served them well when their great halls were lost or destroyed.  Few of the dwarf underground settlements survived intact and in dwarf hands.  If they were not smashed by the shifting earth or flooded by new lakes and seas undead or worse horrors invaded from above and below into the relative safety of the secure and fortified clan holds.

This would not be their end though as even the dragons and undying say.  Clans came together in peace more often than not and began again, they dug new holds, new keeps, and dug deep into new lands.  Many struck out to join the new city-states rather than face destruction but when the opportunity to keep with the old ways became available they continued on.  They dug into hills and mountains dug deep, for some they say certain clans dug too deep once again and all but sealed themselves from the outside world.  For most they have dug as the tales tell they once did and do business with the peoples above and those they share their lands with.


Elf – A physically adaptive folk, elves can be found in nearly any environment even if only in small bands.  While most will only know of the city elves who can be found in nearly any city-state or perhaps the brown skinned wood elves or ash tone dark elves from below the ground a grand variety can be found in jungles, deserts, or even the icy wastes of the north.  No matter their breed though one of the few tales to survive the Rend by word alone is the tale of the High Elf.

Living within the marble cities that have been reduced to haunted ruins which dot the land the High Elf are said to be the progenitors of all elf folk.  Adapting to their surroundings as all elves do, the High Elf had hair of spun gold and skin of alabaster and were the most beautiful, fair, and powerful of the civilized races.  Within all elf folk these traits may still manifest and these elves are often held in high regard of a better time. 

No unified culture holds elves together anymore except for this idea of the High Elf.  Any band of elves found can be as different from each other as they are from the other races.


Firbolg – Considered by most an uncivilized people firbolg are a forest people living off the land in the fringe woods.  Unwilling to delve into the true depths of the deep woods firbolg have regular contact with outside people but rarely welcome them into the lands, choosing to live in small family communities.  At the same time you will almost never find them within a great city except for the most dire circumstances threatening a community.

Instead firbolg tend to deal with fringe communities, towns, and villages which dot the land nearer where they reside.  As skilled forest folk they have much to offer ranging deeper in than is safe for most using their stealth and natural magic to survive the uncivilized lands with guile where mortal might means little.


Genasi – Similar to the aasmir and tieflings in their heritage to beings outside the world but have escaped much of the same level of persecution.  Though it is not to the same degree they have faced hardships in their small communities from outsiders.  Genasi are few in number and tend to cluster in particular regions which seem to have some connection to the particular element of the genasi, otherwise they are found throughout the known world in cities states or smaller communities.

Their innate traits have been increasingly manifesting in recent generations making them a more valuable race in many communities whose skills are sought out by the powerful of these regions.  The genasi have now begun to face a shift from their more closed communities to more open and more affluent ones as they are sought out.  Though they are not the only ones capable of what they do the innate nature of their abilities has granted them a new position in the world.


Gnolls – Another race commonly considered uncivilized.  Gnolls are generally a well traveled and mercenary folk.  Moving in packs that vary greatly in structure from small family units to hordes hundreds strong.  Despite their perceived uncivilized nature gnolls are known to not seek conflict without cause, but they do see conflict as a natural part of life.  This has resulted in a reputation for doing a large variety of work for any employer who can pay or provide resources they desire. 

With their nomadic lifestyle and willingness to travel far for long periods of time this has made them popular for fleshing out armies lacking in numbers but flush with coin so long as the employer understands that there will be no conquest by gnolls.  With their view on conflict and violence so casual looting and pillaging are simple extensions of that.  Any easy prey worthwhile in the path of a gnoll tribe will quickly find themselves overrun by gnoll warriors and slavers.


Gnome – Considered not only a civilized race but by many are viewed as a sign or symbol of a place being civilized.  Even in the chaotic warrens of gnome forest towns and villages there is a certain civility and order to their way of doing things even if it is not apparent.  This is compounded with their tendency to only be found in safer or more civilized areas. 

This is not because gnomes naturally avoid areas with dangers in them more than other races but rather due to the gnomes of these places being particularly skilled at hiding them.  Even the gnomes  who live far beneath the surface with or below the lands of dark elves and dwarves have developed the skills to hide their warrens and burrows where few can find them without direction.  This comes from the natural gnomish tendency towards perfection in skills and crafts as well as a seemingly innate attention to detail.


Goblin/Hobgoblin/Bugbear – Called goblinoids by many they are perhaps the most numerous people in the known world and can be found in every corner of it.  While goblins and bugbears are generally a mercurial and varied lot prone to taking whatever path strikes their fancy hobgoblins are a far more ordered race.  Goblins may build sprawling lairs and warrens but almost always carry the feeling of simply a village which has grown beyond it’s bounds while a hobgoblin city shows true signs of organized construction.  Bugbears rarely form large towns or cities of their own instead being found among their brethren or in wandering bands.

Despite being so varied where one finds one of these three in great number there is no question that the other two will be with them.  Hobgoblins with their more organized nature usually manage to dominate any politics of the other two.  Any surviving settlement has long ago learned that their control can never be absolute however and not only accept the views of other goblinoids also accept those of non-goblinoids.  Goblinoids do not judge each other or other species based on race but on their own criteria such as the hobgoblin’s obsession with military merit.  A hobgoblin will meet any being who is a military leader and equal in martial matters as a personal equal.


Goliath – Few races have seen a rebound in numbers quite like the goliaths.  While all races saw annihilation bearing down upon them it is goliaths who stood upon the precipice the longest.  Attempting to stand apart from not only the world but each other they fought the idea of working together their rigid self-sufficiency having served them well initially.  They are still more prone towards this mentality but have begun to relent at last.

Most common in mountains and their foothills Goliaths generally build small towns and villages at higher altitudes where they can scrape out a living.  Some have found their way down closer to other races and can even be found within the city-states now though few choose to settle there.  Their competitive nature and strong drive has made them well respected in most communities.


Giants – Once one of the greatest species to cover the land giants have been brought low and scattered across the world.  Few will encounter a giant beside the relatively common hill giants and stone giants who exist in the hills and mountains of the world.  Frost giants can also be found in the frozen lands or cloud giants at the highest mountain peaks but they are a rare encounter for most.

Having been closely tied to other planes they suffered greatly from the disappearance of those planes with some entire races of giants being wiped off their map.  The oldest giants who have spoken to other mortals speak of the tale of an empire of giants that was the greatest of all races.  Now though most are little more than foolish brutes that struggle to do more than construct a crude lodging for their clan or choose to live in isolation from all things.


Halfling – A small and simple people most halflings can be found in simple agrarian communities about the city-states.  Favoring neither the open wilderness nor the great bustling cities they can instead generally be found tending fields or groves from one edge of the map to the other.  From this they do still travel though.  Naturally goods must be transported and things the halflings cannot grow brought back to them.

Halflings are willing to travel far for their shire whether to protect it or get what it needs and they will endure great hardship as a people or as individuals.  For some a great wanderlust will overtake them and drive them to pack up a few belongings before heading out for much of their lives.  Almost without exception though those who survive their wanderlust will return with what they have gained and enrich the shire in which they grew up.


Harpy – A race of all females for some time most believed they were not sapient and some still do not.  Generally fearsome, beautiful, and vain harpies can be found almost anywhere they can hide their nests, such as jungles, forests, and mountains, as well as a few cities that have accepted them.  They see little difference between most non-harpies and any other sentient animal they hunt and so are viewed as cannibals in most places.

Harpies are generally found in flocks that vary in size based on how available food and breeding partners are.  Non-harpies are judged solely on how they can help the harpies with sufficiently strong males being viewed breeding partners kept around as trophies similar to the glittering baubles they collect.  Powerful harpy matrons have been known to maintain harems of males who they find appealing and use them as bartering tools to maintain their power with other harpies of their flock.


Human – The most widespread of all races is almost without question humans.  While they lack the long term adaptability of elves their short term adaptability has given them a significant edge in resettling the world and as a result control a plurality of the major city states.  Many view themselves as the leading force for the direction they are heading, whether it be the many city states striving for civilization, newly formed knightly orders combating the undead of ancient ruins, mystical orders attempting to rediscover the lost arts, or even the various northern tribes seeking to expand their raiding grounds.

Similar to goblinoids they are generally less prone to forming prejudgments, but they are still limited in many respects by their forebears.  Human communities will easily accept and adapt to other races attempting to find a role for them.  These various features have lead humans to dominate in the trade between city states and create the guilds which control the naval trade between them.


Kobold – Small, weak, and the lowest of dragon kind kobolds are a numerous and potentially dangerous people.  Worshipping the great dragons of the world kobolds are a strange insular people even when living outside the domains of the dragons they exalt.  They will interact gladly with other peoples and speak at length of things such as their religion but will hold back details of themselves and their specific group.

Despite their paranoia and the paranoia they seem to infect others with, they are a popular group for many due to the immense wealth they find and hoard for their dragon masters as well as the lore they retained from before Rend.  While most underground cities were destroyed or seized by greater powers the maze like kobold tunnels were dispersed enough and of so little use to most.  This allowed some to survive and so their cave stone arts carved into the wall is one of the most complete stores of knowledge from before the Rend.


Lizardfolk – Another insular race the lizardfolk are noteworthy for speaking draconic and worshipping dragons as kobolds and other lesser draconic beings do but are not recorded in the histories of the kobolds.  The great dragons accept their worship but speak little of them or how they have come about.  Found predominately in the southern jungles they are also across most warm regions with tribes existing in the warm deserts of the world.

Due to the terrain in which they reside being so often harsh to most sapient life lizardfolk generally exist in small tribes led by a group of village elders or a single group chief.  In jungle or marshy areas where hydra are present they have also been known to adopt a religionof the worshipping the intelligent hydras.  Often this worship is focused around ancient ruins of unknown origin.


Merfolk – Found in all oceans and seas merfolk are aquatic humanoids able to communicate with those on the surface.  Similar to surface dwellers the merfolk were devastated before and have recently rebuilt to live in a handful of city-states near the coasts.  Their environment makes many processes harder or easier compared to actions on the surface and as a result most city-states below the waves have setup trade agreements with those above.

With very little reason to compete for any resources with surface dwellers aside from fishing territories the merfolk have had little conflict with those on the surface.  This had made them a common sight and ally when dealing with the more militant and aggressive merrow with whom they share the waterways of the world.


Merrow – Larger, stronger, and more aggressive than merfolk the merrow share the oceans and seas not by choice with anyone.  While the merfolk developed trade with the surface city-states the merrow instead found that they could acquire the resources they desired through raids.  They are not particularly capable on land but vessels plying the seas and oceans were vulnerable to attacks by merrows clawing their ways up the side and killing the crew.

Aggressive and respecting strength primarily as it concerns martial capabilities, merrow do not build great cities like merfolk but instead take over caverns for small tribes to live in and raid out of.  Due to their cultural emphasis on strength and might merrow tend to view merfolk poorly and hold the powerful intelligent monsters of the oceans such as krakens in high regard with some worshiping them.


Minotaur – A mighty people, minotaurs are found in small numbers across most of the world thanks to a naval tradition that dates back to shortly after the Rend when the seas were impassable to all but the most hearty folk.  Well respected where they travel minotaur are found only in great numbers in a few locations they call home, such as the great city-state of Ithur.  In the areas they do commonly inhabit they tend to construct large cityscapes as one of the largest races to have a strong architectural tradition.

Due to their naval bent their cities now tend to be metropolitan and varied, however, prior to the reestablishment of key naval routes were largely isolated by land routes with some still facing this situation.  Little exists or is known of the minotaur from before the Rend and most minotaur seem to have little interest in exploring this.


Ogre – Due to their dialect of giant spoken it is believed that ogres are related to giants or at least were in the past.  This is something vehemently denied by most giants who will generally refuse to even discuss ogres if they admit to even knowing anything about them.  The kobold’s cave sketches certainly contain nothing about them making it possible they were another being created during or slightly before the Rend.

Far from the most civilized of races ogres instead exist on the fringes of society traveling in small nomadic bands.  With little respect for the property of others many view them as problematic or even a pest needing extermination.  While strong ogres are rarely intelligent and lack in many other abilities making them easy prey for civilized or advanced groups which seek to drive out or destroy ogres.


Orc – Another of the varied civilized people that dot the world orcs are regarded as one of the least civilized of the city builders often compared against hobgoblins who are at least respected for their siege engineering.  Orc cities seem to have grown out from their tribes when they were a more nomadic people after the Rend so often can be found in rather oddly chosen places.  Despite this they are without question one of the city building racea and treated as such.

Lacking in the innate magics or long lives of other races, orcs have a close relationship with humans with their cities and barbarian tribes often being a mix of humans, orcs, and half-breeds alongside the widespread goblins who share a similar weakness.  Prodigious breeders with a strong family bond orc families are large and close knit with complex political ties.  Entire towns and small cities can be related through several steps with no clear leadership.


Sahuagin – A terrifying amphibious race sahuagin are similar to the merrow in that they view surface dwellers as a source of resources and worship similar monsters.  Sahuagin seek blood with even greater fervor though and share a strange kinship with the sharks of the oceans and seas.  Unlike the merrow the sahuagin are far more capable of moving on land and make use of this in their raids.  They will even strike at the great city-states using their own ships as cover to penetrate the outer defenses.

While most magics of the world were brought low to almost barely perceptible levels the sahuagin appear to have retained more than most.  The females observed in their raiding parties have the ability to change their form and the more powerful sahuagin change and adapt within a single lifetime to better suite their environment or fight common foes.  This is usually seen in sahuagin leaders growing thicker skin or extra arms but has been observed to result in more esoteric forms as well.


Tabaxi – Inquisitive and nomadic tabaxi build no cities and hold few goods in high regard.  Instead they are known as travelers and storytellers who move in their small family groups from place to place and are generally welcome where they go.  Some dislike them as accidental or intentional spies tabaxi have a lust for knowledge and take it with them wherever they go.  Gold and physical precious objects are for most of them a physical means to an end.

After the Rend they were one of the first to begin reconnecting cities and towns more than a day’s travel apart.  They do not seem to have any homeland to speak of rather going where the wind takes them at any time.  For most knowledge seems almost to need to be liberated.  Tabaxi will withhold knowledge for trade or barter but almost always with the intention of ultimately providing it so it may further spread.


Tiefling – Kin to the aasmir they have suffered similarly and exist primarily in their enclaves in city states now.  It is unknown if they are truly children from those outside this world but it is known that something certainly sets them apart from most and as a result they reciprocate in separating themselves.  Even with those who face similar persecution such as the assmir they do not easily intermingle in large groups.

Just as with the aasmir they are found predominately north of the Neeva Sea meaning that often enclaves are right next to each other, perhaps with a neighborhood split in half.  Something that does set them apart from aasmir though is that their appearance is generally regarded as nefarious or evil almost innately by those who see them and as a result tend to be less welcome in cities.


Thri-kreen – The dominant people of the warm deserts thri-kreen nests can rival some of the great city states of the world but lack in the political or economic influence due to the more isolationist nature of thri-kreen.  Just like harpies,  thri-kreen have little issue with eating other sapient creatures, and without the ability to speak any language but their tend to be less accepted on most of the continent.

The only way thri-kreen communicate with other races is through writing except for those born with psionic abilities.  Thri-kreen are born into a rigid set of castes with psionics being one of the few able to go beyond the walls of their hives.  These thri-kreen are able to communicate with other races using their abilities but are usually on some mission when traveling.


Tlincalli – Desert nomads the tlincalli are a scorpion people that prey on anything edible in their hunting grounds.  Sapients are just another source of meat for them and while they will barter or trade with other races rarely have much to offer in their austere environments.  There are the ruins of great cities hidden under the sands of their hunting grounds but they have little interest in exploring those and no skill or technology to do much with their kills but eat them.

For the thri-kreen and other desert dwellers this makes them one of the most common enemies and conflict with more civilized races is common.  For the tlincalli this existence is fine and they seem to have no issue with a near perpetual state of war with other groups of nomads or cities.  Hunting, fighting, killing, and eating is simply life for them.  If a whole tribe fails to see victory and is wiped out tlincalli will not mourn their fellows but move on accepting it as the harshness of the desert.


Triton – As merfolk and merrow foil one another so to do the sahuagin and triton foil one another.  Amphibious but native to below the waves the triton can be found in small communities near coasts, in large merfolk cities, or as members of larger coastal city states.  They seem to generally be able to easily fit into move societies and thanks to their amphibious nature can generally find a role when near the coast.

Tritons are a noble but beaten down people, capable of surviving even the depths of the oceans they have long since been driven from these places by the beasts that lurk there.  Like some other races they hold to stories of a great undersea empire shattered in the Rend and erased from the world’s history.  Great undersea ruins meant for bipedal creatures do exist but it is unknown if they are cities lost from the surface or those built by the tritons.
If I have not responded to a post in 4 days, send me a PM as I may have missed it.

Miroque

Peeking my intrest..

few questions thou:
1) Game starts at level 1?
2) Are Avian elves OK?
3) How many players?
4) Smut in the game?
5) When (at what level etc) are you going to incorporate Kingmaker rules ? (something Im keenly intrested about)

Yours,
Miroque

Conundrum

Quote from: Miroque on December 29, 2020, 02:54:32 AM
Peeking my intrest..

few questions thou:
1) Game starts at level 1?
2) Are Avian elves OK?
3) How many players?
4) Smut in the game?
5) When (at what level etc) are you going to incorporate Kingmaker rules ? (something Im keenly intrested about)

Yours,
Miroque

I was leaning towards level 3.
I will allow avian elves .
I think I will cap players at 5.
There will likely be quite a bit of smut in the game and we will at least be going into the exotic, potentially extreme.
There will be an introductory story after which the Kingmaker stuff will kick in.
If I have not responded to a post in 4 days, send me a PM as I may have missed it.

ElayneTrakand

I am super interested! I have a concept for a bard. I would want to work out with you College of Eliquence vs College of Creation as I want to check out the new subclasses. My thought for a character is that she is from a small tribe that minds its own buisness and due to warm weather does not tend to wear much if any clothing. Then her tribe was raided and she was taken as a slave. Then plot hook wise she gets bought by one of the other characters, and they are more than welcome to keep her as a slave  ;P

I am of course willing to tweak things as need be and can post daily with exception of when I go camping or midterms. I love the lore built into the world and am excited by the prospect of exploring it!
A&A's

"When at 15, my girlfriends started dropping out of their beloved sports teams, because they didn't want to appear muscle-y, when at 18, my male friends were unable to express their feelings, I decided that I was a feminist." - Emma Watson

Conundrum

Quote from: ElayneTrakand on December 29, 2020, 03:27:33 AM
I am super interested! I have a concept for a bard. I would want to work out with you College of Eliquence vs College of Creation as I want to check out the new subclasses. My thought for a character is that she is from a small tribe that minds its own buisness and due to warm weather does not tend to wear much if any clothing. Then her tribe was raided and she was taken as a slave. Then plot hook wise she gets bought by one of the other characters, and they are more than welcome to keep her as a slave  ;P

I am of course willing to tweak things as need be and can post daily with exception of when I go camping or midterms. I love the lore built into the world and am excited by the prospect of exploring it!

If you don't find someone to be your master I have an idea that will ensure you move with the party as an element of it.

The city of Zakar is generally rather warm with areas to the south getting increasingly warmer and relying on the oceans and seas for cooling effects, right up until you hit open desert, so coming from a very warm climate works and a lack of clothing is a rather reasonable thing.

What are you looking for with the two subclasses so far?
If I have not responded to a post in 4 days, send me a PM as I may have missed it.

Rafael

Kingdom builder? I'm definitely signing my interest here and now.

Not very well versed with 5e, though I suppose I got to get my gear into flow for this. But I do have a couple questions.


  • Regarding the Kingmaker part, is Charisma going to be end-all-be-all stat definer when it comes to kingdom roles like in Pathfinder rules?
  • Will you be providing the required rule-books and such, or shall I venture out with an eyepatch?

SilkenVenom

I don't really know anything about the Ultimate Kingdom stuff, but I'm interested.

Would Drow be an allowed race? How would they fit in to this world if so?

c0i9z


Xurtan

Tempting. Kingdom Building is definitely my jam, for all I tend to prefer PF2e over 5e as a system. Hrm. I do enjoy the slavery bend to things, too. A Cleric or Paladin of Maighastar could be a real hoot.

ElayneTrakand

Quote from: Conundrum on December 29, 2020, 04:25:07 AM
If you don't find someone to be your master I have an idea that will ensure you move with the party as an element of it.

Ooh, now I'm intrigued!


Quote from: Conundrum on December 29, 2020, 04:25:07 AM
The city of Zakar is generally rather warm with areas to the south getting increasingly warmer and relying on the oceans and seas for cooling effects, right up until you hit the open desert, so coming from a very warm climate works and a lack of clothing is a rather reasonable thing.

Perfect, I was thinking that a coastal tribe would be anyway, so I'm glad that there is an area that makes sense. Do you have pre-defined tribes or should I design my own?


Quote from: Conundrum on December 29, 2020, 04:25:07 AM
What are you looking for with the two subclasses so far?

I really want to try out the college of creation and the subclass seems like a lot of fun. But, I am unsure of how to storywise make sense of her knowing a part of the song of creation, particularly in a world where magic knowledge kind of self annihilated and gods are all but gone. Perhaps the song has been passed down the generations in her tribe? I'm just curious about trying the unusual ability into the world lore in some way.

If I go with the college of eloquence I will say she has been a slave for a while now and is an experienced sex-slave / exotic dancer and the class abilities would be flavoured as her being incredibly seductive. This is the direction I will probably end up with as it fits the narrative well. But if you have a good world tie in for the first one I might well jump ship.




How do you want us to do character creation? Both in terms of how do you want the character submissions formatted and any house rules? What stat gen do we use and any random things like first level feats or things of that nature?
A&A's

"When at 15, my girlfriends started dropping out of their beloved sports teams, because they didn't want to appear muscle-y, when at 18, my male friends were unable to express their feelings, I decided that I was a feminist." - Emma Watson

Conundrum

Quote from: Rafael on December 29, 2020, 06:44:47 AM
Kingdom builder? I'm definitely signing my interest here and now.

Not very well versed with 5e, though I suppose I got to get my gear into flow for this. But I do have a couple questions.


  • Regarding the Kingmaker part, is Charisma going to be end-all-be-all stat definer when it comes to kingdom roles like in Pathfinder rules?
  • Will you be providing the required rule-books and such, or shall I venture out with an eyepatch?

Charisma has an advantage in that it can be used in almost any role but almost every role has at least 2 ability scores that can be used for them.  For example Ruler I think is the only one that uses one ability score, charisma.  Councilors can use charisma or wisdom while a spymaster uses dexterity of intelligence.

I can provide the rulebooks if you need me to, just send me a PM.

Quote from: SilkenVenom on December 29, 2020, 06:57:05 AM
I don't really know anything about the Ultimate Kingdom stuff, but I'm interested.

Would Drow be an allowed race? How would they fit in to this world if so?

Drow are allowed, they are generally just another subtype of elf known for their ashen skintone and tendency to have settlements underground.  Elves tend to be long term adapters to their environment.  Those that settled underground adapted to their environment.  This can mean many things within the broad elf subraces like being smaller if their group has lived a long time in areas where food is harder to come by.

Quote from: c0i9z on December 29, 2020, 10:08:23 AM
I'm also interested, with a goblin, if allowed.

Goblins are allowed.

Quote from: ElayneTrakand on December 29, 2020, 01:24:12 PM
Ooh, now I'm intrigued!


Perfect, I was thinking that a coastal tribe would be anyway, so I'm glad that there is an area that makes sense. Do you have pre-defined tribes or should I design my own?


I really want to try out the college of creation and the subclass seems like a lot of fun. But, I am unsure of how to storywise make sense of her knowing a part of the song of creation, particularly in a world where magic knowledge kind of self annihilated and gods are all but gone. Perhaps the song has been passed down the generations in her tribe? I'm just curious about trying the unusual ability into the world lore in some way.

If I go with the college of eloquence I will say she has been a slave for a while now and is an experienced sex-slave / exotic dancer and the class abilities would be flavoured as her being incredibly seductive. This is the direction I will probably end up with as it fits the narrative well. But if you have a good world tie in for the first one I might well jump ship.




How do you want us to do character creation? Both in terms of how do you want the character submissions formatted and any house rules? What stat gen do we use and any random things like first level feats or things of that nature?

You can make up your own tribe if you want, I tried to leave the worldbuilding pretty open so players would have plenty of backstory freedom.

There have been some changes ever since the first stars returned to the night sky and the gods returned.  I feel there is a hook there for it work, like something recently learned, almost intuitively like when Paul McCartney heard the song Yesterday in a dream and spent weeks trying to figure out where it came from thinking he had heard it before.  Another thought is it could be something passed down orally in the tribe, techniques and lessons that were said to have some old significance but did nothing until recently.

College of eloquence has a hook to even be something formally taught, a slave seen to have potential and sent to be educated in being the best slave she can be.



For character generation my current thoughts are currently point buy, thinking of using these rules,



Characters can be submitted in whatever format players find easiest.  What I will require is all the crunch and usual mechanics elements, and a background section telling me basically how to got to where you are now either in the city of Zakar or approaching it, and why.
If I have not responded to a post in 4 days, send me a PM as I may have missed it.

SilkenVenom

Quote from: Conundrum on December 29, 2020, 04:54:13 PM

For character generation my current thoughts are currently point buy, thinking of using these rules,



Characters can be submitted in whatever format players find easiest.  What I will require is all the crunch and usual mechanics elements, and a background section telling me basically how to got to where you are now either in the city of Zakar or approaching it, and why.

Would we be allowed to utilize the racial bonus swapping presented in Tasha's Cauldron?

Also, I wasn't sure what role we are supposed to be playing in this? Are we supposed to be important figures, or unknown? Locals or foreigners?

Conundrum

#12
Quote from: SilkenVenom on December 29, 2020, 05:17:48 PM
Would we be allowed to utilize the racial bonus swapping presented in Tasha's Cauldron?

Also, I wasn't sure what role we are supposed to be playing in this? Are we supposed to be important figures, or unknown? Locals or foreigners?

Yes, the Tasha's Cauldron bonus swapping is fine to use.

Characters in this can be pretty varied, the main thing that will draw players together is having some draw or interest in the city's call for adventurers and mercenaries searching for adventure, wealth, glory, or power.  The adventure, wealth, glory, or power don't need to be the end goal and can something viewed as a stepping.  They just need to be very capable individuals with a hunger for something more.  They can be clerics, soldiers, or even just citizens of the city, adventurers and mercenaries from abroad, seekers of knowledge, a merchant scion or a later born child of a noble house looking for something more than a meager inheritance.  Someone willing to step up from the masses and step out into the unknown.

Even the followers of Alaya do not need to be simple and servile, they can understand their place as followers of the greatest, and organizers of the meekest to bring them in line behind true masters.
If I have not responded to a post in 4 days, send me a PM as I may have missed it.

ElayneTrakand

#13
Finished! And if anyone wants to pitch in thoughts on which character art you like I am all ears.

DM questions: What language would Luanne likely learn in slave training? Just checking, do islands and sailing exist? If not I will tweak the lore of my tribe a little. For my starting equipment, how do we want to handle my being a slave? I'm more than happy to forgo equipment for extra skills, give extra gold to another player or other rebalance that we feel fair. Now that I have the story all written up I am curious if there is anything that I need to tweak to make it better fit the world or anything else.

NSFW Character art
Some are real, most are illistrated depending on gm and group preferences for image type.
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Luanne
RACE Mark of Storm Half Elf
BACKGROUND Entertainer
CLASS Bard College of Eloquence

Skills
Acrobatics: +6 (+1d4)
Animal Handling: +2
Arcana: +2
Athletics: -3
Deception: +6 (can't roll less than 10+6)
History: +2
Insight: +2
Intimidation: +6
Investigation: +2
Medicine: +2
Nature: +2
Perception: +3
Performance: +9
Persuasion: +9 (can't roll less than 10+9)
Religion: +2
Sleight of Hand: +6
Stealth: +5
Survival: +2
Proficiencies
Armor: Light
Weapons: Hand Crossbow, Longsword, Rapier, Shortsword, Simple
Tools: Drum, Flute, Lute, Lyre, Navigator's Tools (+1d4)
Saving Throws: Dex, Cha
Skills: Jack of All Trades (+1/2 proff to all), Acrobatics, Perception, Performance (exp), Persuassion (exp)
Languages: Common, Elvish, ??? (talk to the DM) ???
Spells
Spell DC: 15 (8 + Cha (5) + Prof (2)
Spell Attack: +7

Slots
1st Level: 4/4
2nd Level: 2/2

Known
Cantrips

Gust

Casting Time:
1 action
Range/Area:
30ft.
Components:
V, S
Duration:
Instantaneous
Attack/Save:
STR 15
Source:
EE, pg. 157
You seize the air and compel it to create one of the following effects at a point you can see within range:

One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.

You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.

You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Mending

Casting Time:
1 minute
Range/Area:
Touch
Components:
V, S, M(two lodestones)
Duration:
Instantaneous
Source:
PHB, pg. 259
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Vicious Mockery

Casting Time:
1 action
Range/Area:
60ft.
Components:
V
Duration:
Instantaneous
Attack/Save:
WIS 15
Source:
PHB, pg. 285
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

1st

Comprehend Languages (R)

Casting Time:
1 action
Range/Area:
Self
Components:
V, S, M(a pinch of soot and salt)
Duration:
1 hour
Source:
PHB, pg. 224
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Disguise Self

Casting Time:
1 action
Range/Area:
Self
Components:
V, S
Duration:
1 hour
Source:
PHB, pg. 233
You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Dissonant Whispers

Casting Time:
1 action
Range/Area:
60ft.
Components:
V
Duration:
Instantaneous
Attack/Save:
WIS 15
Source:
PHB, pg. 234
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Feather Fall

Casting Time:
1 reaction, which you take when you or a creature within 60 feet of you falls
Range/Area:
60ft.
Components:
V, M(a small feather or piece of down)
Duration:
1 minute
Source:
PHB, pg. 239
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Healing Word

Casting Time:
1 bonus action
Range/Area:
60ft.
Components:
V
Duration:
Instantaneous
Source:
PHB, pg. 250
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

2nd

Gust of Wind (C), 1 free/long rest

Casting Time:
1 action
Range/Area:
Self
Components:
V, S, M(a legume seed)
Duration:
Concentration, up to 1 minute
Attack/Save:
STR 15
Source:
PHB, pg. 248
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Suggestion

Casting Time:
1 action
Range/Area:
30ft.
Components:
V, M(a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
Duration:
Concentration, up to 8 hours
Attack/Save:
WIS 15
Source:
PHB, pg. 279
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends.


Features


Bardic Inspirationd6PHB, pg. 53

As a bonus action, a creature (other than you) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

Bardic Inspiration: 1 Bonus Action
Uses:
5/5 per Long Rest

Magical InspirationTCoE, pg. 27
If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.

Unsettling WordsBardic Inspiration (d6)MOoT, pg. 28
As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 ft. Roll the Bardic Inspiration die (1d6). The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.


Song of Rest+1d6 HPPHB, pg. 54
If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.


Silver TongueMOoT, pg. 28
When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10.




RACIAL TRAITS
DarkvisionBR, pg. 39
You can see in darkness (shades of gray) up to 60 ft.

Fey AncestryBR, pg. 39
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Windwright’s IntuitionERftLW, pg. 50
When you make a Dexterity (Acrobatics) check or any ability check involving navigator’s tools, you can roll a d4 and add the number rolled to the ability check.

Storm’s BoonERftLW
You have resistance to lightning damage.

HeadwindsERftLW
You know the gust cantrip. Starting at 3rd level, you can cast the gust of wind spell once per long rest. Charisma is your spellcasting ability for these spells.

Gust(Cantrip)
Gust of Wind(2nd)
1/1 per Long Rest

Spells of the MarkERftLW, pg. 50
If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Storm Spells table are added to the spell list of your spellcasting class.

Entertainer

Feature: By Popular Demand
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.



STRDEXCONINTWISCHA
3
18
7
12
13
20
(-4)
(+4)
(-2)
(+1)
(+1)
(+5)


Passive PerceptionInvestigationInsight
13
9
12


Armor ClassInitiativeSpeed
14
+5
30ft


Hit Points
Hit Dice
12/12
3d8

Equipment
Worn
A steel collar with a 5 ft chain hanging from it
A strip of white cotton tying her hair back in a ponytail
Hemp rope binding her hands behind her back
(otherwise naked)

Backpack

Money
0 cp
0 sp
0 gp
0 pp


Where are you from?:
Luanne is a member of the Molonovan tribe. The Molonovan's have minimal presence on the main continent as the tribe is a sea fairing tribe that mostly lives on isolated islands scattered across the eastern sea. Molonovans are a deeply musical culture with song and dance being used to convey ancestral knowledge of the stars and the natural world. Most members of the tribe spend much of their lives sailing between islands and bringing trade goods between the islands. Between the heat and the risk of clothing snagging on ropes, nail heads or fishing hooks Molonovans rarely wear any clothing while aboard their ships. While on land, many wear skirts fashioned from reads and grasses often adorned with local flowers as accents. Many outsiders are astounded by the Molonovan's sea fairing capabilities when they discover that the Molonovan ships are basically a couple of canoes lashed together. On the islands they have numerous small villages each one specializing in a product while also producing several others to a lesser extent, such products include pottery, fish, wood crafts, paper mulberry cloth and any other good that their people needed.

The tribe used a matrilineal system for tracking genealogy and had amazingly balanced gender roles, with both men and women taking in part in the fishing, crafting leadership and all other aspects of tribal life. The one exception to this rule was the story singers, women who trained from birth to memorize all their people's songs verbatim to ensure that they did not change over time. Any story singers were to raise any daughter's that they may have (or their granddaughters should they bear no daughters of their own) to be story singer's in their own right. Story singers are well respected and need not help out in any other duties other than spreading knowledge that amongst their people, although they usually helped out as much as they could anyway. They are often sought after for advice and healing for any problems the people may have, from poor harvests to disputes to broken legs.

Why did you leave and what have you left behind?:
Luanne did not exactly leave by choice... She was on the island of Mokupuni Lāʻau, one of the larger islands that her people lived on that was covered in a lush forest that provided much of the lumber that they used to make boats when a Zakarian raiding party landed. The Zakarians raided their supplies and enslaved much of the population, killing the rest. Most of the Molonovan slaves were kept on the island to harvest wood for the building of great ships and some upcoming war that Luanne heard some of the soldiers whispering about. A few dozen of Luanne's people that the Zakarian's thought would sell particularly well were brought back to Twip with the army, most were women that the soldiers took a fancy to while making jests about their exotic beauty and "obvious willingness" implied by their lack of dress, but a few were men that were particularly strong and would sell well as labourers, as well as one old woman who made exceptional pottery. Luanne was one such young woman that the soldiers brought back to the ship to have some fun with, and while she did try to put up a fight they easily overpowered her rendering her flailing fist useless as they tinked of the soldiers' armour and they simply picked her up tossing her over their shoulder.


How did you become as skilled as you are?:
Luanne gained much of her knowledge about the world and it's history learning from her mother, Akamai-Kekahi,  singing sings at night by the fire and learning the practices of her people. As part of her training was learning the traditional dances of her people, medicine, and all kinds of general knowledge passed down from her ancestors, including arcane knowledge that the songs whispered of from the Time of the Thousand Lights. One night while she and her mother were working through the motions of one of their dances by the pale light of the moon on a ship they were amazed that as they continued the routine the wind seemed to follow their motions caressing their skin before rushing in the direction they flicked, gathering into a great gust filling the sails. Amazed by what had just happened the two looked around together and saw a singular pinprick of light in the sky, something only they knew to be called a star.

Over the years Luanne was groomed to be very persuasive as without a firm, cool hand many arguments could get out of hand and it was her job to see to it that they were quickly resolved. It was during one such lesson, settling an argument over where to replant a field that had been overtaken by rot, that the raid happened. When a soldier hit Akamai-Kekahi over the head knocking her out, Luanne ran to try and defend her mother, despite being clad in nought but a grass skirt and a floral wreath on her head against a much taller, stronger man in metal breastplate, with a sword... Honestly, Luanne wasn't sure what she was hoping to accomplish, but she was certain was expecting to do at least slightly better than hitting the chest plate, letting off a deep ringing tone, then having both her wrists grabbed in one hand, then slung over the man's shoulder as easily as if she were a fishing net, and no amount of kicking did anything but give her a stubbed toe and a painful slap on the butt. That night as the men drank to their victory was the first of many nights that she learned how to service men, though it is up for debate how much of a participant she could be tied down as she was.

Luanne was unsure how much time had passed, she had lost track after about a week, but she thought it had probably been at least a month of travel, some by ship, some marching around troop formations when she arrived at what the soldiers called Zakar. Luanne stared in amazement at the sheer scale of the city. Her peoples largest towns could probably fit their entire populations inside a single of the larger buildings! As Luanne and her fellow slaves were unpacked off a wagon they were chained one person to another by their collars and led along to a grand plaza. Luanne was unnerved by the lecherous looks, lears and catcalls from passing men, she had lived her entire life in what she was now coming to realize was considered scantily dressed by these people. How primitive! Why should it matter what one wore, one should dress for the weather and the task at hand, not some contrived sense of fashion! Then again..., Luanne stared up at the sheer scale of the buildings. As the line of slaves passed a particularly uncooth building with men drunkenly stumbling out Luanne reflexively tried to cover her bare breasts and exposed vagina (her skirt having been torn away long ago), a reflex that she had only developed while being paraded for the soldiers as it had never before in her life been a concern.

Once brought into a building that seemed to serve the purpose of processing and housing new slaves they were put through a number of rigorous tests, from tests of strength (which she failed miserably, she had been weak, to begin with, then prolonged confinement and malnutrition only exacerbated that problem) to tests of knowledge, writing, dancing, singing any other test that might be able to advertise some use for the slaves to increase their sell value. Luanne's friends and acquaintances got led off one by one and seemed to have done reasonably well although what that meant or if that was a good thing was up for debate. As Luanne had gone through the testing she seemed to gather a small crowd of interested slavers that were talking eagerly, it seemed that she was doing exceptionally well, yippy...

Luanne was then dragged off without explanation and shoved into a tub of frigid water and tossed a bar of soap. She stared blankly at her captors for a long moment before sighing and while shooting them a dirty look, began to wash up. She was honestly quite happy to get clean, it had been far too long since she had been allowed to clean up and it's not like she wasn't used to bathing with other around, just usually those around were warmly chatting and not staring at her with a cool appraising look calculating how much she was worth. Once she was cleaned up she was surprised when two other women came out in clad only in a rope harness and began to tease out the knots that had formed in her hair. Cleaned up and now looking quite presentable she was led along to a well-guilded room, inside she saw a woman striding around in extremely fine silks attended by all manner of servants and slaves with many other types of people coming and going to talk to her. Luanne squirmed slightly and tried to resist but to no evail as the people who had guided her along clamped shackles to her wrists then hoisted her upon a pully at the side of the room. She then was alarmed as they attached a bar between her legs that stopped her from moving her legs and kept them spread apart. One of the slavers then walked over and handed the woman a sheet of paper that Luanne suspected was filled with her test results. The woman seemed impressed at the sheet and strode confidently over to examine Luanne, the woman poked and prodded every inch of Luanne, going as far as to poke around inside her quim and spinning her around as she hung there. "Well, congratulations, you have been selected to be trained as a court slave. Depending on how you do we can teach you all manner of beguiling arts and ways to use your feminine wiles."

With that began Luanne's difficult training in the arts of seduction and persuasion and how to plant ideas in the heads of visiting dignitaries that she was loaned to for the night and all manner of other skills that would be useful to a court slave. She eventually learned that that ending up there was not a sure thing as she still had to go through auction and get sold, but they could bring her to a high-end auction and advertise her in a way that would likely get her bought by the court.

How/why did you come to Zakar?:
(See above)
As far as actually ending up with the group Luanne can be purchased by a wealthier character, or something can go wrong that makes her get sold for cheap to the common folk. Perhaps she accidentally angered someone by not knowing who they were and they ensured she was sent to a common whore house or some other similar concept. Alternatively, she gets stolen or loaned out, or as the peace treaties come to a close the court sells off many of their slaves to pay off war debts. I am cool with any way of connecting the story to the party that works for the world well.
A&A's

"When at 15, my girlfriends started dropping out of their beloved sports teams, because they didn't want to appear muscle-y, when at 18, my male friends were unable to express their feelings, I decided that I was a feminist." - Emma Watson

Miroque

#14


Mizerial is known figure in the city. Not many have her wings. Physically she seems angelic, but her eyes are burning with inner fire.

Mizarial has moved to the city recantly and been seen on various taverns and social gatherings, as she's from outside noone really knows much about her, except she can fly.

She is actually from an small community of winged elves who live in the mountains, and are known to follow Azurian teachings, but not many know what those entitle in particular.

The clan of winged elves are known as Azurians, for their blue clothes, and their ancient spire towers on top of the mountains, which have no entrances without wings.

c0i9z

#15
Kieri


Where are you from?
Kieri hails from a distant goblin tribe, distant enough that few, if any, would have heard of it.


Why did you leave and what have you left behind?
following a long-time tradition. Once a year, the best of their new warriors is chosen. For a year, the chosen receives the best the village has to offer, the best food, the best training, the best mates. And them they are sent out into the run, not to return for a long time. Perhaps never. Kieri was one of the chosen, sent off into a quest without goal. It has been a long way and a long time since she's seen her native village. With it, she left all that she had even known, as well as her honours as a powerful warrior.


How did you become as skilled as you are?
The tradition of Kieri's village has a promising warrior leave each year to travel and learn of the world outside. Those that survive, come back. They are revered as heroes and they teach the young ones all that they have learned. This way, the new generations grow strong. Kieri was one of the ones who learned through this process and was judged, that year, the most worthy to make her journey. Since then, she has come far and grown stronger still on her travels. One day, she, too, will return and be the one to teach and to see some of her students undergo their own journey. But that time is far in the future and she still has much to do and to learn until then.


How/why did you come to Zakar?
Zakar is only the most recent point on Kieri's journey. She has heard the call and followed it. Zakar , she feels, is where her path should take her next and Zakar is where she will stay, until she feels she is done or until the pull of her path leads her elsewhere.


Prof: +2
AC: 16
Passive Perception: 12
HP: 35
Init: +3
Spd: 30'

STR: 16(+3)
DEX: 17 (+3)
CON: 16 (+3)
INT:   6  (-2)
WIS: 10 (0)
CHA: 12 (+1)

Skills:
Athletics +5
Intimidation +3
Perception +2
Survival +2
(Stealth +3)

Saves:
STR (+5) DEX (+3) CON (+5) INT (-2) WIS (0) CHA (+1)

Features:
Rage 3 times / Long Rest
Rage Damage +2
Fury of the Small (+3 damage, 1 / SR)
Nimble Escape
Unarmored Defense 10 +3 Dex +3 Con
Danger Sense
Reckless Attack
Bear Spirit
Speak with Animals (Ritual)
Sense Beast (Ritual)


Proficiencies:
Light armor, medium armor, shields
Simple weapons, martial weapons
Horn
Languages: Common, Goblin, Draconic

Attacks:
Lance +5 attack, 1d12+3 damage, reach, 2-handed when unmounted, disadvantage within 5 ft (Reskinned as halberd)
Hand axe +5 attack, 1d6+3 damage
Javelin +5 attack, 1d6+3 damage

Equipment: Traveler's clothes, staff, Hunting trap, Skull head piece, Belt Pouch, Explorer's Pack, 10gp

Origin: Outlander

Rafael

Quote from: Conundrum on December 29, 2020, 04:54:13 PM
Charisma has an advantage in that it can be used in almost any role but almost every role has at least 2 ability scores that can be used for them.  For example Ruler I think is the only one that uses one ability score, charisma.  Councilors can use charisma or wisdom while a spymaster uses dexterity of intelligence.

I've seen used an alternate rule (in PF) where the ruler is not a one stat-pony. Instead, has to juggle 3/all.

QuoteWhen dealing in matters of:
Loyalty: Charisma (or Strength) is used, to display why one should follow.
Stability: Wisdom (or Dexterity) for the wise and swift decisions to keep the populace undisturbed.
Economy: Intelligence (or Endurance) for the sound economical strategy, and the diligence to work countless hours.

This in my opinion is superior to the 20 charisma only ruler. Giving the potential ruler a weaknesses as you can't (at least the early game) max out all 3 required stats. But also give rise to the Warrior and Wizard kings as opposed to bard/sorc/warlock rulers only

Miroque

Ruler mods are +1/+5, so they are not that uber important, except at the start of the Kingmaker..

but having +3 is enough even then.

Conundrum

Quote from: Rafael on December 30, 2020, 03:51:37 AM
I've seen used an alternate rule (in PF) where the ruler is not a one stat-pony. Instead, has to juggle 3/all.

This in my opinion is superior to the 20 charisma only ruler. Giving the potential ruler a weaknesses as you can't (at least the early game) max out all 3 required stats. But also give rise to the Warrior and Wizard kings as opposed to bard/sorc/warlock rulers only

I do like that idea and will see about fiddling with it, something to keep from pigeonholing the ruler.
If I have not responded to a post in 4 days, send me a PM as I may have missed it.

Zaer Darkwail

#19
I voice interest join as well, more so when Kingmaker rules are introduced I am curious how they fit to 5th edition (as I may plan use it on my future games). You did list all races and one players is half-elf but saw no info about them; so lore wise half-elves aren't no different from other setting (being semi-outcastes both human and elven society)? I atm lean being a warlock but race wise either tiefling or half-elf (a Zakar native). Also candidate be player who purchases Luanna (liking most the Art side's pic 5 albeit pic 8 is same).

Mosos

Would taking a reflavored simic hybrid (possibly as a prewar chimeric living weapon.) be acceptable?

Zaer Darkwail

#21
Aran Goldsand starts with slavery, albeit not in manner how most such tales start. It starts simply slavery of his mother, whom he never knew nor that was she elf or half-elf caught by raiders of Zakar. His father though he did learn name and identity; legion commander Talan "reaver" Talonbreak. One most renown swordsmen in Zakar, former gladiator champion who rised high in ranks and earned his freedom by blood and guts spilled in arena and then joined legion and swiftly rised in ranks thanks his prowess and quick mind for battle.

Once he was born, his father sold him as babe merely half a year old, just long enough move out from breast feeding from mother's embrace basically. Name known only thanks he read it himself years later. There was however unique circumstance which led this sale to good fortunes; as he was sold to old merchant who had gathered vast fortune in his life along with wisdom. But he had no heirs, as he was eunuch thanks his own origins as slave who rised high in Zakar society. So he wanted pass his wisdom and some his wealth to child of misfortune.

His adoptive father was Remir Goldsand, a human man who had made good in working in Guild a caravan runner. But age had finally settled in and he no longer was able to travel as he did and thus handle negotiations in person as he did. So he raised Aran as he would had his own child. He was openly honest about his circumstances and over time Aran holds no love or interest to either to his biological parent; Remir being one who matters most to him. He was quick learner, learning various skills rapidly and was determined to make mark, perhaps much larger, than his adoptive father did on Zakar's merchant guild. Remir still lives, albeit venerable state and is attended by medicine skilled maids in every daily need while Aran handles the business now albeit he does not own it. But it's pre-determined he will succeed Remir and his fortunes once he passes away by natural cause. Some more malicious or greedy people would had offered 'kind mercy' for his father and some in Guild have even suggested it! But Aran is not like them, he owes a deep gratitude and debt to Remir and views as parental figure.

Despite his own and Remir's origins, he has no plans rebel or disregard slave trade. It's unfortunate such trade exists but it exist as there is demand and desire for it in Zakar and some other parts in world. In his end he tries be responsible slave seller and owner, always check slaves are healthy and not abused or punished beyond fair reasons. One vice which he has developed, was acquiring rare or unique items and goods in his travels and in trade. Go even extreme lengths acquire them, view himself as collector of fine goods.

Tale how he became warlock (secret to all except GM)
In one his journeys across desert, his caravan was assaulted by raiders. Lots of them, no chance to to win he told everyone his caravan grab supplies and run different directions, better chances for survival all to equally if they split in small groups. However none joined to him and he was chased by raiders, excepting capture him and ransomed for gold. While running raiders, suddenly desert mirage shifted and revealed a small mountain, with cave. With hopes he ran inside and inside he found a stairway leading to underground. At bottom of the stairs laid a chamber, inside chamber chained in pentagram laid dark angelic beauty who alluringly called to him, on her knees, offering her body for his desires and begs him claim her and ensure her protection from raiders.

But as cunning merchant Aran knew there was something off in the situation, studying the walls, floor and architecture and seeing woman could not gross borders of golden pentagram he called on her bluff and asked her speak plainly. Woman, seeing man not falling scowled first but then with smile told she could remove the illusion barrier from her home, let raiders find him and torture him for her amusement and then kill more gullible men in way how she prefers. As she is after all wanting consume their life force to help invigorate her. As she thirsts drain life force from mortals and hoping drain enough energy able overcome the pentagram which keeps her imprisoned.

Aran saw opportunity here and he replied to her she could do that, but short gain she would only get just few raiders and rest would not come. Have then corpse of one merchant warn possible future men or women who wander to her den. Offering instead alternative; he could become her dealer which offers mortals, at least those he views wicked, as meals to her and perhaps even seek way undo the pentagram she is bound to if she ensures she does not turn on him or anyone who he cares for doing so. Intrigued, the woman introduced herself as The Fallen, not give her name, as that title suits as well Aran calling her a Mistress. She told she was once a divine herald, a archon, to one gods which have been forgotten and for her crimes against her patron she was imprisoned, forever, on that cave which once was guarded by monk guardians and huge monastery around it. But all have erased over time various conflicts and wars. She has overtime developed bit influence around her prison, hide it with illusion, uncover it and do other minor lures to call travelers in and then try lure them cross the pentagram so she can devour their soul and life energy.

Woman, intrigued by proposal asked; "What you desire in return for this service? Besides my mercy not kill you and those you care about?" Aran then replied; "Power Mistress, power to become great man, magic to aid me become such." Aran had read about ancient pacts what some casters had done to gain power, overall arrangement with The Fallen sounded okay to him and unlikely she frees herself during his lifetime. However what she said next chilled him; "That case, I ask bit trust on you. Cross the pentagram, let me embrace you and thus seal the bargain and the pact as agreed on those terms." Aran chuckled and replied; "Is there no other way Mistress? I feel you may just fool me cross it when initial attempt failed." The Fallen smirked and said; "Same could be said from you; you could run off with my granted magic and do none of the agreed things. I need proof of trust from you, and need proof from mine as well if you desire to make a pact with me."

Hesitant, Aran decided to gamble, like all great merchants do at times. He entered inside pentagram, woman not slashing or attacking him. Only smiling, caressing his arms, shoulders and pulling him into kiss...which inflicted him both intense agony and pleasure! Nothing ever has, nor never will, to the influence of the kiss! He felt both dying but yet more alive than he ever has been! Heights of bliss falling down bottomless despair! He felt she tugged, fondled and ravages his soul! But same time, tiny tear on his soul by her soul rending claws, she replaced with spark of power. Potential, in him. Once kiss done, the intense sensation ending but same time leaving him with hunger, eternally unsatisfied hunger to experience such thrill of life and death combination anew. Then once trust established, she told him how lure raiders in, hide him then on behind illusion once he's in chamber and she deals the raiders.

And she did, once raiders spotted him, he ran downstairs and then as raiders came they were dim witted enough enter pentagram, all five virile men went to seek ravage her but in end she ravaged them. She slowly, tortuously slowly, drained them from soul and life and even if they knew and felt she was doing it on them, they could not stop ravaging her and accept her attentions. Even when they collapsed on ground, unable move she ravaged them one by one until final gasps and final lingering mist of soul she had devoured. Sight both frightening, but yet same his hunger thirsted devoured like that, perhaps as he is old or when he wants to die. Developing growing adoration to the heaven cast out monster.

Aran was then educated on his powers, spells and lore of magic by her and then Aran departed and has since occasion guided a someone wicked with false treasure map, rumor or guided even rival or two into unfortunate end. Mistress gives her thanks always in dream, give once more taste of the dark bliss as reward and his powers growing or occasion just lesson in magic and ancient lore how things once were or were find some ancient treasures she remembers. Slowly deliver promise she agreed deliver to Aran.


GM question: Would you allow use of The Fallen warlock pact? Or perhaps even homebrew version The Fallen (which is more specific for fallen angel type which I am going on for my pact)? If not, alternatively my char pact could be the celestial or the fiend. Once exact pact is finalized, so know what features I got and what 1st level spell I have. Also any starting gold for 3th level chars? My case would not mind having some extra spells written to tome or have bought actual horse instead mule pull my goods or trained my char with proficiency (land vehicles).

Ryu Wojin

I am interested in this campaign. Though I am pondering to play a dex/int character who is interested in engineering and magic. In pathfinder that'd be easy to explore w/ knowledge engineering and craft feats. But i'm actually not sure how it'd work in dnd5e! Having a wizard capable of crafting or mass producing small effects that improve the wellness of living (eternal flames, a fountain that produces clean drinking water, etc. Etc.) Is something that would help a fledgling kingdom greatly, but I'm not quite certain how to build that besides having a magic caster, high int, and profiencies in arcana.

Character wise, I was thinking an elf wizard who bladesings. Will work more towards backstory to make them fitting to setting.


Zaer Darkwail

In crafter wise, artificer class is exactly suited to do that but their not wizards. There is no subtype for 'crafter wizards'. Nor much about even crafting magic items (mostly mundane items via artisan tool proficiency). Unsure is there stuff in Tasha's Cauldron. But concept about elven (high elf maybe) bladesinger sounds awesome :).

Conundrum

#24
Something I forgot to mention until it came up is that I won't be using alignments.



Quote from: Zaer Darkwail on December 31, 2020, 11:46:47 AM
I voice interest join as well, more so when Kingmaker rules are introduced I am curious how they fit to 5th edition (as I may plan use it on my future games). You did list all races and one players is half-elf but saw no info about them; so lore wise half-elves aren't no different from other setting (being semi-outcastes both human and elven society)? I atm lean being a warlock but race wise either tiefling or half-elf (a Zakar native). Also candidate be player who purchases Luanna (liking most the Art side's pic 5 albeit pic 8 is same).

The race list is the generally noteworthy ones, there are races few enough in number to generally be noteworthy.  Half-races exist but their treatment will be a generally local affair.

Quote from: Zaer Darkwail on December 31, 2020, 02:52:02 PM
GM question: Would you allow use of The Fallen warlock pact? Or perhaps even homebrew version The Fallen (which is more specific for fallen angel type which I am going on for my pact)? If not, alternatively my char pact could be the celestial or the fiend. Once exact pact is finalized, so know what features I got and what 1st level spell I have. Also any starting gold for 3th level chars? My case would not mind having some extra spells written to tome or have bought actual horse instead mule pull my goods or trained my char with proficiency (land vehicles).

I will send you a PM on Fallen since warlocks will have a bit extra going on due to the setting.
If I have not responded to a post in 4 days, send me a PM as I may have missed it.